Nephilim, Variant (5e Class)
Nephilim
“ | “Regardless of the fact that the express purpose of God's Deluge is to kill off most of mankind--apart, of course, from Noah and his descendants--there is talk of the need to: 'heal the earth which the angels have corrupted ... that all the children of men may not perish through all the secret things which the Watchers have disclosed and have taught their sons.'
From such admonishments, we may reasonably deduce a number of things about the Watchers, most particularly that they must be about the right size and shape, and equipped, moreover, with the necessary organs and impulses to want, to have and to enjoy sex with human women. To me, the obvious conclusion from this is that the Watchers are in fact human, or at any rate extremely closely related at the genetic level to anatomically modern human beings--close enough, indeed, to make human women pregnant and to have "children of fornication" with them. These offspring are not sickly as one might expect from an even slightly mismatched genetic makeup. On the contrary, they thrive so vigorously that Enoch, or the "good" angels speaking through him, want not only to destroy the Watchers but also to 'destroy the children of the Watchers.' So now further clarity begins to emerge. A group of bad angels, "Watchers of the heaven," have come to earth--"descended," specifically, on Mount Hermon in someplace-transferred some technology, mated with human females, and produced offspring who are in some way gigantic and are called Nephilim.” |
” |
—Graham Hancock, Magicians of the Gods: The Forgotten Wisdom of Earth's Lost Civilization |
The Celestial and the Blood by Tarayue |
The spelling comes with the matres lectionis throwing in an extra י (yod) to give us a proper pronunciation of the word nef-ee-leem. This is the only instance of this spelling found throughout the entire Old Testament. The second spelling holds (which is consistent with Genesis 6:4)
This is without the extra yod. It is extremely important to understand how these matres lectiones (or mother of words) work and Hebrew orthographical analysis to see the evolution of these matres lectiones. The purpose of the matres lectiones was to preserve the proper pronunciation of words in the consonant only Hebrew language. Specific characters are used to act as vowels. For example, a yod, depending on the structure and form of the word can be used to indicate an 'ey' or 'ee' sound. In this case, we see the 'ee' forming the second syllable's vowel. Orthographical analysis of the evolution of these matres lectiones shows that the Israelite script, which evolved from the Phoenician, did not originally use their characters as vowel markers. We do not see this until the 9th century BCE in the surrounding regions.
The present variation seeks to consolidate the angelic characteristics of the class. This is an attempt to enhance the original race.
"What is that coming over the hill. Is it a monster, it must be a monster!" As Nephilim that has just been spotted exchanges themselves and their necklace from their Angelic appearance, towards Demonic.
NFYLYM
In ages past you lived many lives: your slaves built the Great Pyramid to honor your death; you died for the sins of Jerusalem; you lost your head suggesting they eat cake. You are Nephilim –- demi-god, prophet, saint, and magician from the mythic past.
Again you incarnate, to continue an ancient struggle for enlightenment and to stand against the plots of occult societies, who seek to enslave you and steal your essence.
We invite you to cross the threshold of fantasy in order to discover the hidden side of our everyday universe. Here you will discover the underlying reality which has been hidden for millennia, you will see behind the scenes and reveal the canvas under the paint. You will discover a twilight world where alchemists labor over their alchemical ovens, kabbalists obsessively trace their pentacles, and magicians struggle to decipher their grimoires for the hidden spells within. This world is concealed behind the respectable façade of wealthy neighborhoods, non-profit associations, flourishing businesses, and historical monuments -- which seem to be completely open to public scrutiny.
But this is a world of secrets. Secret societies wage unseen wars against the Nephilim and one another for control of the magic fields and, ultimately, for world mastery. From this world of mystery, magic, and the occult come your characters: the Nephilim.
The Nephilim character has a past as ancient as humankind, uses supernatural powers, and has lifetime goals incomprehensible to most humans. This character sees a mystical and magical vision of the world and possesses a rich and unsettling personality. This character is but a spirit and has, since the Deluge, lost its body and has been forced to inhabit human bodies during different periods of history. Perhaps your character has witnessed the founding of the first cities
A Nephilim is the offspring of Human and Angel or Demon. This class grants the player the ability to utilize demonic or angelic weapons and abilities based on their heritage in order to strike down their foes. If a player is a tiefling or aasimar then there is 20% chance that you may choose the abilities of the opposing powers.
A similar or identical biblical Hebrew term, read as "Nephilim" by some scholars, or as the word "fallen" by others, appears in Ezekiel 32:27.
"When people began to multiply on the face of the ground, and daughters were born to them, the sons of God saw that they were fair; and they took wives for themselves of all that they chose. Then the Lord said, "My spirit shall not abide in mortals forever, for they are flesh; their days shall be one hundred twenty years." The Nephilim were on the earth in those days—and also afterward—when the sons of God went into the daughters of humans, who bore children to them. These were the heroes that were of old, warriors of renown."
— Genesis 6:1–4, New Revised Standard Version
The Nephilim and His Friend by Peter Mohrbacher |
[…] stately in feature,
[…] in body, lofty […]
His foot was a triple cubit, his leg six times twelve,
His stride was six times twelve cubits,
His thumb was […] cubits.
His cheeks had a beard like […]
The locks of his hair grew thick as a grainfield.
He was perfection in height,
Ideally handsome […]
The word is loosely translated as giants in some Bibles and left untranslated in others. The "sons of God" have been interpreted as fallen angels in some traditional Jewish explanations.
“ | “Edmund jumped and somersaulted in midair, vaulting neatly onto the roof of the carriage. As he did so, he drew weapons from the concealing folds of his garments: the two whips he had spoken of before, arcs of sizzling light against the night sky. He wielded them with cutting precision, their light waking golden fire in his tousled hair and casting a glow on his carved features, and by that light, Magnus saw his face changed from a laughing boy's to the stern countenance of an angel.” | ” |
—Cassandra Clare, The Bane Chronicles |
And now, a group of up to ten angels leads by an Archangel will be tasked to smite the Nephilim by a Dominion or an angel of the first sphere.
Few things get the positive plane in such a fiery state and the sudden scrambling of such celestial powers is hard to miss. Powerful beings like archdevils, eldritch entities or fallen celestials may seek out a Nephilim, perhaps for their infamous strength and out of the nephilim’s need for protection or to hold them as a trophy, to be coveted and swayed in front of those of the upper plane.
Creating a Nephilim
- Quick Build
You can make a Nephilim quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Anthropologist background.
Class Features
As a Nephilim you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Nephilim level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Nephilim level after 1st
- Proficiencies
Armor: light armor, medium armor and shields.
Weapons: Weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Arcana, Nature and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A necklace that has either a blue or red crystal attached to it that is bonded to yourself.
- (a) leather armor or (b) padded armor
- (a) Scholar's Pack or (b) Explorer's Pack
- healer's kit
Level | Proficiency Bonus | Nephilic Damage | Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | 1d4 | Spirit Weapon I, Spellcasting | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 1d4 | Supernatural Bloodline Feature | 3 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 1d4 | Supernatural Bloodline Feature | 3 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 1d4 | Ability Score Improvement, Celestial Might | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 1d6 | Spirit Weapon Upgrade II,Angelic Adaptation or Demonic Adaptation | 3 | 8 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 1d6 | Extra Attack, Supernatural Bloodline Feature | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 1d6 | Supernatural Bloodline Feature | 3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 1d8 | Ability Score Improvement, Spirit Weapon Upgrade III | 3 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 1d8 | Supernatural Bloodline Feature | 3 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 1d8 | Supernatural Bloodline Feature | 4 | 14 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 1d10 | Spirit Weapon Upgrade IV | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 1d10 | Ability Score Improvement, Extra Attack Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 1d10 | Supernatural Bloodline Feature | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 1d10 | Supernatural Bloodline Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 1d10 | Supernatural Bloodline Feature | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 1d10 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 1d10 | — | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 1d12 | Spirit Weapon Upgrade V | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 1d12 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 1d12 | Supernatural Bloodline Feature | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
- Spellcasting
You have learned to untangle and reshape the fabric of reality from your own Bloodline and Spirit. Your spells are part of your heritage, and magic that you can adjust to different situations.
- Cantrips
You know two cantrips of your choice from the Nephilim spell list. You learn additional Nephilim cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Nephilim table.
- Spell Slots
The Nephilim table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
- Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the Nephilim spell list.
The Spells Known column of the Nephilim table shows when you learn more Nephilim spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach the 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Nephilim spells you know and replace it with another spell from the Nephilim spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Nephilim spells. Your magic comes from your bloodline along with the heart and soul you pour into your own Spirit. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Nephilim spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting
You can cast any Nephilim spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can use a musical instrument or your Spirit Weapon as a spellcasting focus for your Nephilim spells.
Spirit Weapon I
Starting at 1st level, you learn that your necklace has a Spirit weapon bound to it which lacks the two-handed or heavy properties when you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can use your action to create a Spirit weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it, but limited for two forms a day. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your Spirit weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your Spirit weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. If you do this, retain the weapon's original property and add only the Nephilim Damage effect.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your Spirit weapon thereafter. You can't affect an artifact or a sentient weapon in this way.
The weapon ceases being your Spirit weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
This Spirit weapon when summoned either assumes a Demonic or Angelic appearance, blue being angelic, and red being demonic. The weapon deals the amount shown on the Nephilim Damage table of either radiant (blue) or necrotic (red) damage, depending on the color of the crystal on your necklace. In addition to this damage, your weapon also gains one of the following effects of your choice.
Supernatural Bloodline
When you get this at 2nd Level, you must choose which bloodline your character came from, either Angelic or Demonic. Which are shown later in this class. If they could be from either Bloodlines, you may replace one Bloodline archetype with another after your next level, and when you do so, you exchange all of your options gained from the previous archetype.
Celestial Might
You get this at 4th Level, and, when you strike a creature you can force them to make a Constitution saving throw, or be knocked back 20 feet and become stunned until the end of their next turn or they take damage. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. After you use your Celestial Might, you can’t use it again until you complete a short or long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Spirit Weapon Upgrade II
When you reach 5th level, you gain access to another Spirit Weapon option that follows the same rulings as the Spirit Weapon. This spirit weapon can be either a simple or martial weapon, which also gains the benefits of the Nephilim Damage Table. If this Spirit Weapon is in your offhand, with another Spirit Weapon in the other, you may add your ability modifier as the damage to your offhand strike, if you do not already. Your original Spirit Weapon now deals extra damage as shown on the Nephilim Damage Table of either Radiant or Necrotic damage, depending on your archetype. If you target is a fiend, undead or aberration you gain an additional +2 to your attack roll.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn, at 12th level, you can attack thrice, instead of twice.
Spirit Weapon Upgrade III
At 8th level, you gain access to another spirit weapon, red crystal equaling a demonic weapon, and blue crystal equaling an angelic weapon, this weapon can be listed as a shield or any ranged weapon for which you have proficiency in where the ammunition is not required as it is your raw power and energy, it deals the damage as shown on the Nephilim Table, of either Radiant or Necrotic.
Spirit Weapon Upgrade IV
At 11th level, you gain access to another spirit weapon, red crystal equaling an angelic weapon, and blue crystal equaling a demonic weapon, it deals the damage as shown on the Nephilim Damage Table, you may now also select either Radiant or Necrotic damage for your attacks, before you go to attack a creature Additionally, if you manage to critical hit whilst attacking with your Spirit Weapon, you may attack with the weapon again, but can only do this once per turn. If this is whilst having an off-hand weapon, you may instead attack twice.
Spirit Weapon Upgrade V
At 18th level, you gain access to your final Spirit Weapon, and can absorb a 5th Weapon. This weapon assumes an appearance that is both Angelic and Demonic. Previously Existing Spirit Weapons deal this same damage. Each weapon that you can summon, gains the ability to now summon the effects of other Spirit Weapons if they can apply. Your final Spirit weapon that you have chosen gains these traits and can have its form exchanged as a bonus action. Your other weapons keep their traits, as they only bonded their own towards your final Spirit Weapon. For example, if one weapon dealt 1d6 cold damage, but you had a vulnerability to fire, and another weapon gave immunity to thunder. Your final weapon may be customized to deal 1d6 cold damage and have immunity to Thunder. You may apply this to two weapons or a weapon and a shield. However, they cannot have the property taken from another.
Angelic
At 2nd level, you may choose one of the following options, following your ancestry. You may change your option every time you gain a level in this class, however you lose all benefits when you change your choices. You gain the language Celestial additionally.
- Angelic Speed: When you have your weapon summoned, this grants you the speed of an angel, giving you an advantage on your next Dexterity-based check or Saving Throw. You may only receive this advantage to Dexterity-based rolls once per every short rest.
- Angelic Wings: When you have your weapon summoned, this releases your inner angel, granting you spirit wings. Your spirit wings look like giant, white, feathery wings, but are intangible to others. These wings allow you to fly, you double your movement speed when flying. You may only do this as an action once per every short rest, and this lasts for the next 10 minutes.
- Angelic Wisdom: When having your weapon desummoned, this grants you the wisdom of an angel, giving you an advantage on your next Intelligence or Wisdom based check outside of combat. Summoning your Bound Weapon or entering combat removes the effect, and this may only be done once per every short rest. You gain the ability Divine Sense, that means you've gained a supernatural sense through your attunement to a higher power. You can detect the presence of aberrations, celestials, elementals, fey, fiends, or undead within 30 feet of you, as well as where the creature is located. Similarly, you can sense if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
- Angelic Voice: When having your weapon desummoned, this grants you the voice of an angel, granting you advantage, to your next Charisma-based check, and expertise in Performance when singing, or using Angelic instruments. Summoning your Bound Weapon or entering combat removes the effect, this is only once per every short rest.
- Angelic Healing
At 2nd Level, as an bonus action, you may heal yourself or an ally within 30 feet for 1d6 hit points. You can use this feature a number of times equal to 1 + your Nephilim level, and the maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. You regain any expended uses when you finish a long rest.
- Summoned Blades
At 3rd level, you gain access to Summoned Blades. You may spend your bonus action to summon a bladed weapon made holy energy and launch it at an area or target of your choice. You are proficient in this and Charisma is your spellcasting ability for this. This range is 60 feet, and deals 2d8 piercing to one target, then every creature within 5 feet must make a Constitution saving throw or take 2d4 radiant damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Summoned Blades die changes when you reach certain levels in this class. The die becomes a 4d8 at 6th level, a 5d8 at 10th level, a 6d8, and the radiant damage become a 2d6 at 15th level.
- Angelic Adaptation
Start at 5th level, your eyes have adapted to seeing to truths of the world gaining a faintly visible golden circle at the edge of the iris, you now have truesight up to 15ft. At 7th level, your body and soul start to show to adaptations to their new divine powers. You become immune to being charmed, frightened, possessed or petrified.
At 9th level, the amount of evil you have slain speaks volume to evil in your presence causing them to become stricken with a profound sense of dread. When you roll for initiative, you can force aberrations, fiends, undead as well as evil-aligned creatures that can see you within 90ft of you to make a Wisdom saving throw or become paralyzed in fear for 1 minute. Affected creatures may repeat this save each time they are damaged.
- Blade Warp
At 6th level, after using Summoned Blades, you gain Blade Warp, which you may use after the effects of Summoned Blades (no action required). Due to your Holy energy, you may either instantly warp to the target that was pierced, or brings them an unoccupied space within 5 feet of you. You may do this towards an ally.
- Mind Purification
At 11th level, you are able to reach out and destroy a creature's mind, two times a day. Upon successful grapple, you can lay your hand on the creature's head and deliver 4d6 Radiant damage every turn as long as you hold on to the head. If free, the creature needs to succeed a Wisdom saving throw to resist being frightened, which if failed can be repeated at the beginning of its subsequent turns.
- Nephilic Form
At 14th level, you gain access to a Nephilic form. As an action, you may assume an Angelic form, doubling your movement speed, have the ability to deal half your level extra Radiant damage (At 14th Level, 7 damage) when you deal damage and a bonus +2 to attack rolls, but you take 4d6 damage every minute. You may remove this, no action required to disable the effect, on your next turn after activating this form.
- Nephilic Bless
At 20th level, choose one:
- Nephilic Bless Heal
- you gain access to Nephilic Bless. As an action, you may use the power of your inner angel to heal a friendly target for 8d12 hit points, and grant them 2d12 temporary health. You may do this once before requiring a long rest, your Nephilic Form also no longer takes damage as you have adjusted to your surroundings.
- Divine Punishment
- The caster will Use a bonus action to Put down there weapon and call to the heavens for there god, putting yourself at risk of revealing your position to angels, The charge up for this move is Instantaneous. The player will then use an action to slam there hands onto the ground beneath them, sending out a shock wave of Holy flames scorching there foes, dealing 5d10 (plus your charisma modifier) in a 20 foot radius around themselves. In addition to this Explosion, it will send out a loud explosive non-lethal shock wave 300 feet around the center point of the initial explosion (basically a very loud sound). The opponent must make a DEXTERITY saving throw. on a fail, they take full damage, and are blasted back 25 feet, If the saving throw is a single-digit number they will also be knocked prone. On a successful save They will take half damage and will only be blown back 5 feet with no chance of prone. Allies hit by this attack will have the same effect as the enemies. The player will also take damage from this move, The damage taken will always be halved and will be further subtracted by his charisma modifier. This attack will use all of your actions and turn not including movement. It can only be used once per long rest, if you survive.
Demonic
At 2nd level, you may choose one of the following options, following your ancestry. You may change your option every time you gain a level in this class however you lose your features when you change your choices. You gain the language Infernal additionally.
- Demonic Strength: When having your weapon summoned, this grants you the strength of a demon, giving you an advantage on your next Strength-based check or saving throw. You may only receive the advantage to Strength-based rolls once per every short rest.
- Demonic Defense: When having your weapon summoned, this grants you the defense of a demon, granting you immunity to all poisons and disease, and advantage on your next constitution saving throw. This effect ends when combat ends, or your weapon is desummoned. This can only be done once per short rest.
- Demonic Deceit: When having your weapon desummoned, this grants you the persuasion and deceit of a demon, granting you the expertise to your deception check, and advantage to your next Charisma-based check or saving throw. Summoning your Bound Weapon or entering combat removes the effect, this only applies once every short rest.
- Demonic Moving: Whilst having your weapon desummoned, this grants you the ability to move like a demon, granting you an advantage to your next Dexterity saving throw, and advantage and expertise to impress on dancing-based performance checks. Summoning your Bound Weapon or entering combat removes the effect, this also is once per every short rest.
- Demonic Smite
At 2nd Level, you may use Demonic Smite as a bonus action, and curse an enemy target creature within 30 feet to deal 2d8 Necrotic damage to them, which lasts for the next minute, this effect is used up after your hit. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
- Summoned Blades
At 3rd level, you gain access to Summoned Blades. You may spend your bonus action to summon a bladed weapon made demonic energy, and launch it at an area or target of your choice, you are proficient in this, and Charisma is your spellcasting ability for this. This range is 60 feet, and deals 2d8 piercing to one target, then every creature within 5 feet must make a Constitution saving throw or take 2d4 necrotic damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Summoned Blades die changes when you reach certain levels in this class. The die becomes a 2d10 at 7th level, a 2d12 at 10th level, and the necrotic damage becomes a 2d6 at 15th level.
- Demonic Adaptation
Starting At 5th level, your eyes have adapted to seeing to truths of the world gaining a faintly visible golden circle at the edge of the iris, you now have truesight up to 15ft. At 7nd level, your body and soul start to show to adaptations to their new divine powers. You become immune to being charmed, frightened, possessed or petrified.
At 9th level, the amount of holy (good) you have slain speaks volume to holy (good) in your presence causing them to become stricken with a profound sense of dread. When you roll for initiative, you can force elementals, fey, celestials as well as good-aligned creatures that can see you within 90ft of you to make a Wisdom saving throw or become paralyzed in fear for 1 minute. Affected creatures may repeat this save each time they are damaged.
- Blade Warp
At 6th level, after using Summoned Blades, you gain Blade Warp, which you may use after the effects of Summoned Blades (no action required). As a Demonic aspect of the Bloodline you instantly warp the pierced target towards you, this can be done on allies, however, they must take the full effects of the Summoned Blades.
- Mind Crush
At 13th level, you are able to trigger a creature's memories simultaneously to bring a host of psychological pain flushing through its being. For 2 times a day, you can try subject creatures in a 15 foot by 30 foot area in front of you to make a Wisdom saving throw. Upon failing, creatures takes 6d8 psychic damage, or half if successful.
- Nephilic Form
At 14th level, you gain access to a Nephilic form. As an action, you may assume a Demonic form, doubling your movement speed, gain half your level extra Necrotic damage (At 14th Level, 7 damage), and a bonus +2 to attack rolls, but you take 4d6 damage every minute. You may remove this, no action required to disable the effect, which may be done on the next turn after activation.
- Nephilic Wrath
At 20th level, choose one:
- Nephilic Wrath Controlled
- you may use the power of your inner demon to wreak havoc on all who oppose you. Target up to six enemies, and Deal 1d4 psychic damage to them. Ten minutes after each target suffered the psychic damage, you deal 8d12 Necrotic damage to the targets, and living targets are stunned for a minute. You may only do this once before requiring a long rest. Your Nephilic Form also no longer takes damage as you have adjusted to your surroundings.
- Nephilic Wrath Uncontrolled
- you learn to directly damage the life essence of a creature you can see. This feature requires concentration and while using this feature you cannot make any other action. You can subject a creature to make a Constitution save. If it succeeds the saving throw, there is no effect, no one notices and the creature is immune to this effect for 24 hours. Upon failing this saving throw, the creature takes 5d8 necrotic damage. Its hit point maximum is reduced by half the damage for 24 hours. This feature is a magical effect for purposes for overcoming damage reduction. If the Dark Lord wants the effect to continue, the creature may repeat the saving throw with a disadvantage at the start of its turns. Every time it fails, it takes 2d8 necrotic damage + your Charisma modifier of damage. Also, upon continuing, the creature starts to squirm and wail due to the pain of their life essence being drained and cannot move from the spot it is in currently unless you release it or it succeeds in a subsequent saving throw. When it is in this state, attacks made upon it are made with advantage and it cannot do anything unless it succeeds a saving throw or is released. It requires 6 heal points to initiate and 1 heal point at the start of your turn to maintain. If the target is healed or has its mind protected from Nephilic Wrath Uncontrolled, the Demonic Nephilim's connection is severed and takes psychic damage equal to its Charisma score + the CR of the target. This feature cannot be used on constructs or undead.
Nephilim Spell List
A Nephilim has a constant internal battle, with a mixture of mind-altering, healing, and destructive magic, with a little bit of demonic trickery afoot.
- Cantrips
Blade Ward, Booming Blade, Eldritch Blast, Friends, Green-Flame Blade, Guidance, Light, Mage Hand, Message, Prestidigitation, Sacred Flame, Spare the Dying, Thaumaturgy, Thorn Whip, True Strike
- 1st Level
Absorb Elements, Arms of Hadar, Bane, Bless, Cause Fear, Charm Person, Command, Compelled Duel, Comprehend Languages, Cure Wounds, Detect Evil and good, Detect Magic, Disguise Self, Dissonant Whispers, Divine Favor, Expeditious Retreat, Faerie Fire, Find Familiar, Guiding Bolt, Healing Word, Hellish Rebuke, Heroism, Hex, Inflict Wounds, Protection from Evil and Good, Ray of Sickness, Sanctuary, Searing Smite, Shield of Faith, Sleep, Tasha's Hideous Laughter, Thunderous Smite, Thunderwave, Unseen Servant, Wrathful Smite
- 2nd Level
Aid, Augury, Blindness/Deafness, Branding Smite, Calm Emotions, Crown of Madness, Darkness, Flame Blade, Hold Person, Invisibility, Magic Weapon, Misty Step, Prayer of Healing, Ray of Enfeeblement, Shadow Blade, Silence, Spiritual Weapon, Zone of Truth
- 3rd Level
Animate Dead, Aura of Vitality, Beacon of Hope, Bestow Curse, Blinding Smite, Blink, Crusader's Mantle, Daylight, Dispel Magic, Fear, Hunger of Hadar, Mass Healing Word, Nondetection, Sending, Spirit Guardians, Tongues, Vampiric Touch
- 4th Level
Aura of Life, Aura of Purity, Banishment, Blight, Compulsion, Confusion, Death Ward, Divination, Dominate Beast, Evard's Black Tentacles, Guardian of Faith, Phantasmal Killer, Staggering Smite
- 5th Level
Banishing Smite, Circle of Power, Commune, Contact other Plane, Contagion, Destructive Wave, Dispel Evil and Good, Dominate Person, Flame Strike, Geas, Greater Restoration, Hallow, Hold Monster, Mass Cure Wounds, Modify Memory, Planar Binding, Reincarnate
- 6th Level
Circle of Death, Create Undead, Eyebite, Harm, Heal, Planar Ally
- 7th Level
Divine Ward, Finger of Death, Prismatic Spray, Regenerate
- 8th Level
Abi-Dalzim's Horrid Wilting, Antipathy/Sympathy, Dominate Monster, Feeblemind, Holy Aura, Mind Blank, Power Word Stun
- 9th Level
Mass Heal, Power Word Heal, Power Word Kill, Weird, Wish
Multiclassing
Prerequisites. Nephilins must have a strong sense of self, high adaptability, and in order to do so, they must be able to convince others that they are not who some think they are: an aberration. The strain put on the body of a Nephilim is great and as such requires a greater degree of fortitude. In order to make the right decisions in the heat of battle and in morally conflicting situations, Nephilins must possess a natural insight into the world of their deity. Only Good deities may create and command angels and as such only those of Good alignment may receive this blessing. Only the strongest souls are worthy of such a promotion, and as such you must be of at least 10th level before your soul becomes strong enough to stand up to such a process.
To qualify for multiclassing into the Nephilim class, in order to advance, you must meet these prerequisites (in addition to the multiclassing prerequisites for your existing class): Charisma 14, Constitution 14, Wisdom 14, Good Aligned, Character Level 10th.
Renounce. When you multiclass, you lose access to previous spells and classes, even the other one involved in the previous multiclass. You cannot multiclass after multiclassing to Nephilim. Multiclassing as a Nephilim removes your current race, and makes you a Nephilim
Proficiencies. When you multiclass into the Nephilim class, you gain the following proficiencies: Light Armor, simple weapons, Religion
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