Nephil

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Nephalem

V 2.3


A creation that shouldn't exist, physically they look like humans since their conflicting bloodlines cancel each other out partially, however their irises have a noticeably unnatural color. Whenever they commit an action related to a bloodline, that side gains a larger presence in their appearance. Some examples could be that when casting healing magic they have a visible holy aura surrounding them, and when they get burnt their skin becomes scared becoming demonic in color or when using Demon's Will a devil face appears to the creature that is being affected.


Nephalem Traits, Nephalem are an unholy combination of celestial beings and fiends or demons. This gives them a strange combination of abilities.


Ability Score Increase. Your Charisma score increases by 2.


Age. Nephalem live a little over a century at 120 years, and mature in their late teens.


Alignment. Due to their unnatural heritage and how they're treated by the other races within the forgotten realms because of their ancestry, they can lean towards chaotic tendencies. However, they often attempt to fight the labels put on them by doing heroic and good acts for those they come across.


Size. Their size are similar to humans, ranging 5 to 6 feet in height. Your Size is Medium.


Darkvision. Thanks to your Dual Heritage you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


Split Resistance. Your Duel Heritage grants you resistance to fire damage and radiant damage.


Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.


Celestial Manipulation. You Know The Thaumaturgy Cantrip.


Demon's Will. You can command the mortality in one creature that can hear you. That creature must succeed a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target creature must obey a single command that you give it. Once you use this ability, you can't use it again until you complete a long rest.


Languages. You can speak, read, and write Common, Celestial.

Nephalem Subraces

Nephalem always come from a celestial heritage but also from a demonic one.

Abyssal Nephalem

Those that are born from the union of an abyssal creature and a celestial have the following traits.


Additional Ability Score Increase. Your Strength score increases by 1.


Languages. You can speak, read, and write Abyssal.


Abyssal Angel. Starting at 3rd level, you can use your action to harness the conflicting energies within yourself, causing a thin blackish purplish abyssal energy to emanate from your injuries. enveloping most of your form, and you sprout one wing that is partially angelic and partially demonic corporeal wing and one devil horn The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest

Infernal Nephalem

Those that are born from the union of an infernal creature and a celestial have the following traits


Additional Ability Score Increase. Your Wisdom score increases by 1.


Languages. You can speak, read, and write Infernal.


Infernal Angel. Starting at 3rd level, you can use your action to harness the conflicting energies within yourself, causing your body to burst into a hellfire, enveloping your form, and you sprout one divine corporeal wing and two devil horn, also your skin turns a vibrant shade of red, your body cant contain the hellfire within you and you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take fire damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level. Once you use this trait, you can't use it again until you finish a long rest

 

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