My Documents
Become a Patron!
\pagebreak # Race: Nephalem (Half-Angel Half-Demon)
Angels and Demons have existed in the world since the dawn of time. Though it is spoken against the two ever mixing, every race if prone to have those who don't listen. These children are the byproducts for not listening. They are not accepted in heaven or hell. Those that wish to live in one of the realms must prove their worth. ### Appearance Being mixed with a being from heaven and a being from hell comes with a variety of combinations. Some get feathered wings, some get tapered wings with skeletal frames, and others may get no wings at all. Some may inherit a tail from their hellborn parent. Tails are usually long and thin; some have blade like sharp tips, others may have spikes, some may have split tails. So far, tails are a dominant trait and all children are born with some kind. There are a few who may have shorter tails that make it easier for them to hide their heritage if they so choose. **Tail** All children are born with a tail. To determine if it's a usable length, you will have to select the trait in Demon Traits. **Horns** Not all children are born with horns. Those that do tend to be slightly smaller than their demonic parent. To determine if your horn is usable, you will have to select the trait in Demon Traits. **Feathered Wings** Being born with feathered wings shows more dominant features from the angel half, a lot of your physical features will come from your Angelic parent. Colors can be a mix or spectrum from white to black and any shade of grey in between. Your wings have 30ft speed. On a windy day, flying with the wind gives you 40ft. **Tapered Wings** Being born with tapered wings shows more dominant features from the demon half, a lot of your features will come from your Demonic parent. Having tapered wings also gives you the chance to have horns, a Demon Trait you can select only if you have tapered wings. Colors usually match your tail and can be any dark version of warm colors (reds, oranges, purples, and pinks). Your wings have 30ft speed. On a windy day, if you're flying against the wind your speed is reduced to 20ft. ### Feats Natural features to this race. **Languages** You speak Common, Infernal, Celestial, and one other language of your choice. **Reject** You don't fit in anywhere so the bonds you make are very deep. Regardless of your alignment, you would do anything to keep those bonds you've made alive and by your side. ### Backgrounds These backgrounds are based on the parental upbringing, you can still have other backgrounds. **Unholy Union** Your birth mother is an angel and once you were born, you have always been on the run. No one can truly hide from the angels though. Because of this, the only angel you trust is your mother and you have developed a human disguise to not draw attention. You have proficiency in Stealth. **Divine Punishment** Your birth mother is a demon and you have no father. You were born of a curse placed on your mother by the angels after a mission she had went wrong. You were raised in hell and are welcomed there, but the leadership will not fully accept you unless you prove your worth as a demon. You are sent to the mortal realm to prove your worth and denounce your divine heritage. You have proficiency in Deception and Persuasion. **Moral Dilemma** Your parents knew what they were doing and their love for each other has remained true your entire life. Unfortunately they themselves still have guilt and regrets surrounding their choice. Their biggest regret is bringing you into this world as now you live like a human but are not. Your divinity and demonic heritage tend to haunt you as you never know where you belong or what to do. Your parents don't help in that choice, they simple say "be you", but who and what are you? This has led you down a path of everything scholarly and all knowledge related to theology, demonology and angelology. You have disadvantage with Charisma checks, but proficiency in anything that uses Intelligence. **Unclaimed** You were abandoned as a child. You don't know who or what you are as you somehow survive the world with no one to truly guide you. If you grew up in an orphanage, most people and children were afraid of you. If you were taken in by someone, you find that when you're in a good mood you seem to bless them, but when you're in a bad mood things tend to go wrong. Because of this you quickly had to learn to control your emotions. You are immune to being charmed and have proficiency in Survival and \pagebreak
### How Alignment Affects You Depending on your alignment, your abilities may become limited. Being more good has more angelic abilities, while being more evil gives more demonic abilities. Check Abilities section for more. **Lawful Good** You respect authority and like to help others. You are good in the eyes of the mortal plane, but that doesn't truly mean the law is good. Obeying the laws keeps you bound to earth and limits you to abilities that only help others. **Neutral Good** You help others with little regard to rules. You believe everyone is worthy of help and don't deserve misfortune in life. You see the good in others and act accordingly. So long as you keep seeing the good in others and help them in the direction to be good themselves, you are bound for the heavens. You have no limits on Angelic Abilities. **Chaotic Good** You value freedom and don't like when authority intervenes. You view authority as the true evil in the world and act based on your moral compass. If you value the lives of others you are bound for the heavens. However, if authority is deemed less than and you take the life of authority throughout your path, you will be bound to the mortal realm and your abilities are limited to that of a Guardian Angel. **Lawful Neutral** You highly value order and tradition. However you were raised by your parents, that is how you go through life. You believe that everyone is capable of both good and evil and let them be. You belong here in the mortal realm and aren't trying to prove anything, so long as you can keep the peace. Your abilities are limited to those that fall under the realm of crowd control. **True Neutral** You seek balance in the world. If evil dominates, you strive to do more good. If good is dominant, you commit acts of evil every now and then for sake of balance. You are bound to the mortal realm and have no special abilities. **Chaotic Neutral** You hold personal freedom above all else. So long as no one tries to stop you from doing what you want, you don't care how anyone else is. You are not part of any of the realms and see yourself higher than others. You are Hell bound. Your abilities are limited to those that give you control over your life. \columnbreak **Lawful Evil** You know the rules and laws in the mortal realm and take advantage of every loophole you can find. Whether you use that advantage for yourself or others will determine how you sway, but for the most part you lean heavily bound for Hell unless you use your advantage to help those who are suffering because of the laws of the land and the ruling powers, then you are bound for Heaven. Your abilities are not limited. **Neutral Evil** You are for yourself and no one else with little to no regard for how it impacts those around you. Your life will be ruled by karma. Depending on how your choices impact those around you will determine where you are heading. You have no limits to abilities. **Chaotic Evil** You are the embodiment of evil. You are mean and malicious. You do things to serve yourself and purposefully bring down others. You are bound for Hell. Your abilities are limited to those of destruction. \pagebreak
## Traits Half borns of heaven and hell have both divine and infernal senses that get amplified in time, the more they use them. As a default, the children are born with a divine sense to sense other creatures of heaven or hell and the ability to discern which they are. **Ability Scores Increase** Imbued with divine strength and ability to quickly adapt to their surroundings. They get an increase in Strength by 2 and an increase in Dexterity of 2. **Age** These creatures are immortal, but upon being born do not have access to their divine abilities till they are 13. Their bodies age until they turn 25, from there they stop aging. **Inheritence** Moving forward, they get two abilities from one half and one from another. Options: 2 angel traits + 1 demon trait OR 1 demon trait + 2 angel traits. ### Angel Traits Choose one or two. If you choose two, you get only one demon trait. **Divine Beauty** Angelic beauty gives you a bonus in terms of earning others' trust. You get advantages on Persuasion rolls. **Angelic Sight** You can see other demons or angels even if they are invisible. **Divine Sense** You can sense when anything evil or wishes you harm is nearby. **Holy Grail** Potions and healing spells do double healing to you, but Poisons are also doubled damage. **Celestial Blood** Your blood is the same as your angelic parent. Necrotic, Acid, Fire, and Poison gives double damage. You resist Radiant and Psychic damage. **Celestial Blessing** Your powers from your angelic parent are more powerful. Radiant and Psychic attacks you do do double damage. **Wing Cloak** Your wings are extra fluffy if you choose feathered wings. Because of this, you can use your wings as a shield for all kinds of damage other than Fire and Acid as long as you're not flying in order to use your wings. **Soul Sight** You can see within someone's soul and tell where they need healing or help in order to be welcomed to heaven. If someone is dying, you can use "Last Rights" to help them air their grievances and a chance to atone for what's holding them back. This may lead to you having to perform a last request for the person in order for their soul to truly be free. **Divine Presence** So long as your HP stays above half of your max HP, those you perceive as your allies within a 10ft radius get an automatic blessing of +1d4 on Attack rolls and Saving rolls. At level 3 the radius increases to 15ft; level 7 radius is 20ft; level 11 radius is 25ft; level 15 radius is 30ft. ### Demon Traits Choose one or two. If you choose two, you get only one demon trait. **Seduction** Your demonic bloodline is that of a succubus. You have advantage on Deception rolls in order to have others do what you want. **Anarchy** You can inspire rage into others with your aura. This gives those around you the ability to use rage. This gets activated once you are in combat and get hit. Your teammates become your personal army. **Prehensile Tail** Your tail is long enough and strong enough to be used as an extra arm, giving you the ability to triple wield if you so choose, or have an extra "hand" to grapple someone. **Whip Tail** Your tail is not that strong, but it is long and sharp. You can use it as a whip to attack with Slashing damage of 1d8. **Toxic** Poison OR Acid flows through your blood. Unarmed slashing or biting will have their effects with the damage. **Claws** Your fingertips are sharp and pointed like claws. Unarmed strikes do slashing damage at 1d8. **Sharp Horns** Your horns are strait and pointy. You can use it to headbutt an enemy and do piercing damage of 1d8. **Ram Horns** Your horns are curved atop your head. You can use your horns to headbutt someone for 1d8 bludgeoning damage. **Undead Roar** You have the ability to summon a battle cry from deep within you. Using it weakens you for two turns giving you disadvantage on attacks and movement, but gives those you see as allies within a 10ft radius advantage on attacks and saving throws. At level 3 the radius increases to 15ft; level 7 radius is 20ft; level 11 radius is 25ft; level 15 radius is 30ft. **Shadow Realm** Any time you are fighting in the dark, you have advantage on Attack and Stealth rolls. **Demonic Blood** Your blood is the same as your demonic parent. Radiant and Psychic gives double damage. You resist Fire, Poison and Acid damage. Necrotic damage is halved. \pagebreak ## Angel Lineage You only get one. Who your angel parent is may determine special abilities you gain from birth. To keep things balanced, **I would recommend rolling 1d100 to find which hierarchy you can choose from. Higher hierarchies can have 1d20 roll for further chances to keep a semblance of balance.** ## Lowest Hierarchy Most common to be found on earth. Ranging from guardian angels and hidden rulers that enact laws. **1-60 on d100.** ### **Angels** Often seen as messengers and guardians, protecting individuals and places. Can sometimes not have wings and appear as regular human. It is possible to be raised by this parent as they train you to hide your wings. You can have a normal life if this angel is your mother. * **Abilities** You know the cantrip Guidance and the 1st level spell Sanctuary. ### **Archangels** Serve as messengers of God, delivering important messages to humanity. One pair of wings and incredibly strong. **You have advantage on strength saves.** * **Abilities** You know the cantrip Message and 1st level spell Shield. ### **Principalities** Often seen as rulers or princes, involved in the affairs of the earthly realm. Other angels on earth answer to them. One pair of wings. **You have advantages on charisma saves** * **Abilities** You know the cantrip Message and 1st level spell Protection from Evil and Good. ## Middle Hierarchy Found more in places that a holy on earth. Act as guardians of knowledge on earth as well as both guards and guides for the heavenly realm. **60-90 on d100.** ### **Powers** **1-12 on d20** Considered warriors, protecting God's system against evil spirits. Have 2 pairs of wings, totaling four wings. +5 to your base flying speed. Are known for being able to perform miracles. **If you have healing abilities (not potions), your healing does double.** * **Abilities** You know the cantrip Booming Blade and 1st level spell Protection from Evil and Good. \columnbreak ### **Virtues** **13-18 on d20** Responsible for the operations of nature and the movement of heavenly bodies. Have 2 pairs of wings, totaling four wings. +5 to your base flying speed. **+4 to Strength** * **Abilities** You know the cantrip Mage Hand and 1st level spell Searing Smite. ### **Dominions** **19-20 on d20** Associated with authority and leadership, overseeing the other angelic orders. Rule over the middle hierarchy. Have 3 pairs of wings, totaling six wings. +10 to your base flying speed. **You have advantages on charisma and strength saves, and a +4 to your Strength.** * **Abilities** You know the cantrip Booming Blade and 1st level spell Searing Smite. ## Highest Hierarchy Rarest to be found on earth as they work directly beside god and have godlike abilities themselves. **90-100 on d100.** ### **Thrones** **1-12 on d20** Represent God's authority and power, often depicted as guardians of God's throne. Have 3 pairs of wings, totaling six wings. +10 to your base flying speed. **+6 to Strength, +4 to Charisma, +2 to Wisdom** * **Abilities** You know the cantrip Chill Touch and 1st level spell Burning Hands. ### **Cherubim** **13-18 on d20** Associated with knowledge, wisdom, and guarding sacred places, like the Garden of Eden. Have 4 pairs of wings, totaling eight wings. +15 to your base flying speed. **+6 to Strength, +4 to Charisma, +2 to wisdom. Proficiency bonus to Arcana and Religion** * **Abilities** You know the cantrip Minor Illusion and 1st level spell Comprehend Languages. ### **Seraphim** **19-20 on d20** Known for their fiery nature and proximity to God, often depicted with multiple wings. Have 5 pairs of wings, totaling ten wings. +20 to your base flying speed. **+6 to Strength, +4 to Charisma, +2 to wisdom. Proficiency bonus to Arcana, Religion, and History** * **Abilities** You know the cantrip Eldritch Blast and 1st level spell Burning Hands. \pagebreak ## Demon Lineage Some demons were born and raised there, some were never human and ended up finding their way to hell in other ways. Either way, these are a chance. **Roll 1d100 at 50 or higher to be born from the four following.** ### Succubus/Incubus Found in the Second and sometimes Eight Circles of Hell. **85-95 on d100.** * **You gain an bonus +2 to Charisma** * If you are born in the Circle of Lust, you have control and knowledge over your abilities. If you are born outside the Circle of Lust, your abilities exist, but they happen by chance. You have disadvantage when using your abilities. * **Abilities** You know the cantrip **Friends** and 1st level spells **Charm Person and Command** starting out. ### Fallen Angel Can be from any Circle. Circle labeled abilities are if you are from that Circle. **70-85 on d100.** * Your wings are sturdier than most as they have an overcoat of feathers protecting them. The feathers match your gosimer in color. You are immune from losing your ability to fly as described in the Gosimer Wings trait. * **Divine Beauty** You have the ethereal beauty of an angel and a fae and have **advantage on Charisma saves, as well as Proficiency in Persuasion and Deception.** * **Sloth** *Opposite of Diligence* (Get up and do shit) You have disadvantage on attack until you hit the same target 5 times in a row. The curse exist until you show some Diligence. After 7 hits you gain advantage if it's still the same target. * **Wrath** *Opposite of Kindness* (No hurt, just heal) If someone on your team is hurt or dying in some way and you do not choose to help/heal them, you have disadvantage in combat. Aid allies via spells or actions also gets rid of the disadvantage. If you are aware of your allies needing aid and choose not to do anything, you take 3d6 of radiant damage. * **Lust** *Opposite of Chasity* (Don't be a bard lol) Disadvantage on Persuasion. If you make a special connection or commitment to someone, being with them and doing something for them gives you a bonus +1d4 on the action for that person. If you betray that person, you take 3d6 of radiant damage. * **Gluttony** *Opposite of Temperance* (Can you hold back?) You have the ability to instantly kill anyone and destroy all objects and terrain within a cone up to 30ft from where you aim. If you use this ability you also instantly go to 0HP and fail one death save. No one is safe. There is no save. * **Pride** *Opposite of Humility* (Learn to work with others) Disadvantage on everything when not in a team or with allies. If you are with your allies and are in combat, if you fail to hit your action goes to the next teammate. You basically forfeit your turn. Ex: If you are a fighter and fail to hit with multi attack, all attacks miss then your teammate gets to use all multi attacks and a bonus action. If the fighter fails only some of their multi attacks, the next teammate gets a bonus action. * **Greed** *Opposite of Charity* (You so po you can't afford the or) You can only have and use items and money that are given to you except anything that can be found in nature so long as you don't overtake. Robbing nature of too much, DM decision, results in 3d6 of radiant damage. If you make things, and you give it to someone else, the item gets a bonus for that person (the item becomes enchanted or magical in some way) and you receive a blessing for that day: +1d4 on rolls and saves. If you bless someone, the blessing gets a bonus +2. * **Envy** *Opposite of Patience* (Life is hard, but you're not allowed to die) You have disadvantages when rolling skill checks, but advantage when rolling saving throws. You have Proficiency in Survival. ### Imp Can be from any Circle. Circle labeled abilities are if you are from that Circle. **50-70 on d100.** * You have Proficiency in Stealth * **Sloth** +1 in Wisdom * **Wrath** +1 in Strength * **Lust** +1 in Charisma * **Gluttony** +1 in Constitution * **Pride** +1 in a stat of your choice * **Greed** Proficiency in Slight of Hand * **Envy** Proficiency in Persuasion OR Deception ### Chaos Demon Found in the Fourth, Sixth, Seventh, Eighth and Ninth Circles of Hell (Any ring except ones for Lust and Gluttony). **95+ on d100.** * You can choose any one stat to give a bonus +2 OR You have proficiency in 2 skills of your choice or expertise in a skill you already have proficiency. * **Abilities** You know the 1st level spell **Bane** * **Chaotic Slumber** Only available if from the Circle of Sloth. You can activate an aura of Sleep around you of a radius of 15ft. Roll 3d8 upon activation, any creature that has an HP of the number of lower is now under the sleep condition. * **Chaotic Wrath** Only available if from the Circle of Wrath. You have a Bonus Action to attack, but have disadvantage on attack rolls. While in combat, your enemies within 15ft of you must make a Wisdom Saving Throw or fall under the condition of Fear. \pagebreak
## Special Abilities Abilities are based on alignment. Your characters choices throughout life will determine what they have access to depending on certain alignments. ### Angel Abilities #### Lawful Good You are limited to abilities that help others. **Spells** At level 1, you have access to one level one School of Abjuration spell. At level 3, you have access to another level one School of Abjuration spell. At level 6, you have access one level two School of Abjuration spell, or two more level one School of Abjuration spells. At level 8, you have access to one level three School of Abjuration spell, or another level two School of Abjuration spell. At level 11, you have access to two level three School of Abjuration spells or plus one level four School of Abjuration spell. At level 15, you learn Greater Restoration. At level 17, you learn Globe of Invulnerability. At level 18, you learn Holy Aura. #### Neutral Good You have access to the divine reservoir of abilities that exist in the heaven. **Spells** At level 1, you have access to three total cantrips from the School of Evocation and School of Transmutation. At level 3, you learn two level one spells and one more cantrip from School of Evocation, Transmutation and Abjuration. Following levels 6, 8, 11, 15, and 18 you gain plus two level two spell from one of the three Schools, or one level three spell from the three Schools. #### Chaotic Good Your abilities are limited to those of a guardian angel. You can help others and do minor interferences and small acts of destruction. **Spells** At level 1, you have access to three cantrips from School of Abjuration, School of Divination, or School of Illusion. At level 3, you learn two level one spells and one more cantrip from the three Schools. At level 6, you learn one level two spell from the three Schools. At level 8, you gain one level three spell from the three Schools. Levels 11, 15, and 17 you gain one more spell from level three or lower of the three Schools. Level 18, you gain one cantrip, one level four spell, and one level five spell from the three Schools. #### Lawful Neutral Your abilities are limited to those that involve some level of crowd control. So long as you bring no harm to others you continue the path of Angelic Abilities. **Spells** At level 1, you have the cantrip Dancing Lights and Minor Illusion. At level 3, you learn the spell Command. At level 6, you learn the spell Sleep and Calm Emotions. At level 11, you learn the spell Fear. At level 19, you learn the spell Power Word: Heal. #### Lawful Evil So long as you keep doing deeds that help the poor and misfortunate, you have access to all of heaven's aid. **Spells** At level 1, you have access to three cantrips from School of Abjuration, School of Divination, School of Envocation or School of Illusion. At level 3, you learn two level one spells and one more cantrip from the four Schools. At level 6, you learn one level two spell from the four Schools. At level 8, you gain one level three spell from the four Schools. Levels 11, 15, and 17 you gain one more spell from level three or lower of the four Schools. Level 18, you gain one cantrip, one level four spell, and one level five spell from the four Schools. #### Neutral Evil If those impacted by your actions have been impacted in a good way, you have access to all the power of the heavens. **Spells** At level 1, you have access to three cantrips from School of Abjuration, School of Divination, School of Evocation or School of Illusion. At level 3, you learn two level one spells and one more cantrip from the four Schools. At level 6, you learn one level two spell from the four Schools. At level 8, you gain one level three spell from the four Schools. Levels 11, 15, and 17 you gain one more spell from level three or lower of the four Schools. Level 18, you gain one cantrip, one level four spell, and one level five spell from the four Schools. At level 20, you learn Sunburst. \pagebreak
### Demon Abilities #### Lawful Good You are limited to abilities that help others. **Spells** At level 1, you have access to one level one School of Abjuration spell. At level 3, you have access to another level one School of Abjuration spell. At level 6, you have access one level two School of Abjuration spell, or two more level one School of Abjuration spells. At level 8, you have access to one level three School of Abjuration spell, or another level two School of Abjuration spell. At level 11, you have access to two level three School of Abjuration spells or plus one level four School of Abjuration spell. At level 15, you learn Greater Restoration. At level 17, you learn Globe of Invulnerability. At level 18, you learn Holy Aura. #### Lawful Neutral Your abilities are limited to those that involve some level of crowd control. So long as you keep killing or harming others, you continue the path of Demonic Abilities. **Spells** At level 1, you have the cantrip Dancing Lights and Minor Illusion. At level 3, you learn the spell Command. At level 6, you learn the spell Sleep and Calm Emotions. At level 11, you learn the spell Fear. At level 19, you learn the spell Power Word: Kill. #### Chaotic Neutral Your abilities are that which give you a semblance of control over your life. **Spells** At level 1, you have the cantrip Mage Hand and Minor Illusion. At level 3, you learn the spell Command and Fog Cloud. At level 6, you learn the spell Sleep and Invisibility. At level 11, you learn the spell Fear. At level 19, you learn the spell Power Word: Kill. #### Lawful Evil So long as your act disrupt and corrupt the system on earth, using it in ways that don't benefit anyone but yourself, you have access to all powers from hell. **Spells** At level 1, you have access to three cantrips from School of Transmutation, School of Necromancy, School of Envocation or School of Illusion. At level 3, you learn two level one spells and one more cantrip from the four Schools. At level 6, you learn one level two spell from the four Schools. At level 8, you gain one level three spell from the four Schools. Levels 11, 15, and 17 you gain one more spell from level three or lower of the four Schools. Level 18, you gain one cantrip, one level four spell, and one level five spell from the four Schools. #### Neutral Evil So long as your actions create misfortune for others, you have access to all the powers of hell. **Spells** At level 1, you have access to three cantrips from School of Transmutation, School of Necromancy, School of Evocation or School of Illusion. At level 3, you learn two level one spells and one more cantrip from the four Schools. At level 6, you learn one level two spell from the four Schools. At level 8, you gain one level three spell from the four Schools. Levels 11, 15, and 17 you gain one more spell from level three or lower of the four Schools. Level 18, you gain one cantrip, one level four spell, and one level five spell from the four Schools. At level 20, you learn Sunburst. #### Chaotic Evil All demonic powers you have access to are those that leave nothing but destruction and death in it's path. **Spells** At level 1, you have access to one level one School of Evocation spell. At level 3, you have access to another level one School of Evocation spell. At level 6, you have access one level two School of Evocation spell, or two more level one School of Evocation spells. At level 8, you have access to one level three School of Evocation spell, or another level two School of Evocation spell. At level 11, you have access to two level three School of Evocation spells or plus one level four School of Evocation spell. At level 15, you learn Chain Lightning and Fire Storm. At level 17, you learn Maddening Darkness. At level 18, you learn Ravenous Void.