Nephilim

Nephilim are the result of a union of the divine and the mortal, a child created due to the copulation of a member of the races and a spiritual creature, or a normal child affected by a pact or the direct blessing of a higher power. Most Nephilim originate from human bloodlines, and in the broadest possible sense, still look human. However, their divine heritage leaves a clear imprint on their appearance. 
==== Ability Score Increase ====
Nephilim gain +2 Charisma and +1 Intelligence score.
==== Appearance ====
Nephilim come in many different varieties, stemming from the degree of spiritual essence within their blood. They may also have other otherworldly characteristics, such as a tail, wings, leathery skin, glowing eyes and fangs to varying degrees. A Nephilim that can seamlessly blend in with human and elven societies are hard to come by.
==== Age ====
Nephilim mature at the same rate as humans but posses a more extensive lifespan, living to an average of 120 years, with the oldest Nephilim reaching around 150 years.
==== Senses ====
Thanks to your divine 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.
==== Size ====
Nephilim have about the same size and build as humans. Your size is Medium.
==== Names ====
Nephilim names fall into two broad categories. Nephilim born into another culture typically have names reflective of that culture. Some have names derived from the Enochian language, passed down through generations, that reflect their divine heritage.
* Common Enochian Names:
** Male -	Akmenos, Amnon, Barakas, Damakos, Edosipe,	Ekemon,	Evid,	Evreser,	Etessac,	Gel,	Iados, Kairon, Kairot,	Leucis, Melech, Michael,	Mordai,	Morthos, Nosiop,	Nip, Niev,	Pelaios, Retsiger,	Rettu,	Skamos, Therai.
** Female - Akta, Anakis, Bryseis, Criella, Ciasom,	Damaia,	Ea, Hsiuqniler,	Kallista, Lerissa, Lained,	Makaria,	Mraw,	Nemeia, Paelsim,	Phelaia,	Rieta, Rotcudnoc,	Tpecca,	Tresni, Yrtsudni,	Yutped.
==== Languages ====
You can speak, read, and write Common and Enochian. Enochian is the language of gods, angels and demons. Enochian was brought to the mundane world through the contact between the mundane races with various divine beings. It is beautiful and alien, yet oddly familiar, since although it developed among beings with thought patterns very unlike those of humanity, Enochian is thought to be the origin of all spoken languages. Clergymen and scholars often take the time to learn it.
== Sub-Races ==
=== Halhim ===
The Halhim inherent their divine bloodline from gods, angels and other non-demonic spirits. That is not to say they are in any way naturally inclined towards good – in many ways, the knowledge that you are a descendant from such a great being tend to bring out the worst in people, many Halhims end up becoming little tyrants. Despite this, they enjoy a good reputation among common folk. They tend to have paler skin tones and tattoo-like growths that wind and spin into magical patterns.
==== Appearance ====
Halhims come in many different varieties, stemming from the degree of spiritual essence within their blood. However, they do all share a few common traits, such as glowing eyes and vibrant skin colors. They may also have other otherworldly characteristics, such as a wings, glowing hair (or the lack of it) and tattoo-like markings to varying degrees. An Halhim that can seamlessly blend in with human and societies are hard to come by.
Racial abilities: All Halhim possess supernatural powers, varying with their bloodline. You must chose from one of the holy bloodlines from the list below:
* Bloodline	of Kairos - Within	you flows the bloodline of Kairos, the Secret Emperor – claimant	to the entire universe. Halhims of this bloodline naturally develop	a deep sense of pride that guides them throughout their entire life.	This can come in the form of simple haughtiness, the pride of a	professional or even the pride of one who rules over others. Indeed,	the halhims of this bloodline tend to naturally excel in the fields	they dedicate themselves to, and readily rise trough the ranks and	to positions of leadership. The descendants of Kairos are completely	hairless and bear dull	tones of skin, tending toward grey, white. yellow and blue. Their	have colorful marks running trough their body resembling rivers	flowing through valleys and hills, they possess multiple sets of	irises and their sclera is colored entirely black.
** Angelic		Legacy:		You learn the thaumaturgy		cantrip. Once you reach 3rd level, you can cast the command		spell once as a 2nd-level spell. Once you reach 5th level, you can		also cast the zone		of truth		spell once. You must finish a long rest to cast these spells trough		this trait again. Charisma is your spellcasting ability for these		spells.
=== Shedim ===
While not born evil, Shedim are marked by society as being dangerous and persuasive c reatures. This is due to the fact that, somewhere in the course of a Shedim´s blood line, an unholy event took place, leaving the bloodline tainted with demonic essence. Fortunately for them, the ascension of Koltar the Exalted, who was once a mortal shedim, have brought them a large degree of acceptance over the years.
Shedim have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various fantastical shades. Their hair, cascading down from behind their horns, can also have a variety of strange colors, or be no different than a normal human’s.
==== Appearance ====
Shedim come in many different varieties, stemming from the degree of demonic essence within their blood. However, they do all share a few common traits, such as horns and vibrant skin and eye colors. They may also have other otherworldly characteristics, such as a tail, wings, leathery skin, glowing eyes and fangs to varying degrees. A shedim that can seamlessly blend in with human and elven societies are hard to come by.
==== Racial abilities ====
All Shedim are resistant to fire damage and possess supernatural powers, varying with their bloodline. You must chose from one of the demonic bloodlines from the list below:
* Bloodline of	Igaleth - The Shedim who descend from Igaleth command the power of fire and darkness and are guided by a keener than normal intellect, as befitting of those linked to Igaleth himself.
** Fiendish		Legacy:		You learn the Thaumaturgy		cantrip. Once you reach 3rd level, you can cast the Hellish		Rebuke		spell once as a 2nd-level spell. Once you reach 5th level, you can		also cast the Darkness		spell once. You must finish a long rest to cast these spells trough		this trait again. Charisma is your spellcasting ability for these		spells.
* Bloodline of Keyon - Keyon excels at corrupting those whose minor sins can be transformed into acts of damnation. Shedim linked to this archdevil can corrupt others both physically and mentally
** Fiendish		Legacy:		You learn the Thaumaturgy		cantrip. Once you reach 3rd level, you can cast the Ray		of Sickness		spell once as a 2nd-level spell. Once you reach 5th level, you can		also cast the Crown		of Madness		spell once. You must finish a long rest to cast these spells		through this trait again. Charisma is your spellcasting ability for		these spells.
* Bloodline of	Narcia - Aside from their raw physical and arcane prowess, many types of devils possess the means to warp the attention of others. Shedim may inherit some of these traits from a manipulative devilish ancestor.
** Fiendish		Legacy:		You learn the Vicious		Mockery		cantrip. Once you reach 3rd level, you can cast the Charm		Person		spell once as a 2nd-level spell. Once you reach 5th level, you can		also cast the Enthrall		spell once. You must finish a long rest to cast these spells trough		this trait again. Charisma is your spellcasting ability for these		spells.
* Bloodline of Medurion - The great miser, Medurion, loves coins above all else. Shedim tied to him excel at gathering and safeguarding wealth.
** Fiendish		Legacy:		You learn the Mage		Hand		cantrip. Once you reach 3rd level, you can cast the Tenser's		Floating Disk		spell once as a 2nd-level spell. Once you reach 5th level, you can		also cast the Arcane		Lock		spell once. You must finish a long rest to cast these spells trough		this trait again. Charisma is your spellcasting ability for these		spells.
* Bloodline of Levian- In the 6th Ring, Levian offers power and knowledge over the arcane to those who entreat with him. Shedim linked to him master some arcane magic.
** Demon		Legacy:		You learn the Mage		Hand		cantrip. Once you reach 3rd level, you can cast the Burning		Hands		spell once as a 2nd-level spell. Once you reach 5th level, you can		also cast the Flame		Blade		spell once as a 3rd-level spell. You must finish a long rest to		cast these spells trough this trait again. Charisma is your		spellcasting ability for these spells.
* Bloodline	of	Koltar - The	descendants of Koltar, the once-mortal son	of Narcia	who ascended to godhood, are well accepted by society at large when	compared to other shedim, even being revered in some circles for	their bloodline link to a modern god. Shedim of	this bloodline have certain unique characteristics that distinguish	them from other	shedim,	such as their tendency to have red-leaning skin tones, dark hair,	smooth	red horns that curve toward the sides of their heads. Their	most distinguisihng feature, however,	are their pupilless gold eyes that	gain a red pupil whenever	the power of their bloodline activated.	This	pupil possesses a very particular	iris: an	upside	pentagram interlinked with a circle.
**Koltar’s		Leer:		As an action once per long rest you can mimic a Racial		Ability		you saw in use since		your last		long rest. At		3rd		level you gain the ability to also mimic spells once per long rest.		You need to		have a free spell slot of the adequate level to cast it. If		you don’t have spell slots you can use the multi-class table to		determine if you would have the adequate spell slot to cast the		spell. Instead of spending the spell slot you gain exhaustion (1		point for 1st		and 2 level spells; 2 for 3rd		level spells ; 3 for 4th		level spells; 4 for 5th		level spells; 5 for 6th		and 7th		level spells, 6 for 8th		and 9th		level spells). At		5th		level you can also mimic Class		Features,		once you us this ability you cannot use it again during 1d4+2 days.		Class Features		are things like the barbarian’s Rage,		the fighter’s		Action		Surge,		druid wild shape, paladin smite. Things that are specific to that		class. If you have to calculate a modifier your spellcasting		ability is charisma. Note		that you		can only mimic a Racial		Ability		if it is present in the following list:
***Breath			Weapon. You can use your action			to exhale a blast of destructive energy. The size, shape and type			of damage depends on the one you mimic . A creature takes 2d6			damage on a failed save, or half has much on a successful one. The			damage die depends on the level of the ability you mimicked. Save	DC = 8 + Charisma Modifier + Proficiency Bonus
*** Never			Say Die. Whenever you drop to 0			hit-points or below, roll a normal save if you have hit-die			available. On an 11+, instead of falling unconscious, you stay on			your feet and heal yourself by spending a hit-die.
*** Fire			Starter. You can cast the			produce flame cantrip			without requiring somatic or material components. Your			spellcasting ability for this feature is Charisma.
*** Pheromones.			You can release pheromones into			the air to manipulate the emotions of other humanoids. You can use			an action to impose a Charisma saving throw against creatures			within 10 feet of you, the DC of which being equal to 8 + your			Charisma modifier + your proficiency bonus. If a creature is			immune to being charmed, it automatically succeeds. On a failed			save, the targets are charmed by you and have disadvantage on any			charisma roll against you for the next hour, at the end of which			they know that they were charmed, but not the culprit behind it. 
*** Blessing			of Joy. As an action, you can heal			all creatures within 30ft of you for 1d4 + Charisma modifier hit			points. The healing increases depends on the ability you mimicked.			
*** Nature’s			Tricksters. You can cast the			Invisibility spell			as a 2nd-level spell. When Invisibility			is cast in this way, attacking or			receiving damage breaks the spell. You can also cast the Speak			with Plants spell once. Your			spellcasting ability for these spells is Charisma. You can only			cast the spell you see cast with this feature.
*** Force			of Nature. You can cast the cantrip			you saw casted once with this racial feature.
*** Avatar			of the Florest. Once			per short rest, as an action, you can call upon the powers of			nature to aid you in battle. Your “Yourdle Familiar” is the			one you saw used, increasing your			respective			ability modifier for the following minute.
*** Animal			Spirits. You			can cast Animal			Friendship,			Animal			Messenger and			Beast			Bond spells			depending on the spell you saw cast with this ability. Your			Spellcasting Ability for these spells is Charisma.
*** Demonic			Affinity. Once,			as a reaction you take in response to being damaged by a creature			within 60 feet of you that you can see, you may suffer 1d4			necrotic damage to cast the Hellish			Rebuke spell			at			1st			level. Your Spellcasting Ability for this spell is Charisma.
*** Relentless			Endurance. When			you are reduced to 0 hit points but not killed outright, you can			drop to 1 hit point instead. 
*** Eldritch			Mind: You			may forgo all movement options and instead place yourself in a			nearby location that you can see within (Charisma modifier x 10)			feet of you.
***Natural			illusionist:			You can cast the			minor			illusion cantrip.
***Lucky.			Once			When			you roll a 1 on an attack roll, ability check, or saving throw,			you can reroll the die, but must use the new roll.
***Tiny			but Crazy. Whenever			you drop to 0 hp or below, roll a d20. On an 11 or more, instead			of falling unconscious, you stay on your feet with 1 HP and, as a			reaction, you may attack an enemy as if it was an attack of			opportunity. Once you use this trait, you can't use it again until			you finish a long rest.
***Power			of Soten. You			increase your size being considered “large”. Your ac drops 2			points, but you deal an extra d6 of damage and your strength and			constitution are depending on the level of the ability you			mimicked.
***Magic			absorption: As an			action you can start placing counters on yourself every time you			take magic damage, when you reach 7 tokens as an action you can			release this energy in a blast of magic centered on yourself and			with a 20ft radius. All creatures in this area must make a			Dexterity			saving throw. The			DC for that saving throw equals			your spell casting save DC			or 8+Charisma			modifier+Proficiency			bonus if you do not			already			have one. They take damage depending on the level of the ability			you mimicked. If you take a long rest while you have this ability			mimicked you lose access to it.
***Fiendish			Legacy:			If you see the following spells cast with the Tiefling racial			feature you can mimic them without spending spell slots. Charisma	is your spellcasting ability for these spells. 
****Thaumaturgy
****Hellish				Rebuke
****Darkness
****Ray				of Sickness
****Crown				of Madness
****Vicious				Mockery
****Charm				Person
****Enthrall
****Mage				Hand
****Tenser's				Floating Disk
****Arcane				Lock
****Mage				Hand
****Burning				Hands
****Flame				Blade spell
Category:Playable Race