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