Nephalem Species in Malkor | World Anvil
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Nephalem

Love blossoms everywhere, be they intersocial or interracial. But such events can easily spell tragedy for unwitting offspring. Such is the fate of a nephalem; Cursed with powers both demonic and celestial, inheriting the ancient power of two races that have warred since time immemorial. The ancient Nephalem either became completely normal human, or turned into complete abominations, which survived for no longer than 3 months, and promptly died from the energies within them constantly at war with each other. While angels and demons rarely engage directly with each other anymore, their descendants; the aasmar and the tieflings, sometimes find love just like any other two people in the world might. The resulting nephalem are inherently weaker as a result, but nevertheless the warring energies still creates huge problems for the birthed creature.
Nephalem are shunned regardless of where they go. They’re abominations of the utmost kind, in the eyes of every race. Their dual features cause them to be alienated from both the Tiefling and Aasimar communities, not to mention the more widespread and “normal” communities. It’s not unusual that small villages will attack a Nephalem on-sight, and in bigger cities, while their presence is to an extent tolerated, it never goes long before someone reports an incident with a Nephalem (whether or not the Nephalem started it).

Basic Information

Biological Traits

Because of their dual heritage, a nephalem’s appearance can vary from almost completely human to ungodly alien; an angelic wing, a demonic tail, horns and half a halo floating above their heads. It is not unheard of that nephalem grow more appendages and/or gain more features of their heritage as they reach puberty. It also happens that one of the nephalem’s heritages might dominate the other, sometimes because of blood, sometimes because of the usage of celestial or infernal magic, and sometimes seemingly for no reason.

Growth Rate & Stages

Due to the clashing natures of the infernal and celestial blood coursing through a Nephalem, their life-spans often approximately half that of the average human. They do, however, age at the same rate as them.

Civilization and Culture

Naming Traditions

Among Nephalem it's not unusual to name themselves. This is often because they are simply not given names, as their parents abandon them. But there are of course exceptions where they take names after their parents. For example, a Nephalem raised by Tieflings may choose a virtue name in addition to whichever names they're otherwise given, while a Nephalem raised by Aasimar would hold celestial names.

Common Etiquette Rules

Nephalem live lives rejected by society. Seen as complete monsters, they’re shunned even worse than most tieflings, and because the parents are seen as heretics by their respective societies, it’s not uncommon to find nephalem orphans banding together to survive. Most nephalem tend to lean towards an adventurous, free and chaotic life, seeming to not give a care in the world and doing whatever they want. There are also those who would jump at a chance to prove that their heritage means nothing on their personality. There are just as many good as evil nephalem.

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Nephalem

Ability Score Increase +1 Int, +1 Cha, +1 Wis
Size Medium
Speed 30ft

Accursed Legacy: Nephalem are beings that should normally not exist, and only come about in very, very rare circumstances. Because of this, it’s very common that Nephalem are born with deformities, or that such things manifest later in their lives, usually during puberty. Choose two of the following traits.

  • Warped Eyesight: One of your eyes is altered by demonic magics, and cannot see normally. One of your eyes can only see magical traces within your eyesight range, and is otherwise blind. You can, once per long rest, cast Detect Magic as a concentration spell, but you lack one proper eye. This means you lack proper depth perception. The iris of this eye is colored different from your normal eye.
  • Glowing Limb: Due to the celestial magics of one of your progenitors, one of your limbs is constantly suffused with light. Your limb constantly acts as a low-light source of ten feet, but you cannot hide this light-source.
  • Darkened Body: Due to the demonic magics of one of your progenitors, your body seems to be shrouded in a dark veil. You are considered proficient in Stealth checks while in the dark, but you stand out severely in the light, and other creatures have advantage spotting you in anything above dim light.
  • One-Winged Angel/Demon: You have a single wing. This wing cannot cause you to fly, but can help you with slightly aerial maneuvers. Your jumping height is increased by 5 feet.
  • Feral Appendages: You might have claws, you might even have some extra unnatural limbs. But regardless, you can use them for terribly efficient combat. You can use these appendages to make unarmed strikes. If you manage to hit, you deal slashing or piercing (Depending on what your appendage(s) is(/are) ) damage equal to 1d4 + your strength modifier, instead of the normal unarmed strike. However these limbs are quite eerie, and often placed at terrible places. It causes other people to have a harder time trusting you. This does not apply if someone already knows you closely as a trustworthy person. You have disadvantage on charisma checks versus strangers.
  • Blink Movement: The chaotic energies within you sporadically cause you to flicker through objects momentarily. You can control this to a small extent; Once per long rest, you can attempt to phase your body. Make a wisdom saving throw with a DC of 10 + your proficiency modifier. If you succeed, you become incorporeal for a few seconds, able to phase through anything for the equivalent of a turn. You can use this feature as a bonus action during combat to automatically succeed on escaping a grapple or restraining condition. However, should you fail your check, you get stuck in an object you are attempting to phase through. If you attempt to phase through a living being, you bounce away from them 5 feet. If you instead try to phase through an object, you become stuck mid-phasing (conditioning varying on what you're stuck in) and take 1d6 bludgeoning damage.
  • Carapace: You have natural shielding inherited from your demonic blood, but your body isn’t built to properly handle it. You gain natural armor equal to 13 + your dexterity modifier while not wearing armor, and you can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. However, you have disadvantage on all Acrobatics checks.
  • Morphic Body: You have a malleable body born of the shapeshifting nature of one of your progenitors. You may change the appearance of one of your limbs or appendages (for example your arm or face) for up to five hours, once per long rest. This action requires your concentration. In return, you are vulnerable to Acid damage.
  • Otherworldly Visage: Because of your heritage, something about you is unnerving to other mortals. You are proficient in intimidation, but you have a -1 penalty to persuasion. If you already are proficient or have expertise in intimidation, you gain an additional +1 to that skill. It is also easier for people who have seen you once to recognize you again.
  • Hellish Halo: You have half of a halo that an glows eerie blue in the daylight, floating above you (where more specifically is at the player’s discretion). This halo compels everyone around you to speak truth, though it affects you the greatest. You cannot tell lies, but you have proficiency in Insight checks.

 

Languages. Common and your choice of Infernal or Celestial

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