Nephilim of Raziel (5e Race)

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Nephilim[edit]

Physical Description[edit]

Nephilim of Raziel stand just as tall as humans do though their physique is much more toned. Nephilim are ever in a constant war with Downworlders and one must always be ready for an attack while on patrols or looking into unexplained deaths. Nephilim use marks to aid them in various. These marks, which are applied to the skin, look like tattoos until the power of them fades or the power from them is used. Afterwards, the marks look faded or white. A Nephilim's body is typically covered by these marks.
Nephilim also wear specific colors for various occasions. Black is almost a default color; it worn when going on hunts or skirmishes and for weddings. White is just the opposite; this color is chosen when the dead are laid to rest. Other colors will be chosen for different festivals and celebrations but white and black are notably reserved for these purposes.

History[1][edit]

Since the beginning of time demons have been part of the realm. Sammael and Lilith were like mother and father of the evil to come. These two roamed freely and mated with humans, creating the first warlocks. Their kind mated with angels and so created faeries. This is what the oldest nephilim texts say at least.
What is certain is that at the beginning of humanoid creation, demons grew too powerful and the angels declared war on them. Angels won the war, but couldn't eradicate all the demons from the realm.
After thousands of years of dormancy, Lilith and Sammael awoke and performed a demonic ritual bringing masses of demons to the material plane. Careers were made killing demons, and no one was better than Jonathon Shadowhunter.
On one leg of their journeys, they came upon Lake Lyn and were attacked by demons. Jonathon being wounded and his two companions weary, the demons overpowered them and took them into the lake and began drowning. Jonathen unable to breath began praying and praying to sanctify the waters and the demons would not be welcomed. His prayers were answered.
Raziel rose from the lake, bearing with him the Mortal Instruments. All action ceased. Even the demonic energies of the tear in the world seemed to stop.

Raziel spoke, saying, Be not afraid.
I am an angel come unto you, Jonathon. You have called me and I have come.
Jonathon said, "Please, save my friends."

Raziel lifted the three from the lake and placed them on the shore. The angel's figure was human, but so large that he could cradle the three mortals easily in his palms. He lifted his arms and with a single great motion, he flung the remaining demons high into the air. I know your dream, he said while gazing back at Jonathon.
Raziel placed a Cup, a Sword, and a Mirror, and told Jonathon their functions. He also placed a Book beside Jonathon and said how this work. With his finger, he gently inscribed across the wound of Jonathon's the first iratze seen on the material plane. Jonathon's flesh became unbroken and the pain subsided. Then Raziel lifted the Cup and in it, he mized his angelic blood and the blood of Jonathon, and he said: In your dreams, I see a great truth, that to destroy the things of darkness, it is sometimes necessary to descend into the shadows to join them. You shall bring men and women into the darkness with you, and you will master the shadows, and you will hunt.

From now until the end of the world,
You shall be called Jonathon Shadowhunter
For you and your kin will drive the shadows of the world away
And you will make it light in dark places
And you will be called Nephilim, as it says in the books of ancient times:
"The Nephilim were in the realm in those days, and also after that, when the sons of the gods came unto the daughters of men, and they bare children to them: the same were the mighty men that were old, the men of renown."
For you will be of men and yet you be angels; both in one.

Society[2][edit]

Life as a nephilim is centered on eliminating fiends. Nephilim also keep the peace between demihumans, otherwise known as Downworlders. Downworlders are werewolves, vampires, and faeries. Every 15 years, a treaty known as the Accords are revised to ensure the peace between nephilim and downworlders.

Optional Rule: Warlocks
Depending how close to canon you want to play, warlocks are considered downworlders because they have one parent that is a fiend. It would be a good idea to discuss with the DM whether or not warlocks should be considered downworlders.

The Clave[3][edit]

Nephilim are governed by a political body called the Clave. The Clave resides in the capital of nephilim Idris. When nephilim reach 18 years of age, they declare their allegiance to the Clave gain rights to contribute to any clave issue. The Clave keeps and interprets the Law, and makes decisions about guidance for the nephilim.

Conclaves[4][edit]

Regional groups, sometimes a specific country or large city, have Conclaves. Conclaves make decisions based on local events although the Clave does place someone in charge of these groups to enforce the Clave’s rulings.

The Council[5][edit]

The Clave has a governing body called the Council. Hundreds of years ago, the entire Clave would be canvassed on issues, but membership is high and in most cases, a Conclave sends a representative to sit on the Council to deal with matters of immediate importance. A simple vote is usually the deciding factor.

Consul[6][edit]

The Consul is the highest appointed official in the Clave. Consul wields little executive power but rather serves to preside over the Council, to officially tally votes, and to help interpret the Law for the Clave. The Consul also serves as an advisor to the Inquisitor, and is intended to be a consulting mentor for the heads of Institutes.

Institutes[7][edit]

These buildings serve as an outpost and home for nephilim and are built on hallowed ground, warded, and have nephilim blood mixed with construction materials, repelling fiends from the Institutes.

Inquisitor[8][edit]

The Inquisitor is the one responsible for investigating breaches of the Law by nephilim. Not even the Consul can refuse to cooperate with these investigations. If a nephilim is on trial before the Council, the Inquisitor typically serves as a prosecutor, and recommends or requests specific penalties for the guilty.
An Inquisitor stands outside the rest of the government of Clave and Council. This position is disliked for its authority, and is infamously thankless. The Inquisitor has kept nephilim society from falling into corruption by rooting out lawbreakers.

The Covenant[9][edit]

Tying everything together is the Covenant, another name for Nephilim Law. It provides rules of conduct for nephilim and downworlders. It protects the rights of nephilim to enforce civilized relations among the Clave, Downworld, and mundane world, and also protects the rights of Downworlders so that they may not be maltreated by nephilim.

Marks, Weapons, and Angels[edit]

Nephilim are capable of placing marks on their skin. This is ability was granted to them by the angel Raziel. He left a book with marks for the nephilim to learn. Though, there are far too many for anyone nephilim to know all. No one knows how to make more runes and members of society has studied for years to discover a way to do this or to alter the runes but no success. It seems the runic language that's used to create the marks is rigid and absolute. A mark is drawn on the skin or weapon using a stele. Stele are made from adamas, and metal from the heavens left behind by Raziel for nephilim to craft their weapons and tools. A stele tool is the same shape as a wand.
Nephilim typically mark their weapons the same way they mark their bodies. In the right hands, a marked weapon can deal significant damage to a demon. Nephilim are also able to invoke the power of an angel while wielding a seraph blade. A seraph blade, or an angel blade, is about two feet long and made entirely out of adamas. This is the extent to which the angels aid the nephilim. Summoning an angel is forbidden by nephilims because disaster usually ensues. The angels, if they even bother to answer a call, don't like to visit. While they may be the source of power, they are not friends.

The following is a few examples of angel names to call on: Adriel, Cassiel, Gabriel, Lailah, Marut, Penemue, Uriel

Optional Rule: Weapon and Tool Material
This race uses a very specific metal for its tools and weapons. Discuss with the DM if he or she is willing to allow a new material into the campaign. Otherwise, another metal such as mithril or silver could work.

Nephilim Names[10][edit]

Most nephilim give up family names in favor of creating a traditional Shadowhunter name. By tradition, most Shadowhunter names are compound, like "Shadowhunter" itself-in this case, "shadow" + "hunter".
There is a kind of poetry in the selection of a Shadowhunter family name; combining just any two things into a name is not enough. Your name should try to reflect something about who you are, or where you're from, or what you hope to be. A list of common words are provided, select two of them and put them together.
NOTE: USE YOUR JUDGEMENT. Your name must be approved by your peers. Do not try to name yourself Dragonrider or Firedance or Elfstar. Nephilim are meant to be inconspicuous. Obviously things such as Hammerfist or Bloodsteel should also be avoided.

Example Names: Apple, Ash, Bay, Bear, Black, Bow, Bull, Cart, Child, Dove, Earth, Fair, Fox, Gold, Hallow, Head, Heron, Key, Maple, Night, Pen, Raven, Red, Scale, Scar, Silver, Storm, Tower, Wain, Well, Wine, Wood, Young

Nephilim of Raziel Traits[edit]

The children of humans and the angel Raziel.
Ability Score Increase. Your Strength and Dexterity scores each increase by 2. Nephilim are destined to be warriors in some way, fighting the war against downworlders.
Age. Nephilim age at around the same rate as humans, and are considered adults at the age of 15. The angelic blood extends a Nephilim's life expectancy to double that of humans. But, many if not most nephilim do not live that long due to the risk of fighting.
Alignment. Nephilim value law and order, and generally are some form of Lawful. But there are some who have gone to follow there own path and morals.
Size. Being around the same height and weight as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Celestial Resistance. Your angelic blood protects you from heavenly damage. You have resistance to radiant damage and you do not take damage from any marks placed on your body.
Combat Training. Trained for war has taught you a thing or two. You gain proficiency with a one handed weapon of your choice and light armor.
Glamour. Nephilim sometimes take great lengths to protect humanoids from the dangers of the downworlders. Nephilim will place illusions so that other mortals don't need to worry about what goes bump in the night. You know the minor illusion cantrip. When you reach 3rd level, you can cast the invisibility spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the major image spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Marks. All nephilim learn at least one mark before becoming adults and going off to adventure. Choose one of the following marks below to know and use. Placing a mark takes one minute and deals 1d6 radiant damage unless you are nephilim. You must finish a long rest before using this trait again.
Languages. You can speak, read, and write Common and Celestial.

Nephilim Marks
Mark Description
Angelic Power As an action, you use this mark to empower a seraph blade with the name of an angel. For one minute, you have advantage on weapon attack rolls and deal +1 bonus damage against downworlders.
Irazte/Heal As an action, you use this rune to heal yourself. You regain 1d10 hit points.
Stealth As an action, you use this mark to gain advantage on Dexterity (Stealth) checks for one minute.
Persuade As an action, you use this mark to gain advantage on Charisma (Persuasion) checks for one minute.
Surefooted As an action, you use this mark to gain advantage on Dexterity (Acrobatics) checks for one minute.
Knowledge When you use this mark, you gain advantage on Intelligence checks for 10 minutes.
Nourishment When you use this mark, you do not need to eat or drink for 24 hours.
Swift As a bonus action, you may use this mark to take the Dash action.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 8″ +2d6 120 lb. × (1d10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

References[edit]

  1. The Shadowhunter's Codex, by Cassandra Clare and Joshua Lewis
  2. The Shadowhunter's Codex, by Cassandra Clare and Joshua Lewis
  3. The Shadowhunter's Codex, by Cassandra Clare and Joshua Lewis
  4. The Shadowhunter's Codex, by Cassandra Clare and Joshua Lewis
  5. The Shadowhunter's Codex, by Cassandra Clare and Joshua Lewis
  6. The Shadowhunter's Codex, by Cassandra Clare and Joshua Lewis
  7. The Shadowhunter's Codex, by Cassandra Clare and Joshua Lewis
  8. The Shadowhunter's Codex, by Cassandra Clare and Joshua Lewis
  9. The Shadowhunter's Codex, by Cassandra Clare and Joshua Lewis
  10. The Shadowhunter's Codex, by Cassandra Clare and Joshua Lewis

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