Nephilim (5e Class)
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- 1 Nephilim
- 1.1 Introduction
- 1.2 Creating a Nephilim
- 1.3 Class Features
- 2 Supernatural Bloodlines
- 3 Nephilim Spell List
- 4 Multiclassing
"What is that coming over the hill? Is it a monster? It must be a monster!" As Nephilim that has just been spotted exchanges themselves and their necklace from their Angelic appearance, towards Demonic.
A Nephilim is the offspring of Human and Angel or Demon. This class grants the player the ability to utilize demonic or angelic weapons and abilities based on their heritage in order to strike down their foes.
Creating a Nephilim
- Quick Build
As a Nephilim you gain the following class features.
- Hit Points
Armor: Light, Medium Armor, Heavy armor and Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Arcana, Nature and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- A necklace that has either a blue (Celestial) or red (Demonic) crystal attached; that is infused to the wearer.
- (a) leather armor or (b) padded armor
- (a) Scholar's Pack or (b) Explorer's Pack
- Healer’s Kit
|Features||Nephilic Damage||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spirit Weapon I, Spellcasting||1d4||2||4||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||1d4||3||7||4||3||—||—||—||—||—||—||—|
|5th||+3||Spirit Weapon Upgrade II||1d6||3||8||4||3||2||—||—||—||—||—||—|
|6th||+3||Extra Attack, Blade Warp||1d6||3||9||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Spirit Weapon Upgrade III||1d8||3||11||4||3||3||2||—||—||—||—||—|
|11th||+4||Spirit Weapon Upgrade IV||1d10||4||15||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement, Extra Attack||1d10||4||15||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||1d10||4||19||4||3||3||3||2||1||1||1||—|
|18th||+6||Spirit Weapon Upgrade V||1d12||4||22||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||1d12||4||22||4||3||3||3||3||2||1||1||1|
Spirit Weapon I
Starting at 1st level, you learn that your necklace has a Spirit weapon bound to it, when you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can use your action to create a Spirit weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your Spirit weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your Spirit weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your Spirit weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your Spirit weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
This Spirit weapon when summoned either assumes a Demonic or Angelic appearance, blue being angelic, and red being demonic. The weapon deals the amount shown on the Nephilim Damage table of either radiant (blue) or necrotic (red) damage, depending on the color of the crystal on your necklace. In addition to this damage, your weapon also gains one of the following effects of your choice.
- - Defense
While you are wearing armor, you gain a +1 bonus to AC.
- - Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- - Blessed Warrior
You learn two cantrips of your choice from the cleric spell list. They count as Nephilim spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list
- - Improved Spirit Weapon (Aasimar or Tiefling Required)
You can use any weapon you summon with your Spirit Weapon feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, heavy crossbow, or a heavy/two handed weapon.
When you get this at 2nd Level, you must choose which bloodline your character came from, either Demonic or Angelic. Which are shown later in this Class. If they could be from either Bloodlines, you may replace one Bloodline archetype with another after your next level, and when you do so, you exchange all of your options gained from the previous archetype.
You have learned to untangle and reshape the fabric of reality from your own Bloodline and Spirit. Your spells are part of your heritage, and magic that you can adjust to different situations.
You know two cantrips of your choice from the Nephilim spell list. You learn additional Nephilim cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Nephilim table.
- Spell Slots
The Nephilim table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
- Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the Nephilim spell list.
The Spells Known column of the Nephilim table shows when you learn more Nephilim spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Nephilim spells you know and replace it with another spell from the Nephilim spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Nephilim spells. Your magic comes from your bloodline along with the heart and soul you pour into your own Spirit. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Nephilim spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting
You can cast any Nephilim spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can use a musical instrument or your Spirit Weapon as a spellcasting focus for your Nephilim spells.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Spirit Weapon Upgrade II
When you reach 5th level, you gain access to another Spirit Weapon option that follows the same rulings as the Spirit Weapon. This spirit weapon can be either a simple or martial weapon, which also gains the benefits of the Nephilim Damage Table If this Spirit Weapon is in your offhand, with another Spirit Weapon in the other, you may add your ability modifier as the damage to your offhand strike, if you do not already. Your original Spirit Weapon now deals extra damage as shown on the Nephilim Damage Table of either Radiant or Necrotic damage, depending on your archetype.
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn, at 12th level, you can attack thrice, instead of twice.
Spirit Weapon Upgrade III
At 8th level, you gain access to another spirit weapon, red crystal equaling a demonic weapon, and blue crystal equaling an angelic weapon, this weapon can be listed as a shield or any ranged weapon for which you have proficiency in where the ammunition is not required as it is your raw power and energy, it deals the damage as shown on the Nephilim Table, of either Radiant or Necrotic.
Spirit Weapon Upgrade IV
At 11th level, you gain access to another spirit weapon, blue crystal equaling an angelic weapon, and red crystal equaling a demonic weapon, it deals the damage as shown on the Nephilim Damage Table, you may now also select either Radiant or Necrotic damage for your attacks, before you go to attack a creature Additionally, if you manage to critical hit whilst attacking with your Spirit Weapon, you may attack with the weapon again, but can only do this once per turn. If this is whilst having an off-hand weapon, you may instead attack twice.
Spirit Weapon Upgrade V
At 18th level, you gain access to your final Spirit Weapon, and can absorb a 5th Weapon. This weapon assumes an appearance that is both Angelic and Demonic. Previously Existing Spirit Weapons deal this same damage. Each weapon that you can summon, gains the ability to now summon the effects of other Spirit Weapons, if they can apply. Your final Spirit weapon that you have chosen gains these traits, and can have its form exchanged as a bonus action. Your other weapons keep their traits, as they only bonded their own towards your final Spirit Weapon. For example, if one weapon dealt 1d6 cold damage, but you had vulnerability to fire, and another weapon gave immunity to thunder. Your final weapon may be customized to deal 1d6 cold damage and have immunity to Thunder. You may apply this to two weapons or a weapon and a shield. However they cannot have the property taken from another.
At 2nd level, you may choose one of the following options, following your ancestry. You may change your option every time you gain a level in this class, however you lose all benefits when you change your choices. You gain the language Celestial additionally.
Spectral radiant wings disperse for a moment, granting the Nephilim advantage on their next Dexterity save while granting the Nephilim the affects of the Levitate spell for the duration the spell. This can only be used once per long rest.
- Angelic Grace
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times half your Nephilim level.
- Radiant Mind
The whispers of the heavens speak to you, granting you expertise in a skill of your choice; Arcana, Religion, Nature, or History. When performing this skill on anything Celestial, roll with Advantage.
- Luminescent Halo
-Prerequisite: Aasimar;Lawful Good
The Nephilim is granted a halo that provides 10ft of light, along with proficiency in Wisdom saving throws. The bearer of the halo also has advantage against Charm, Fear, and Sleep affects that are cause by magical means.
At 2nd Level, as an bonus action, you may heal yourself or an ally within 30 feet for 1d6 hit points. You can use this feature a number of times equal to 1 + your Nephilim level, and the maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. You regain any expended uses when you finish a long rest.
At 3rd level, you gain access to Summoned Blades. You may spend your bonus action to summon a bladed weapon made holy energy, and launch it at an area or target of your choice. You are proficient in this and Charisma is your spellcasting ability for this. This range is 60 feet, and deals 1d8 piercing to one target, than every creature within 5 feet must make a Constitution saving throw or take 2d4 radiant damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Summoned Blades die changes when you reach certain levels in this class. The die becomes a 1d10 at 7th level, a 1d12 at 10th level, and the radiant damage becomes a 2d8 at 15th level.
At 6th level, after using Summoned Blades, you gain Blade Warp, which you may use after the effects of Summoned Blades as a Free Action. When activating this ability chains will appear from the Summoned Blades and be able to pull a target to an unoccupied space within 5ft of the user, an unwilling target may make a Constitution saving throw against the Nephilim's spell save DC to resist being pulled. This is a form for forced movement and does not provoke Attack of Opportunity; this ability does not affect any creature sizes larger than medium.
At 14th level, you gain access to a Nephilic form. As a bonus action, you may assume an Angelic form, granting you a flying speed equal to your movement speed,have the ability to deal half your level as extra Radiant damage (At 14th Level, 7 damage) when you deal weapon damage, and a bonus +2 to attack rolls. This form only has a duration of 1 round x Nephilim level and may only be used twice per long rest.
At 20th level, you gain access to Nephilic Wrath. As an action, you may use the power of your inner angel to heal a friendly target for 5d12 hit points, and grant them 1d12 temporary health. You may do this once before requiring a long rest, your Nephilic Form also no longer takes damage as you have adjusted to your surroundings.
At 2nd level, you may choose one of the following options, following your ancestry. You may change your option every time you gain a level in this class however you lose your features when you change your choices. You gain the language Infernal additionally.
- Demonic Strength
When having your weapon summoned, this grants you the strength of a demon, giving you advantage on your next Strength based check or saving throw. You may only receive the advantage to Strength based rolls once per every short rest.
- Demonic Defense
When having your weapon summoned, this grants you the defense of a demon, granting you immunity to all poisons and disease, and advantage on your next constitution saving throw. This effect ends when combat ends, or your weapon is desummoned. This can only be done once per short rest.
- Demonic Deceit
When having your weapon desummoned, this grants you the persuasion and deceit of a demon, granting you expertise to your deception check, and advantage to your next Charisma based check or saving throw. Summoning your Bound Weapon or entering combat removes the effect, this only applies once every short rest.
- Demonic Moving
Whilst having your weapon desummoned, this grants you the ability to move like a demon, granting you advantage to your next Dexterity saving throw, and advantage and expertise to impress on dancing-based performance checks. Summoning your Bound Weapon or entering combat removes the effect, this also is once per every short rest.
At 2nd Level, you may use Demonic Smite as a bonus action, and curse an enemy target creature within 30 feet to deal 2d8 Necrotic damage to them, which lasts for the next minute, this effect is used up after your hit. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
At 3rd level, you gain access to Summoned Blades. You may spend your bonus action to summon a bladed weapon made demonic energy, and launch it at an area or target of your choice, you are proficient in this, and Charisma is your spellcasting ability for this. This range is 60 feet, and deals 2d8 piercing to one target, than every creature within 5 feet must make a Constitution saving throw or take 2d4 necrotic damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Summoned Blades die changes when you reach certain levels in this class. The die becomes a 1d10 at 7th level, a 1d12 at 10th level, and the necrotic damage becomes a 2d8 at 15th level.
At 6th level, after using Summoned Blades, you gain Blade Warp, which you may use after the effects of Summoned Blades (no action required). As a Demonic aspect of the Bloodline you instantly warp the pierced target towards you, this can be done on allies, however they must take the full effects of the Summoned Blades. An unwilling target may make a Constitution saving throw against your spell save DC.
At 14th level, you gain access to a Nephilic form. As a bonus action, you may assume an Demonic form, doubling your movement speed, gain half your level extra Radiant or Necrotic damage (At 14th Level, 7 damage), and a bonus +2 to attack rolls. This form only has a duration of 1 round x Nephilim level and may only be used twice per long rest.
At 20th level, you may use the power of your inner demon to wreak havoc on all who oppose you. Target up to six enemies, and Deal 1d4 psychic damage to them. Ten minutes after each target suffered the psychic damage, you deal 8d12 Necrotic damage to the targets, and living targets are stunned for a minute. You may only do this once before requiring a long rest. Your Nephilic Form also no longer takes damage as you have adjusted to your surroundings.
Nephilim Spell List
A Nephilim has a constant internal battle, with a mixture of mind altering, healing, and destructive magic, with a little bit of demonic trickery afoot.
Blade Ward, Booming Blade, Eldritch Blast, Cause Fear, Friends, Green-Flame Blade, Light, Mage Hand, Message, Prestidigitation, Sacred Flame, Spare the Dying, Thaumaturgy, Thorn Whip, True Strike
Absorb Elements, Arms of Hadar, Bane, Bless, Charm Person, Command, Compelled Duel, Comprehend Languages, Cure Wounds, Detect Evil and good, Detect Magic, Disguise Self, Dissonant Whispers, Divine Favor, Expeditious Retreat, Faerie Fire, Guiding Bolt, Healing Word, Hellish Rebuke, Heroism, Hex, Inflict Wounds, Protection from Evil and Good, Ray of Sickness, Sanctuary, Searing Smite, Shield of Faith, Sleep, Tasha's Hideous Laughter, Thunderous Smite, Wrathful Smite
Aid, Augury, Blindness/Deafness, Branding Smite, Calm Emotions, Crown of Madness, Darkness, Flame Blade, Hold Person, Invisibility, Magic Weapon, Misty Step, Prayer of Healing, Ray of Enfeeblement, Shadow Blade, Silence, Spiritual Weapon, Zone of Truth
Animate Dead, Aura of Vitality, Beacon of Hope, Bestow Curse, Blinding Smite, Blink, Crusader's Mantle, Daylight, Dispel Magic, Fear, Fireball, Hunger of Hadar, Mass Healing Word, Nondetection, Sending, Spirit Guardians, Thunder Step, Tongues, Vampiric Touch
Aura of Life, Aura of Purity, Banishment, Blight, Compulsion, Confusion, Death Ward, Divination, Dominate Beast, Evard's Black Tentacles, Find Greater Steed, Guardian of Faith, Phantasmal Killer, Polymorph, Staggering Smite
Banishing Smite, Circle of Power, Commune, Contact other Plane, Contagion, Destructive Wave, Dispel Evil and Good, Dominate Person, Flame Strike, Geas, Greater Restoration, Hallow, Hold Monster, Holy Weapon, Mass Cure Wounds, Modify Memory, Planar Binding, Reincarnate
Chain Lightning, Circle of Death, Create Undead, Disintegrate, Eyebite, Harm, Heal, Planar Ally ,Wall of Ice, Word of Recall
Divine Word, Finger of Death, Prismatic Spray, Regenerate, Resurrection, Symbol
Abi-Dalzim's Horrid Wilting, Antipathy/Sympathy, Dominate Monster, Feeblemind, Holy Aura, Mind Blank, Power Word Stun, Clone
Mass Heal, Meteor Swarm, Power Word Heal, Power Word Kill, Storm of Vengeance, True Polymorph, Weird, Wish
Prerequisites. To qualify for multiclassing into the Nephilim class, you must meet these prerequisites: A character who has already multiclassed, with either Warlock or Cleric being one of their classes, and a Charisma score of at least 13. When you multiclass, you lose access to previous spells and classes, even the other one involved in the previous multiclass. You cannot multiclass after multiclassing to Nephilim. Multiclassing as a Nephilim removes your current race, and makes you a Nephilim.
Proficiencies. When you multiclass into the Nephilim class, you gain the following proficiencies: Light Armor, Simple Weapons, Religion