Hello, all. I'm an aspiring-but-inexperienced homebrewer working on creating/adapting a nephilim race based on their appearance/abilities/history in the Darksiders franchise (with eventually designing a Horseman class in the future), and I'm looking for feedback on it. For brevity's sake, I'm skipping the fluff parts and going straight to the mechanical breakdown. If you'd like to read the v0.2 PDF, you can find it here: https://drive.google.com/open?id=1xb...UBYRqJ-Fqk-T5G

With that out of the way, here's the stats:

Nephilim Traits

Your nephilim character has a number of traits in common with other nephilim
Ability Score Increase. Your Constitution score increases by 1.
Age. Nephilim reach adulthood in their late teens and stop visibly aging between 20-30 years, with the oldest appearing to be in their mid-30s. They do not die of old age.
Alignment. Nephilim carry the legacy of their progenitors in their blood, and as such tend towards lawful alignments, although some (particularly Scions of Strife and Absalom) carry a more individualistic or even chaotic streak. Regardless, they are almost all categorically good, though this good may take many forms; one living in secret among mortals may dedicate themselves to small acts of kindness that leave the day brighter than it began, while their more boisterous brethren may make a living as demon hunters or even freedom fighters in lands ruled by tyranny.
Size. Nephilim are quite tall, ranging from 7-8 feet in height - sometimes taller. Even the Ďweakestí of them are quite muscular, weighing in between 200 and 400 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Otherworldly Instincts. You know the Detect Evil and Good cantrip. This does not count against your cantrip total.
Child Of Three Worlds. Your creature type is humanoid, celestial, and fiend. You have advantage on saving throws against effects that affect celestial and fiend creature types.
Natural Weaponmaster. You have proficiency with four weapons of your choice.
Unwavering Will. You cannot be frightened, and have advantage on saving throws against being charmed.
Horsemenís Rage. As a free action at the beginning of your turn, you tap into your nephilim heritage, temporarily taking on the characteristics of your ancestor for one brief, terrible moment. Your weapon gains the reach property and does and additional 1d4 damage (type determined by your Scion on the table) until your next turn; if your weapon already had the reach property, it gains an additional reach of 5 feet this turn. If you are using a ranged weapon, it has an additional 5 feet of range instead. The damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. Additionally, if you do not move or take any other action this turn, you may make an attack on every creature in front of you within range, with a separate attack roll for each. You may not use this ability again until after a long rest.
Scion Table
War: Fire
Death: Necrotic
Fury: Psychic
Strife: Force
Absalom: Poison
Languages. You can speak, read, and write Common. You can also understand Celestial and Infernal, and can speak, read, and write your choice of those two.
Subrace. All Nephilim trace their heritage back to either one of the Four Horsemen or to the hidden child of Absalom, resulting in five subraces: scion of War, scion of Death, scion of Fury, Scion of Strife, and scion of Absalom. Choose one of these subraces.

Scion of War
As a descendant of the Horseman War, battle is in your very blood, the clash of steel on shield your meat and drink. Scions of War have tanned, bronze, or otherwise sun-touched skin, with piercing white eyes and matching white hair, and are built with broad shoulders capable of sporting the heaviest arms and armor.
Ability Score Increase. Your Strength score increases by 2.
Weapons Enthusiast. Whenever you make a skill check to identify weapon marks or wounds, you are considered proficient in the related skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.

Scion of Death
As a, however unlikely, descendant of the Horseman Death, you are nimble and quick as a ghost, sure as death itself. Scions of Death have highly desaturated skin that often has a purple, blue, or green tint to it, with inquisitive orange eyes, and shining black hair. They are the tallest of the scions, and their thin builds, far from looking emaciated, serve only to highlight their bone-taut muscles.
Ability Score Increase. Your Dexterity score increases by 2.
Macabre Affinity. Undead, if conscious of your presence, will not attack you unless you attack them first. Sentient undead can understand you no matter what language you are speaking, and you can understand them as well.

Scion of Fury
As a descendant of the Horseman Fury, you come alive in combat and contest, a living storm of movement and pain in the heat of battle. Scions of Fury tend to look the most Ďhumaní of all the Fourís descendants except for their fierce white eyes and wild shocks of purple, magenta, or even flame-orange hair that billow in an unseen wind. Furyís children are built like dancers, their elegant forms both alluring and intimidating.
Ability Score Increase. Your Strength or Dexterity score increases by 2.
Acrobatics Pragmatist. When making a Dexterity (Acrobatics) check or a Dexterity saving throw, if you are currently wielding a weapon with the reach property, add your weapon proficiency bonus in addition to any other modifiers.

Scion of Strife
As a descendant of the Horseman Strife, you are fast on your feet and faster on the draw, always ready to cash in action whatever check your mouth writes. Scions of Strife possess jet-black, drow-like skin, expressive yellow eyes, and hair that collects in sleek, spike-like shapes. Strifeís descendants are lithe and long-legged, perfectly built for walking the earth - or running from trouble.
Ability Score Increase. Your Dexterity score increases by 2.
Fast On The Trigger. When you use a Charisma skill on a sentient creature, if you succeed, then you have advantage on your next Charisma skill check on the same person. If you fail, you have advantage on the first attack roll you make against that same creature.

Scion of Absalom
As a descendant of the nephilimís greatest hero, you are forever marked by the bitterness of the Horsemenís betrayal, the rage of your forefatherís last moments roiling within even as it gives you strength. The spawn of Absalomís cursed bloodline have blueish-green skin, menacing yellow eyes, and bone-grey hair; in addition, blackish shapes seem to swirl just beneath their skin like a roiling ocean, adding to their already unsettling appearance. Like Absalom once was, his descendants are hulking and muscular, as tall as they are broad.
Ability Score Increase. Your Strength score increases by 2.
Corrupted Heart. Instead of damaging you, poison damage heals you for half of the damage it would have done. You may also absorb poison from a poisoned creature by touching them, neutralizing the poison and regaining hit points equal to 1d4 + your spellcasting ability modifier.

My three biggest concerns are:

  • Is it over(or under)powered, and if so, how can I adjust it?
  • Am I using the correct phraseology/language for a D&D supplement, and if not, how can I correct/rephrase it?
  • Is it interesting to play compared to other homebrew races, and if not, how can I make it more unique or flavorful to play?


This is version 0.2, edited after I received some feedback on the Homebrew Reddit forums; if you're interested, v0.1 can be viewed here.
Thanks in advance!