Nymphs (race)

by astrarche

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Nymphs

By @homebrewlesbian

A dryad with bark-like skin and leaves sprouting flat from their skull raises their arm, causing the earth to shake and rumble as roots sprout to entangle their enemies.

A Naiad emerges from the depths of a spring, brandishing a legendary sword long buried below.

An Aurae sprints off the side of a cliff and walks on clouds themselves, safely to the other side of a ravine.

These are all Nymphs, creatures born of the forces of nature themselves, made to protect that which birthed them as well as the natural world.

Embodiments of Nature

Nymphs are a Fey creature originating from the Feywild before journeying to, and rooting themselves, in the Material Plane as well, and are the manifestation of facets of nature. They come in many variants, Dryads, Nereids, Naiads, and Aurae, all of which represent different facets of the natural world.

Their appearance tends to take on the manifestation of the piece of nature that has birthed them. For example, Dryads are born when a flower begins to bloom, or a tree begins to take root, while a Naiad is born from the gush of water, tumbling over a cliff to create a waterfall.

Nymphs can be of any gender.

Nymph Names

Nymphs take on names that are shared or represent the piece of nature that birthed them. Examples include:

Dryad Names. Oak, Fern, Blossom, Rowan, Ivy, Pine.

Nereiad & Naiad Names. Swell, River, Stream, Wave, Brook, Riptide.

Aurae Names. Ozone, Gust, Breeze, Boreas, Gale, Squall.

Racial Traits

Nymphs all share the following commonalities:

Ability Score Increase. You may increase your Dexterity score by 2 and your Wisdom score by 1.

Size. A Nymph's height and weight tend to be quite similar to elves and humans; your size is medium.

Speed. You have a base movement speed of 30 ft.

Alignment. Nymphs are creatures born of nature, and share their life with the life of what embodies their connection to it. Because of this, they tend towards Neutral alignments, away from the order of society but not straying into the disarray of natural disasters. They tend to have no affiliation towards Evil or Good.

Dryads

Dryads are born from trees. They possess the following traits:

Languages. You speak Common and Sylvan.

Life Link. You may live up to 1,000 years, so long as the tree that birthed you stays healthy. If your Life Link is poisoned or harmed, you suffer harmful effects up to the discretion of your DM.

Seed of Magic. You know the Druidcraft cantrip. You can also cast Barkskin and at 5th level Plant Growth. You may cast these spells once per long rest. Wisdom is your spellcasting modifier.

Tree Step. You may use your action to enter a tree and move from inside it to inside another tree within 100 ft. You may spend one turn inside the tree before you either willingly leave or are forcibly shunted to the nearest space, using your bonus action to exit.

Nereids and Naiads

Nereids are born from oceanic bodies of water, the area within a sea, a coral reef, etc. Naiads are born from bodies of fresh water, rivers, lakes, waterfalls or springs. They possess the following traits:

Languages. You speak Common and Aquan,

Life Link. You may live up to 1,000 years, so long as the river, lake, spring, ocean or other body of water that birthed you stays healthy. If your Life Link is poisoned or harmed, you suffer harmful effects up to the discretion of your DM.

Tide of Magic. You know the Shape Water cantrip. You can also cast Create or Destroy Water and at 5th level Tidal Wave. You may cast these spells once per long rest. Wisdom is your spellcasting modifier.

One With Water. You can breathe underwater and have a swim speed of 30 ft.

Aurae

Aurae are born from the clouds and breeze. They possess the following traits:

Languages. You speak Common and Auran.

Life Link. Aurae have a slightly more unusual Life Link. You may live up to 1,000 years, so long as you follow the breeze and stay in open air. Because of this, Aurae are nomadic, finding each other after they are birthed and spending their lifespans traveling the world and following the breeze as intended. If you stay still for too long (more than a month or two) you suffer harmful effects up to the discretion of your DM.

Breath of Magic. You know the Gust cantrip. You can also cast Fog Cloud and at 5th level Wind Wall. You may cast these spells once per long rest. Wisdom is your spellcasting modifier.

Cloud Walk. When you take the Dash action, you may use your movement to fly using said movement so long as you land back on the ground by the end. If you end your turn in the air, you fall, and take fall damage as normal.

Author's Notes

This is my own personal interpretation of Nymphs for my homebrew setting, Zaekata. As such, the lore is specificed for that setting, and thus, can be ignored for the purposes of your own use.

Art Credits

Dryad by PAIZO.
Vaporkin by Seb McKinnon.