##### Optional Restriction: Females Only
In many myths and legends, nymphs were minor female only goddesses. In some games the DM may restrict you to only be able to play this race if your character is female.
### Nymph Traits
Your nymph character has the following traits.
***Ability Score Increase.*** Your Charisma score is increased by 2.
***Age.*** Nymphs are created through natural magic, and are born fully grown. There has not been a documented nymph who has died of old age.
***Alignment.*** Nymphs often don’t like to conform to society; they value freedom and diversity, so they tend to lean towards chaos. However, it is just as likely to find an evil nymph as a good one.
***Size.*** Due to the reflective nature of the nymphs, they can range from barely 5 feet to well over 6 feet tall. Your size is Medium.
***Speed.*** Your walking speed is 30 feet.
***Ageless Apparent.*** As an almost immortal creature, age is just a construct to you. As such, at the end of a long rest, you may change your apparent age. You cannot change your size in this way.
***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
***Languages.*** You can speak, read, and write Common and Sylvan.
***Subrace.*** The part of nature that your spirit connects to can shape a nymph’s body and soul. The four major subraces of nymph include: dryads, oreads, aurae, and naiads. This document also includes asteriae and lampads in addition to the other nymph subraces to choose from.
#### Alseid
Alseid are the offspring of the meadows and fields. Their warmth and kindness are infectious. Alseid are a humble folk and often enjoy working on farms.
Meadow nymphs have sun tanned skin and corn colored hair. Their eyes are often hazel or green.
***Ability Score Increase.*** Your Wisdom score is increased by 1.
***Healing Hands.*** As an action, you can touch a creature and cause it to regain a number of hit points equal to your level.
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Once you use this trait, you can't use it again until you finish a long rest.
***Masked in the Field.*** You can attempt to hide even while only lightly obscured by grass. You also have advantage on Dexterity (Stealth) checks to do so.
***Radiant Resistance.*** You have resistance to radiant damage.
#### Asteria
Asteriae are descendants of the gods and goddesses of the constellations. Most asteriae are connected to a random star in the sky, but some of the more powerful ones may be connected to part of a constellation. Asteriae are often bright, happy, and willing to help others.
The most striking thing about asteriae is their eyes, glossy and without pupils and either silver or black.
***Ability Score Increase.*** Your Intelligence score is increased by 1.
***Light Bringer.*** You know the *dancing lights* cantrip. When you reach 3rd level, you can cast the *faerie fire* spell, and upon reaching 5th level, you can cast the *moonbeam* spell. Once you cast a spell with this trait, you cannot do so again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
***Starry Eyes.*** Your heritage makes you want to be friends with everyone. You have proficiency in a Charisma skill of your choice.
#### Aurae
The descendants of the wind gods are quick and light. Aurae are speedy creatures, as fast as the wind and just as quick tounged.
The windborn often have fair skin and hair of all kinds. Windborn are very fidgety for they all contain the energy of the wind inside of them.
***Ability Score Increase.*** Your Dexterity score is increased by 1.
***Fleet of Foot.*** Your base walking speed increases to 35 feet.
***Light as Air.*** You are permanently under the effects of the *feather fall* spell.
***Wind Sense.*** As an action, you can become one with the wind for 1 minute. While you are in this state, you gain a blindsense of 60 feet. You may use this ability once and regain the ability to do so.
#### Dryad
As a dryad, progeny of the ancient trees, you have an innate connecting to the flora and fauna of the world. Some dryads are like willows, their opinions bend and flow with the wind. On the other hand, some are like oaks, strong and unchanging in their decisions.
Typically, dryads have dark brown or green hair and dark skin, sometimes tinted green. Their bodies often have bark growing on pieces or even large portions skin.
***Ability Score Increase.*** Your Wisdom score is increased by 1.
***Tree Step.*** On your turn, you can expend all of your movement to step magically into one living tree within your reach and emerge in an unoccupied space within 5 feet of a second living tree within 100 feet of the first tree. Both trees must be at least one size larger than you. This movement
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does not provoke opportunity attacks. You may use this ability once and regain the ability to do so upon finishing a short or long rest.
***Wild Influence.*** You know the *druidcraft* cantrip. In addition, you gain the ability to communicate simply with Small or smaller beasts, and plants.
#### Lampad
Spirits of the afterlife, lampads are creatures of the dark and descendants of gods of death. Lampads have a ghostly connection to the prime material and seem to be in both planes at once sometimes.
Lampads often appear with ghostly pale skin and grey and black hair. Their eyes seem almost lifeless most of the time and appear to gaze into the souls of regular people.
***Ability Score Increase.*** Your Constitution score is increased by 1.
***Corpse Step.*** On your turn, you can expend all of your movement to step magically into one dead humanoid corpse within your reach and emerge in an unoccupied space within 5 feet of a second humanoid corpse within 100 feet of the first corpse. This movement does not provoke opportunity attacks. You may use this ability once and regain the ability to do so upon finishing a short or long rest.
***Foot in the Styx.*** You know the *chill touch* cantrip. When you reach 3rd level, you can cast the *blur* spell, and upon reaching 5th level, you can cast the *gentle repose* spell. Once you cast a spell with this trait, you cannot do so again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
#### Oread
As children of the gods of fire and earth, oreads relate to the unmovable strength of boulders, the burning heat of volcanoes, and the unrelenting power of rock slides.
Oreads have rough, light skin and dark hair. Even when cut and bruised, they don’t bleed very much. Some oread have magma like cracks going across their whole bodies.
***Ability Score Increase.*** Your Strength score is increased by 1.
***Fire Resistance.*** You have resistance to fire damage.
***Masked in Fire.*** You can attempt to hide even while only lightly obscured by any source of fire. You also have advantage on Dexterity (Stealth) checks to do so.
***Rough Skin.*** Your rough, stony skin is harder to break through. While you are not wearing armor, your AC equals 13 + your Dexterity modifier.
#### Naiad
Descendants of the naiads and nereids, water nymphs have either a love of the sea or of rivers. This is what divides them into two categories: nereids and naiads. Nereids connect strongly with the salty waters of the deep sea, while naiads are as quick and bubbly as a fast-flowing stream.
Water nymphs often have pale or light blue skin and silver or blue hair. Sometimes their hair floats as if the water nymphs were underwater.
***Ability Score Increase.*** Your Dexterity score is increased by 1.
***Bubble Speech.*** You can speak to any creature that has an innate swimming speed as if you shared a language.
***Water Born.*** You have a swimming speed of 30 feet and you can breathe both air and water.
***Masked in Water.*** You can attempt to hide even while only lightly obscured by any source of water. You also have advantage on Dexterity (Stealth) checks to do so.
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> ##### Credits
>***Created by:*** u/Dragoborn93
> ***Art:*** *Leafcrown Dryad* by Volkan Baga and *Mermaids* by Steve Argyle