```metadata title: Nymphs description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` ```css undefined ``` {{frontCover}} {{logo ![](/assets/naturalCritLogoRed.svg)}} # Nymph Races ## By P. G. Macer ___ {{banner HOMEBREW}} {{footnote Play as a feminine nature spirit in this supplement for the world’s greatest role-playing game }} ![background image](https://upload.wikimedia.org/wikipedia/commons/7/73/Lenoir%2C_Charles-Amable_-_A_Nymph_In_The_ForestFXD.jpg){position:absolute,bottom:0,left:75px,height:100%} \page # Nymph Races Cultures around the world have legends of feminine nature spirits, ranging from kindly to capricious and benign to malevolent. This article adapts three types of nymph from Greek myth, one of them already D&D-ified, as well as a yokai from Japanese folklore. ## Dryad, Uprooted Sometimes, a powerful druid or archfey tries to undo the magic that bound a fey spirit to a tree and made it a dryad. Such efforts are only partially successful, as the fey remains a dryad, her wellbeing is no longer rooted to her tree, and she loses much (but not all) of her prior magical power. ### Uprooted Dryad Traits ***Ability Score Increase.*** Your Charisma score increases by 2, and your Wisdom score increases by 1. ***Age.*** Dryads come into being fully physically mature. An uprooted dryad generally lives 200 years after being freed from her tree. ***Alignment.*** Dryads value balance in nature, and thus tend toward neutrality. ***Darkvision.*** Accustomed to dimly lit forests, you have darkvision out to a range of 60 feet. Within that range, you can see in dim light as if in bright light, and darkness as in dim light. You can’t see color in darkness, only shades of gray. ***Size.*** Dryads are generally slightly taller than human women, and weigh about the same. Your size is Medium. ***Speed.*** You have a walking speed of 30 feet. ***Dryad Magic.*** You know the *druidcraft* cantrip. When you reach 3rd level, you can cast the *entangle* spell without requiring material components 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 *pass without trace* spell without needing material components once with this trait, and regain the ability to do so when you finish a long rest. Wisdom or Charisma is your spellcasting ability for these spells (choose when you select this race). You can also cast these spells using any spell slots of appropriate level that you have. ***Dryad Skills.*** You are proficient in the Perception and Stealth skills. ***Fey.*** Your creature type is fey, rather than humanoid. ***Languages.*** You can speak, read, and write Common, Elvish, and Sylvan. ![dryad](https://www.dndbeyond.com/avatars/thumbnails/30782/916/1000/1000/638061981460060607.png) {width:300px} {{artist,position:relative,top:-200px,left:-10px,margin-bottom:-30px ##### Drayd © Wizards of the Coast LLC }} \page ## Water Nymph The spirits of bodies of water come in two main kinds: the freshwater naiads and the saltwater nereids. ### Water Nymph Traits ***Ability Score Increase***. Your Constitution score increases by 1. ***Age.*** Water nymphs come into being physically mature, and live for around 250 years. ***Alignment.*** Water nymphs value their freedom, tending towards chaotic alignments. Naiads lean toward neutrality, while nereids lean towards good. ***Size.*** Water nymphs are generally around the size of human women, but slenderer. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet, and you have a base swimming speed equal to your walking speed. ***Amphibious.*** You can breathe both air and water. ***Fey.*** Your creature type is fey, rather than humanoid. ***Subrace.*** Water nymphs come in two kinds, the freshwater naiads and the saltwater nereids. #### Naiad Tricksters known for their seduction (and sometimes abduction) of male humanoids, naiads are found in the springs, lakes, and streams of the world. ***Ability Score Increase.*** Your Charisma score increases by 2. ***Charmer.*** Accustomed to alluring mortals, you are proficient in your choice of the Deception or Persuasion skill. ***Naiad Magic.*** You know the *shape water* cantrip. When you reach 3rd level, you can cast the *create or destroy water* spell as a 2nd-level spell once with this trait, requiring no material component if you are creating water, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *suggestion* spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You can also cast these spells using any spell slots you have of the appropriate level. ***Languages.*** You can speak, read, and write Common and Sylvan. #### Nereid Nereids are sea nymphs. Although less capricious than their naiad kin, they are a fearsome sight to behold when roused to anger. ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Darkvision.*** Accustomed to the ocean depths, you have darkvision out to a range of 60 feet. Within that range, you can see in dim light as if in bright light, and darkness as in dim light. You can’t see color in darkness, only shades of gray. ***Nereid Magic.*** You know the *shape water* cantrip. When you reach 3rd level, you can cast the *fog cloud* spell at 2nd level once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *mirror image* spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. You can also cast these spells using any spell slots you have of the appropriate level. ***Ocean Dweller.*** You are naturally adapted to cold climates, as described in Chapter 5 of the *Dungeon Master’s Guide*. Additionally, you suffer no ill effect from water pressure from being in the deep ocean. ***Languages.*** You can speak, read, and write Common and Aquan. {{artist,position:relative,top:620px,left:145px,margin-bottom:-30px ##### Naiad © Wizards of the Coast LLC }} \page ## Yuki-Onna Yuki-onna are snow spirits known to inhabit treacherous mountain ranges. They are known for their capricious and fickle favor, alternately providing hospitality to travelers lost in blizzards or consigning them to a frosty doom. ### Yuki-Onna Traits ***Ability Score Increase.*** Your Charisma score increases by 2, and your Constitution score increases by 1. ***Age.*** Yuki-Onna come into being fully physically mature. Their maximum lifespan is unknown. ***Alignment.*** Yuki-Onna are everywhere in terms of alignment. Their vindictiveness pushes them towards evil, while their great capacity for mercy inclines them toward good. Likewise, their sense of honor pulls them toward law, but their capriciousness is a hallmark of chaos. ***Size.*** Yuki-Onna are generally the same size and weight as adult human women. Your size is Medium. ***Speed.*** You have a walking speed of 30 feet. ***Darkvision.*** Accustomed to long winter nights, you have darkvision out to a range of 60 feet. Within that range, you can see in dim light as if in bright light, and darkness as in dim light. You can’t see color in darkness, only shades of gray. ***Fey.*** Your creature type is fey, rather than humanoid. ***Cold Resistance.*** You have resistance to cold damage. ***Winter Magic.*** You know the *frostbite* cantrip. When you reach 3rd level, you can cast the *frost fingers* 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 *hold person* spell without needing material components 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. You can also cast these spells using any spell slots of appropriate level that you have. ***Languages.*** You can speak, read, and write Common and Sylvan. :::::::::: {{note ##### Legal Information Nymph Races is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC. Cover/thumbnail art *A Nymph in the Forest* by Charles-Amable Lenoir public domain via [Wikimidia Commons](https://commons.wikimedia.org/wiki/File:Lenoir,_Charles-Amable_-_A_Nymph_In_The_ForestFXD.jpg). Made with The Homebrewery. }} {{artist,top:770px,left:315px ##### Yuki-Onna [Public Domain, via Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Yukionna.jpg) }}