Nymph

Nymph Traits

Ability Score Increase. Your Charisma score increases by 2.

Age. You age just like nature, very slowly, which means you can live anywhere from a few hundred to a few thousand years.

Alignment. Nymphs tend to be neutral and are rarely evil, following and protecting the "law" of nature.

Size. Nymphs come in many sizes, ranging from a little under 3 feet to almost 14 feet tall. Your size is dependant on subrace.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Sylvan.

Trance. Instead of sleeping, Nymphs commune with nature for their energy, for four hours a day. After resting this way you gain the same benefits as from a long rest.

Subrace. Nymphs come in many shapes and sizes, choose a type of Nymph from the options below.

One With Nature. The Nymph, being born of nature, expresses their connection with nature slightly differently than creatures that may have adapted to it later in life. You may use your Charisma in place of Wisdom for Druid or Ranger spellcasting.

Chiad

Born from a snow-drift, Chiads typically are lighter-skinned with tinges of blue, purple, or light green. Their hair is usually pale blue, blonde, or grey. Their eyes vary between white, crystal grey, blue or light green.

Ability Score Increase. Your Constitution score increases by 1.

Snow Walk. You do not consider any snow, icy surface, or arctic terrain as difficult terrain.

Cold Affinity. You are naturally acclimated to the cold, meaning you are capable of tolerating temperatures up to -100 degrees Fahrenheit.

Cold Resist. You are resistant to cold damage.

Fire Vulnerability. You have disadvantage on saving throws relating to fire.

Aktad

Swaying currents of water, which seem to land-dwellers to be almost alive, yield Aktads. An Aktad takes on physical appearances similar to the body of water that they originated from. For example, an Aktad born of the river may have light blue or light green skin. All Aktads are born will gills and fins, but their gills have adapted to process oxygen from air as well as water.

Ability Score Increase. Your Dexterity score increases by 1.

Fins. You gain a swimming speed equal to your walking speed.

Amphibious. You can breathe air and water.

Emissary of the sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Guardian of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Control Air and Water. As a child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Erimad

Erimads are born of cacti, because of this they have skin colors ranging from brown to green and are pretty stocky.

Ability Score Increase. Your Constitution score increases by 1.

Heat Endurance. You can withstand temperatures up to 150 degrees Fahrenheit.

Sand's Grace. You can occasionally whirl away from an attack, distracting them and dodging aside. When a creature makes an attack roll against you, you can use your reaction to roll a d6. Add your Dexterity modifier to the number rolled, and increase your AC by that amount for that attack, potentially causing the attack to miss you. After you use this trait, you can’t use it again until you finish a short or long rest.

Dryad

Originating from a special tree, chosen by the other Dryads to be theirs, Dryads typically have physical characteristics that resemble their home tree. For example, if a Dryad came from a Redwood tree they might be on the taller end of the average and have red-toned skin. Dryads resemble human brings with a few differences, they seem to be made of wood, with grass and leaves for hair. In some cases, Dryads have hair that changes as the seasons pass.

Ability Score Increase. Your Wisdom score increases by 1.

Barkskin. You have a naturally occurring tough skin covering you from head to toe. When unarmored, your Armor Class is equal to 12 + your Dexterity modifier.

Forest Blend. You have advantage on Stealth checks made to hide amongst foliage, trees and other plant life.

Photosynthesis. Being a plant-based life form, you create your food through photosynthesis, being in bright sunlight will regenerate hit points equal to your proficiency bonus at the end of each hour you spend this way, likewise, if you aren't in sunlight for a number of days equal to your proficiency bonus + your Constitution modifier you will start to decay, taking one level exhaution at the end of each long rest until you do so. You cannot recover these levels of exhaustion by long resting.

Plant. Your creature type is both fey and humanoid. Given that your physiology is primarily composed of plant matter, you are vulnerable to fire damage.

Tree Stride. Being a creature of nature, you can connect to the trees much more than another creature might. You can step into a live tree and, using 10 ft. of your movement, step out of another one up to 60 ft. away.

Speak with Beasts and Plants. You have a natural affinity with creatures of nature, making you able to communicate limited ideas with them and they may return your commuications. You can speak to a beast or plant as if it had a language and convey simple messages or questions, which it may answer in simple responses.

Livád

Liváds seem to spring up from the ground like grasses. Their favored home environment is a grassland and they are very well adapted for that life. Liváds tend to be smaller in stature and have skin tones reflecting dark or light greens, yellows and browns.

Ability Score Increase. Your Dexterity score increases by 1.

Natural Camouflage. You have advantage on Stealth checks made to hide amongst foliage, tall grasses, and other plant life.

Speak with Small Beasts. You have the ability to befriend and speak to Small or smaller animals. You may ask them simple questions conveyed through signs or words, and they may or may not choose to answer you. (It is up to the DM to decide how they answer depending on their Intelligence score and the specific circumstances.)

Photosynthesis. Being a plant-based life form, you create your food through photosynthesis, being in bright sunlight will regenerate hit points equal to your proficiency bonus at the end of each hour you spend this way, likewise, if you aren't in sunlight for a number of days equal to your proficiency bonus + your Constitution modifier you will start to decay, taking one level exhaution at the end of each long rest until you do so. You cannot recover these levels of exhaustion by long resting.

Vounad (Pronunciation: Voo-Nad)

Occasionally, a Roc's egg will not hatch a baby Roc, it will hatch a Vounad. These beings greatly resemble Rocs but are humanoid and are kicked out of the nest as soon as they are discovered.

Ability Score Increase. Your Constitution score increases by 1.

Wings. You were born with wings, you have a natural flying speed of 40 ft.

Friend to Natural Enemies. You were reared in the same nest a Roc's babies were, therefore, you have a natural understanding of dangerous enemies. You gain expertise in Persuasion checks to convince an enemy beast not to harm you.

Mýad

Mýads are born of fungi, their coloring can be any color of the rainbow, just depending on the fungus they originated from. Mýads typically stay in dark, damp environments but occasionally one or two may leave, searching for adventure. These Nymphs tend to be smaller and stockier than others.

Ability Score Increase. Your Constitution score increases by 1.

Superior Darkvision Your Darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to percieve is in direct sunlight.

Fungus. Whenever you take damage, every creature within 5 feet of you (excluding you) takes 1d4 poison damage.

Deadly. When you drop to 0 Hit Points, each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage. Creatures immune to the poisoned condition are immune to this effect.

Spore. As an action, once per short rest, you can eject spores at one creature you see in front of you. The spores take on one of the effects below:

Spore
Type Effect
Pacifying The target must succeed on a Constitution saving throw equal to 8 + your proficiency modifier + you Constitution modifier or be stunned for 1 minute or until it takes damage. The target can make another save at the end of each of its turns.
Rapport These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Animating In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 days or until destroyed, and it can't be animated again in this way. You can only have one spore servant at a time.
Change Log
  • Added "One with Nature" to the Nymph race and instead of a +2 to Wis, they get +2 to Cha. (credit to: u/OutrageousBears)
  • To balance the above change, the Dryad subrace gets a +1 to Wis instead of Cha.
  • Added Tree Stride and Speak with Beasts and Plants to the Dryad sybrace. (credit to: u/FF3LockeZ)