Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Nymph

Ability Score Increase +1 Dex, +2 Cha
Size Medium
Speed 30ft

He said she was beautiful. I can't imagine how beautiful, to leave Elyra like that. Prettiest bird in town, even after three kids. She's looking for him, I heard. Hope she finds him. Hope she snaps him out of it...one of them adventurers said she sounded like a Nymph. Thought they were gone.
-Conversation overheard in a tavern

Carefree and Playful


Nymphs have a reputation for being care-free, playful, temptresses. They don't mean to be, but they can't help it. In the old days, a now-dead God crafted a race of women he thought would be a blessing on the wild. They were, and the few left are. They love their games, and forget that mortal men can't play them. They love their trees and the creatures that live with them. Nymphs seldom wander away from their hidden glades, and rarer still are those who venture into the world for more than hours at a time. They learn to look like Elves, and hide themselves by blending in. Some say they have a kindred spirit with Changelings that way. Always hiding what they are. Changelings would say they envy the Nymphs, who hide to avoid spell-bound courtships and jealous wives, and even husbands. They weave their hair around the natural plant-life that grows like crowns from their scalps, hiding that these branches are one with them with cleaver stylings like braids and bundles. These plants can give them away however, growing more full and lively with their emotions surging towards joy, and withering away as they sadden. Their skin holds a bark-like texture, that is almost imperceptible unless one investigates closely.

Curious and Cautious

Nymphs that wander into the world are highly cautious, in spite of their overwhelming curiosity. They know not to trust most outsiders, but refuse to hold them at an emotional distance. Their hearts are worn on their sleeves, and they hardly try to change it. Though they are quick to trust and quick to call friend, they choose carefully those who they do let close. They tend to pick a favorite, someone they hide behind when danger seems close. They are shy creatures that hesitate to fight, but try quickly to end conflict. Even if it means running, though they rarely do so without knowing their friends will flee with them. They run into the trees, and hide as one with nature.

Feywild Companions

Many of the Nymphs that remain after the spellplague hide away in the kingdoms of the Feywild. They can call for aid from these kingdoms, and depending on the kingdom they are bound to gain different kinds of aid when they need it. They will never truly abandon their home, or their friends; and if forced to choose between the two they would rather choose death, though they recognize that if a friend forces them to choose they are not truly a friend.
Features
Age: Nymphs age similar to humans, reaching maturity around 18. However, they halt physical aging at this point, and while their natural lifespan is around 80 years they die beautiful.
Alignment: Nymphs care more for the well being of other creatures, and the natural world around them than they do the reasons for actions or growth of civilization, growing into a Neutrality in their viewpoint, though usually closer to Good.
Size: Nymphs are medium sized creatures
Speed: As a medium sized creature, your speed is 30 feet.
Call of the Feywild: You send a call to the Kingdom of your birth, deep in the Feywild. Choose a kingdom, for your character to have permanently. Your attacks are imbued with the corresponding bonus for one round. You cannot use this ability again until a long rest.
Spring Court Bonus 1d4 Radiant damage.
Summer Court Bonus 1d4 Fire damage.
Autumn Court Bonus 1d4 Acid damage.
Winter Court Bonus 1d4 Cold damage.

One with Nature: When hiding in nature, your skin grows bark to match a nearby tree. When hiding in this way, gain +4 to stealth.
Stunning Glance: Choose a single creature. It must make a DC 15 Charisma save, or be paralyzed for 1d4 rounds. It can attempt this save each turn. You cannot use this feature again until you complete a long rest.
Natural Growth: Once per day you may grow 2d4 berries from the foliage on your head. Each berry can sustain a medium sized creature for a day, and heals a single hit point when eaten. If the berries are uneaten after one hour, they become normal berries. You cannot use this ability again until you finish a long rest.
Creatures of Light: When in lowlight and dark areas, you emit 10 feet of low light and have disadvantage on all stealth checks.

Languages. Common, Sylvan


World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreamsĀ 
  • NEVER lose your notes!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems