Nymphborn are the product of encounters between ineffably beautiful fey creatures and mortals, often heroes but sometimes simple hunters or even artists traveling in search of inspiration. Such offspring are wondrous and magically blessed creatures. They stir the heart and catch the eye of any who encounter them, and serve as a reminder to all that life is there to be lived. These beings are rare and memorable to encounter, but spring from many species, societies, and cultures, living as a member of them, even if their nature sets them apart.
Half Fey, Half Mortal
Most nymphborn can be easily mistaken for incredibly beautiful elves, humans, or half-elves, as those are the species that most commonly encounter nymphs, but it is not unknown for them to resemble half-orcs, dwarves, goliaths, tritons, or many other species. Their skin and hair usually resemble that of the mortal stock they hail from, but some rare individuals have unusual features like sea green hair, eyes that glitter like firelight, skin like polished marble, or markings resembling those of a great predatory cat.
While they typically embrace the mortal cultures they are raised in, it is impossible to forget that they have a touch of the supernatural. As a result they often find themselves drawn to others with unusual backgrounds, such as other nymphborn, tieflings, aasimar, half-elves, those who adventure seeking glory or excitement, and who travel far and wide to collect knowledge. With their vast, ever-youthful lifespans, longer even than that of the elves, nymphborn will invariably meet many kindred spirits over time.
Embodiment of Nature’s Wonder
The nymphborn are the children of spirits of nature and of art, and their physical forms reflect the beauty of such things. This does not mean, however, that they are all carbon copies of conventional, lowest common denominator attractiveness. Nymphborn come in all shapes and sizes, varying as wildly as the natural world they are tied to. Just as there are vistas that are simultaneously terrifying and beautiful, as well as those that are cozy and inviting, so too are the children of the nymphs. You might be as proud as an ancient conifer, as remote as the stars in the sky, or as warm and inviting as a natural hot spring, but even if your hair is a mess and you’re caked with mud and dust from the road, you are still glorious to look upon. If you are a warrior wounded in battle, your hard won scars only amplify and add complexity to your allure.
Bared to the World
Inherited along with their uncanny loveliness is a subconscious drive to share that beauty with the world. For some, this causes them to be gleeful exhibitionists, but for others, their shy bashfulness at being seen in the nude is central to their beauty itself, and persists no matter how accustomed they are to having others gaze upon them. Some few even increase their allure by keeping it mostly hidden so opportunities to happen across it are precious and rare, like stumbling upon a glittering crystalline grotto that can only be found by exploring a particular rocky shoreline at low tide. Common among all of them, however, is a feeling that clothing is only a tool to be used for a deliberate purpose, and one that sometimes is ill suited to them.
Nymphborn are usually raised in the societies of their mortal parents, and so are typically named according to the conventions of that culture. The rare exceptions usually go by a single name given by their nymph parent. These names are typically reminiscent of Greek mythology.
Feminine Names: Acantha, Adrasteia, Aella, Aglaea, Andromeda, Apaturia, Astraea, Britomartis, Calliope, Cassiopeia, Chryse, Cirrha, Clio, Clonia, Clytie, Daphne, Dercetis, Echo, Elektra, Evadne, Euphrosyne, Euterpe, Erato, Hyllis, Ianthe, Kyllene, Leuce, Melinoe, Melpomene, Minthe, Melaina, Nomia, Orphne, Othreis, Pasithea, Peitho, Phaenna, Philotes, Polyhymnia, Rhene, Teledice, Terpsichore, Thalia, Urania
Masculine Names: Adonis, Aeneas, Aeolus, Aeson, Agrionius, Ajax, Anteros, Antheus, Boreas, Bromius, Cthonios, Dardanus, Dolios, Eleutherios, Endymion, Enorches, Eros, Eurus, Evandros, Ganymede, Hector, Himeros, Hedylogos, Hodios, Iacchus, Leucus, Limnaeus, Nonnus, Notus, Oenopion, Pallas, Philandrus, Ploutodotes, Phoebus, Pothos, Priam, Priapus Socus, Thriambus, Zagreus, Zephyrus
Your nymphborn character inherits many supernatural abilities from the immortal side of their parentage, many of which are particular to the aspect of the world they are linked to.
Ability Score Increase. Your Charisma score increases by 2 and two other ability scores of your choice increase by 1.
Age. Born from immortal stock, the nymphborn reach physical maturity more slowly than humans, and remain rather youthful in appearance for their entire life, with the visible signs of aging beyond early adulthood progressing only slightly in their vast lifespans. They can live to be up to 1,000 years old.
Alignment. As the offspring of nature spirits, nymphborn are often capricious and playful, lending themselves towards chaos and the freedom it represents, but some reflect the more indifferent or regimented aspects of the natural world, and so many lean towards neutral or lawful alignments. Between good and evil, there is no particular bias among them as a whole, but individually they often favor one or the other.
Size. Nymphborn vary in size and shape a great deal, but they are, on the average, about the same size as members of the species of their mortal parent. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Free Spirit. You instinctively desire exposure to nature and are easily encumbered if you wear large plates of metal. If you are wearing heavy armor that would reduce your speed unless you meet the required Strength score, your speed is still reduced by 5 feet if you do meet the requirement.
Persuasion. You gain proficiency in the Persuasion skill.
Stunning Beauty. If you are at least partially nude, you can use your Charisma modifier in place of your Dexterity modifier when determining your Armor Class. If an option would cause you to add your Charisma modifier as well as your Dexterity modifier to your Armor Class, you can instead add double your Charisma modifier. If your Dexterity modifier would be limited (such as by medium armor), the same limit applies when replacing it with your Charisma modifier.
Languages. You can speak, read, and write Common, Sylvan, and one additional language of your choice (usually one spoken by your mortal parent).
Subrace. Your nature is influenced greatly by the type of nymph you were born to. Choose one of these subraces.
You descend from a Lampad—a torchbearer nymph who serves deities of magic. The Lampades are often misunderstood, as they occupy liminal spaces. They are of the dark, but hold forth lights. They linger at crossroads traveled by merchants and bandits alike. Most importantly they serve powers that most do not understand and which can bring great boon or bane. You probably are a being of stark contrasts and apparent contradictions that nonetheless meld seamlessly together. Socially, the children of lampades are drawn to the edges, to the line between insider and outsider, between culture and counter-culture, between dignified and taboo. A larger than typical number of beacon-blooded nymphborn slip between the commonly accepted binaries of sex, gender, and sexuality, drawing power from both the masculine and the feminine.
Crossroads Magic. You know the produce flame cantrip. When you reach 3rd level, you can cast the detect magic spell once. When you reach 5th level, you can also cast the see invisibility spell once. Casting these spells in this way does not expend a spell slot, and you regain the ability to cast these spells this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Occult Processional. You have advantage on intimidation rolls made when you are in dim light or darkness.
As the offspring of an Aura—a nymph of milder winds—you have a magical connection to the air around you. The offspring of nymphs of the gentle airs have a reputation for being a bit silly and whimsical, and sometimes a bit of an air-head (pun intended). That said, you are also persistent and not easily perturbed, and you can be wonderfully reassuring to your companions. However, you should not be underestimated, as even a gentle wind can grow into a wild tempest under certain circumstances.
Environmental Adaptation. You and the wind are kind, supportive friends. You are acclimatized to cold temperatures and high altitudes.
Light on Your Feet. You gain proficiency in the Acrobatics skill.
Wind Magic. You know the gust cantrip. When you reach 3rd level, you can cast the feather fall spell without any material components once. When you reach 5th level, you can also cast the levitate spell once. Casting these spells in this way does not expend a spell slot, and you regain the ability to cast these spells this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
The fresh waters of the world call to you, child of the Naiads. You may come from a Crinaea, of fountains, a Pegaea, of natural springs, an Eleionoma of the wetlands and swamps, a Limnatid of a lake, or Potameid of a river. You are not as inconstant as your saltwater cousins, but you can be just as beneficent or dangerous.
Cleansing Stream. You have advantage on saving throws against disease and you have resistance to damage caused by diseases, so long as you have daily access to clean drinking water.
Hold Breath. You can hold your breath for 15 minutes.
Environmental Adaptation. You are at home in any waters found across the land, from ice rivers to hot springs. You are acclimatized to cold and hot temperatures, including frigid and scalding liquids.
Healing Waters. As an action, you can touch a creature submerged at least partially in water, or pour a pint of water over a creature within 5 feet of you, healing it. The creature regains a number of hit points equal to your level. Once you use this ability, you can’t use it again until you finish a long rest.
Just as the khthonic-blooded nymphborn descend from a variety of types of nymphs who share a common trait, the frost-blooded may be descended from a nymph of snow, of an alpine mountain, of arctic winds, of icy waters, or even of tundra plants. You might be gentle and soft like an untouched snow bank, or implacable like a glacier.
Cold Resistance. You have resistance to cold damage.
Grip of Winter. Your unarmed strikes deal 1d4 damage. You may deal cold damage with your unarmed strikes instead of the typical bludgeoning damage.
Icy Blast. You know either the frostbite or ray of frost cantrip. Charisma is your spellcasting ability for this spell.
Skate. Your movement is not hindered by ice or snow.
The children of the nymphs of swift, grasping winds are able to dart through the sky, whether they are born with wings or not. You are not quite so intemperate as the wild winds that drag sailors off course that your immortal kin are named for, but you are rarely idle and your personality is a force to be reckoned with. You may be unpredictable or direct and unwavering, icy like the gusts that bring winter or hot as a roaring khamsin, but whatever you are, it is rarely subtle.
Environmental Adaptation. You are most comfortable in the sky. You are acclimatized to high altitudes and your choice of either cold temperatures or hot temperatures.
Flight. You have a flying speed of 30 feet. To use this speed, you cannot be wearing medium or heavy armor.
You are the child of one of the Melissae, who are linked to hives of honey bees in much the same way a Dryad is linked to a tree. Melissae are both playful and industrious, fostering the growth of both crops and wildflowers. They are usually calm and provide all manner of boons to civilization, but can be exceptionally dangerous when angered or threatened. Their offspring often have similar qualities, and as their parent is the spirit of an entire hive rather than of individual bees, they often are reluctant to consider an issue from only one point of view, and sometimes struggle to distinguish between individual and group identities, which usually makes them intensely loyal.
Call Swarm. You know the infestation cantrip, and when you cast it, the insects it conjures are stinging bees. Charisma is your spellcasting ability for this spell.
Flit. Rather than walking, you often glide gracefully, inches above surfaces that could support your weight. You ignore all non-magical difficult terrain.
Purity of Honey. Honey is second only to the Ambrosia of the Gods as a symbol of safe, eternally unspoiled food. If you have even a drop of it, you can invoke its power as an action to purify all food and drink within a five foot radius sphere centered around a point you choose within 10 feet of you. You regain the use of this ability after a long rest.
Secrets of Pollination. You have advantage on any skill checks made to cultivate plants or bee hives.
Stranger and more unnerving than the other nymphborn, but no less beautiful, you come from the nymphs of trees or rivers in the underworld. Even the rivers of woe, lamentation, and oblivion surrounding the land of the dead have nymphs. The pale trees have their own eerie reflections of the dryads above. The underworld is not all grim, however, and these nymphs lend their beauty to the plants, winds and seas of the paradises granted to the virtuous dead as well. Most Khthonic-blooded nymphborn possess a stark, uncompromising beauty that cares not for passing fashions. They often cultivate an appearance expressing melancholy, longing, or regret, but they can be friendly, supportive, and even cheerful in their own ways.
Inured to Death. You have resistance to necrotic damage.
Unearthly Signs. You know the thaumaturgy cantrip.
Voices of the Forgotten. Beginning at 3rd level, you can cast the dissonant whispers spell as a second level spell once without expending a spell slot. You regain the ability to cast this spell this way when you complete a long rest.
You originate from one of the most famous of nymphs, the Musai. As the spirits of art and creative expression, you may even have been a masterpiece sculpted by a muse or an idea imbued into a mortal mother from whom you were born. Whether you were created in such a way or simply through conventional means, you are still equal parts the product of inspiration and the source of it for others. You might yearn to be the center of attention, but you may do so out of desire to kindle the love of poetry or painting in someone who observes your beauty and wishes to reflect it back to the world. You may be flighty or diligent, you may possess simple comeliness or icily flawless beauty, you may be motivated by lust or desire to help or even boredom, but your existence inspires others nonetheless.
Connoisseur. When you make Intelligence (History) checks related to arts of any kind, including visual arts, poetry, music, dance, and drama, you are considered to have proficiency in the History skill, and add double your proficiency bonus to the check instead of your normal proficiency bonus.
Favored Art. You gain proficiency in either Calligrapher’s Supplies, Glassblower’s Tools, Painter’s Supplies, Potter’s Tools, Weaver’s Tools, Woodcarver’s Tools, or a musical instrument of your choice. As an action you can grant another creature this same proficiency either until they finish a long rest or until you use this ability again.
Kiss of Inspiration. As an action, you can kiss a willing creature. The affected creature can roll and add a d4 to one ability check of its choice, before or after making the ability check. The creature loses this effect if you use this ability on another willing creature. The kiss must be one that the target would consider intimate, rather than a sort that casual friends or acquaintances might exchange.
Performer. You gain proficiency in the Performance skill.
One of your parents is a dryad, a spirit linked to a particular tree. Some dryads are rumored to be so resplendent that purely mortal eyes would be struck blind by the sight. You cannot be certain of the truth of such claims, but at times those who look upon you have become bewitched by your beauty.
Plant-Friend. You ignore the effects of plant-based difficult terrain.
Grove Magic. You know the druidcraft cantrip. When you reach 3rd level, you can cast the charm person spell as a first level spell once. When you reach 5th level, you can also cast the speak with plants spell once. Casting these spells in this way does not expend a spell slot, and you regain the ability to cast these spells this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
The strength of mountains and the mighty forests that grow upon them flows through your veins, inherited from your Oreiad parent. Most of your kind are stalwart and proud, but will bend rather than break and will adapt to persist through great hardships.
Timberline Magic. Choose either the shocking grasp or thunderclap cantrip and learn that cantrip. If you learn shocking grasp in this way, it deals cold damage rather than lightning damage. When you reach 3rd level, choose either the earth tremor or thunderwave spell. You can cast the chosen spell once without expending spell slots, and you regain the ability to cast that spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Environmental Adaptation. The hazards of high mountain peaks bow to you and grant safe passage. You are acclimatized to cold temperatures and high altitudes.
Forceful. You have advantage on Strength (Athletics) checks made grapple or escape from a grapple, as well on attack rolls made to shove.
Asteriae are the nymphs of the stars and the constellations that memorialize great heroes of the past, and you share some measure of their power. The lights of the sky are aloof and often feel not just above the fray, but beyond one’s grasp, however they are also an eternal guide that can be depended on without hesitation. On the rare occasions that they move, great things come to pass and so wishes are made by mortals yearning for better things. As it is above, so it is below, for those tied by blood and bond to the very stars in the heavens.
Environmental Adaptation. The chill of the furthest heights of the sky are as comfortable to you as a seat by a warm hearth. You are acclimatized to cold temperatures and high altitudes.
Magic of the Night Skies. You know the dancing lights cantrip. When you reach 3rd level, you can cast the heroism spell as a first level spell once. When you reach 5th level, you can also cast the moonbeam spell once as a 2nd level spell without using material components. Casting these spells in this way does not expend a spell slot, and you regain the ability to cast these spells this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
You were born to the Haliae, the nymphs of bodies of salt water. Nereides are spirits of the seas and Oceanides are spirits of the ocean. You may generally be calm and tranquil, or fierce and tempestuous, but like the seas, you always have the potential for both and may change without warning.
Amphibious. You can breathe water as well as air.
Environmental Adaptation. As kin to the very spirits of deep water, the depths hold few inherent dangers for you. You are acclimatized to cold temperatures, frigid water, and the high pressure of very deep water.
Swim. You gain a swimming speed of 30 feet.
Water Sculptor. You know the shape water cantrip.
Your conception was most likely the result of the wild bacchanalian celebrations that the Maenades are famous for. Some legends say they were once mortals themselves before being granted immortality by a deity of revelry and wine. Maenades are the archetypal party animals, carousing with satyrs, riding upon panthers, and riling themselves into a frenzy of intoxication and dance in which—even without weapons or armor—they could easily defeat sober-minded, well equipped, carefully drilled soldiers. You are not quite a match for them, and you might even prefer to overcome your instincts with discipline and rigor, but deep down, the siren song of drunken debauchery lights a fire within your soul.
Bare Feet. When you are not wearing boots, sandals, or other footwear, you ignore non-magical difficult terrain.
Bare Hands. Your fingernails are almost like claws, and your unarmed strikes deal 1d4 slashing damage.
Drunken Fortitude. As a bonus action, you can quaff an alcoholic beverage and gain temporary hit points equal to your Charisma modifier (minimum 1). You can use this ability twice and then you cannot use it again until you complete a short or long rest.
Child of the Raving Ones. A Maenad in an ecstatic trance is as fearsome as a raging berserker. You gain proficiency in the Intimidation skill.
The less aggressive companions of the wild Maenades are the Lenai, whom you call kin. They are the nymphs of the vine and the products of them, especially beverages. Much like muses inspire the arts, Lenai inspire those who practice the skills of crafting alcohol of all kinds. You most likely have a more tempered approach to revelry than your wild-blooded cousins, but you love good company, a good dance, and a good glass of something at least a little stronger than water.
Dance of the Wine Press. You ignore waterlogged forms of difficult terrain, such as mud, knee-deep water, quicksand, or bogs. Also, when you make Charisma (Performance) checks to dance, you are considered to be proficient in the Performance skill and you add double your proficiency bonus to the check instead of your normal proficiency bonus.
Feast. Beginning at 5th level, you can cast the create food and water spell once without expending a spell slot. However, instead of the normal food and water created by this spell, you create flavorful fruit and wine. You regain the ability to cast this spell this way when you complete a long rest.
Vintner. You gain proficiency with Brewer’s Supplies.
Variant Nymphborn Trait
Some nymphborn are the children of gnomes, halflings, or even goblins and other small sized humanoids. In such cases, your Size is small rather than medium, but otherwise your traits are unchanged.
Random Height and Weight
||Use height and weight table for mortal parent’s species, but when rolling for height modifier, also roll a d4 and subtract the amount rolled from the result.
||Use height and weight table for mortal parent’s species.
||Use height and weight table for mortal parent’s species, but when rolling for height modifier, also roll a d4 and add the amount rolled to the result.