Nymph Race (5e Race)

This page was marked as abandoned on 17:28, 10 May 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Nymph

Physical Description

The appearance of nymphs is largely dependent on their father's race, and the region in which they reside. In regards to their environment, if a nymph is from a heavily wooded area, their hair will likely look like it is made of the leaves of the most common tree. If a Nymph lives in grass lands, then again, they'll likely have hair that resembles the grassy surroundings of their home. Often any fur like hair on their legs will be short grass, and possibly even moss if they live in a significantly damp area. A small detail, that will depend on the DM and Players, is having their hair and fur change colors alongside the seasons. One of the few things that is common among all Nymphs is that they are incredibly beautiful females, not just as a norm, but as a rule.

Satyr blooded are the shortest variety of the nymph race. They have dear like furry legs, and flattened noses that connect to the furry upper part of their face. Growing out of the front of their head are two small branches that resemble deer antlers. Their eyes vary in color, usually resembling some form of flower common to the environment in which they live, and their pupils are dark rectangles. They also have dark, olive colored skin in the areas that are not covered by fur.

Faun blooded are a median height among their race, but are also the hardiest of them. They have short goat like snouts, and thick goat like furry legs. Sprouting from the side of their head were curled bark covered horns that resemble those of their father. Unlike their Satyr cousins, their skin is not visible through their fur, but their beauty still shines through despite their more animal like appearance. They do also have the dark rectangular pupils in their flower colored eyes.

Centaur blooded are the tallest and most muscular nymphs. They have long legs that resemble those of horses, and long sweeping tails that has the same basic appearance as the hair on the top of their head. They also have flat noses, and dark mocha colored skin. Unlike their cousins, they don't have flower colored eyes, instead, they resemble the grasslands of their fathers homeland, even if they lived in a more forested or swamp like area theme-selves. Unlike their fathers, they have small horns on the front of their heads that resemble curved wooden stakes.

History

Because of Nymphs nomadic, and often times wild nature, they have minimal history of their own. They often interfere with the affairs of other plains, becoming concubines for gods, and other fey descended peoples such as elves.

Society

Nymphs are a nomadic society, refusing to set down any specific place as their home. Their traveling paths cross with their kindred races. During these encounters, they engage in raucous celebrations. These celebrations include drinking, dancing, and singing when they're meeting with Satyrs. When they're with Centaurs, they engage in poetry readings, and religious ceremonies together, as well as plenty of drinking. Fauns are much more simple, as they always meet Nymphs in their own towns during festivals, and the Nymphs are usually an important part of the festivities. No matter who the Nymphs are meeting however, there is love making, and childbearing to be had.

Most Nymphs leave their children to be raised by their fathers. If the child is a male, they will stay with their father and their villages. Females only stay with their fathers side of the family until they reach maturity, at which point they will join their mothers wondering tribe, continuing the cycle for the next generation.

The wondering tribes, as free loving they may be, often stay in certain territories. These territories often overlap with other Nymph tribes, though they don't often overlap. This consistent path taken by Nymphs is what allows them to bring their children into the fold once they are old enough.

Nymph Names

Female: Daphne, Aora, Chalcea, Hyllis.

Nymph Traits

Ability Score Increase. Your cha score increases by 2. As normal, you can't increase an ability score above 20 using this feature.
Age. The age of an individual Nymph is directly related to the plant that her soul is bound to. Some can reach maturity in a matter of months, and other taking hundreds of years. Discuss with your DM, and how the two of you want to deal with your characters aging.
Alignment. Nymphs are a free loving people, and thusly lean more towards chaos, though they care little for good or evil.
Size. Nymphs, as in all things, range wildly in height, depending on their fathers race. Satyr Blooded Nymphs will range from a little over 4 ft to just over 5 ft.
Speed. Your base walking speed is 30 feet.
Damage Vulnerability. Nymphs have vulnerability to fire damage.
Fey Ancestry. You have advantage on saving throws against being charmed.
Languages. You can speak, read, and write Common and Sylvan.

Satyr Blooded

Ability Score Increase. Your cha score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Natural Wiles. You know the druidcraft cantrip. When you reach 3rd level, you can cast the charm person 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 speak with plants spell 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.

Faun Blooded

Ability Score Increase. Your con score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Sure Hoofed. Your fathers goat like nature grants you advantage against being pushed.
Natural Climber. You gain a climbing speed of 20 ft and you gain proficiency with the athletics skill.
Headbutt. You have wooden ram like horns on your head, and are able to use these as melee weapons. Upon hitting your opponent, you'll deal 1d4 bludgeoning damage.

Centaur Blooded

Ability Score Increase. Your str score increases by 1. As normal, you can't increase an ability score above 20 using this feature.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Galloping Strut. Centaur Blooded Nymphs long horse like legs grant them increased speed compared to most creatures of their size. Your speed is increased to 40 ft.
Hoof. You have wooden horse like hooves, and are able to use these as melee weapons. Upon hitting your opponent, you'll deal 1d4 bludgeoning damage.


Back to Main Page 5e Homebrew Races

gollark: Huh?
gollark: *This* one is `XMIeN`. Is that interesting at all?
gollark: I mean, I *could* try for neglection.
gollark: Or "it rot" if you prefer.
gollark: I bred an egg for my saltkin IOU, and it has a really cool code - `iTRot`.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.