Posted on May 19, 2019
Character Class: Nymph
Nymphs are semi-divine beings linked to natural places – forest glades, underwater grottos, lakes, mountain pastures, and so on. They are always female and take the form of beautiful human women. There are numerous types, or subraces, of nymph. Some are the dedicated handmaidens (and often lovers) of the gods, or their courtiers and attendants. Others are linked to the natural world and are the most likely types to be encountered by mortals. These nymphs are the ones who may become adventurers.
Adventuring nymphs are those who have not yet bound themselves to natural location. As such they can be called free nymphs. They are able to roam the world just like mortals, and they grow old and need to eat and drink just like mortals do. When they have satisfied their wanderlust, nymphs bind themselves to a particular natural feature – dryads to a tree or glade, naiads to a stream or lake, auloniads to a mountain pasture or vale, and oceanids to an ocean grotto or beach. Once they become bound nymphs, nymphs become ageless, and require no sustenance – they will endure so long as the natural feature to which they bound is preserved.
Nymphs are exclusively female, but can reproduce with males of any species, or even gods. Any sons they bear will be of the same species as their father, and any daughters they bear will be nymphs.
If a player wishes to play a nymph, they should also choose which subrace of nymph they wish to play – dryad, naiad, auloniad, or oceanid. Each has slightly different abilities as indicated below.
Wisdom and Charisma
Wisdom 8 or higher, and Charisma 12 or higher.
Nymphs cannot wear armour nor bear shields. Nymphs can use daggers, spears, javelins, staffs, blowguns, nets, slings, and whips as weapons. Nymphs can use any magical items permitted to clerics (except weapons), and any magical weapon of a type they can use.
Nymphs are powerful creatures and advance more slowly than other character classes.
|Level||XP||Hit Dice||Level 1 Spells/day|
Note that a “typical nymph” encountered as a monster may not be the equivalent of a level 1 nymph character. For example, a typical dryad is equivalent to a level 3 nymph character (levels 1 and 2 representing younger dryads).
Note your saving throws on your character sheet as per your character level:
|Save||Level 1-4||Level 5|
Note what your character needs to roll on 1d20 to hit each Armour Class on your character sheet. This roll is modified by Strength for melee attacks and Dexterity for ranged attacks.
In terrain similar to their home environment, nymphs never suffer ill-effects from bad weather or exposure. The terrain which is sufficiently similar to a nymph’s home environment for these purposes is determined by her subrace:
- Dryads: Woods, Jungle
- Auloniads: Grassland, Mountains, Hills
- Naiads: River, Swamp
- Oceanids: Ocean
Dryads and auloniads have natural armour, their flesh as resistant to blows as the wood of the natural features they protect. They have an Armour Class of 7 prior to any Dexterity modifier.
Naiads and oceanids can breathe underwater. Naiads can use this ability in fresh water, and oceanids can use this in saltwater.
Naiads can purify fresh water at will. This takes one turn for the equivalent of 6 water skins of water, thus it may take many turns for a naiad to purify a large body of water.
When on land, Oceanids can always discern the direction of the shortest path to the ocean, and they also intrinsically know which sea or ocean is the nearest. When at sea, Oceanids can always discern true north, as well as the direction of the nearest landmass, and can thus be extremely helpful for navigators.
At level 2, a nymph gains the ability to charm. Treat this ability as the magic-user spell charm person. A free nymph can use this ability 3 times per day. A bound nymph can use this power once per round, and victims make their saving throw vs spells at -2.
At level 4, nymphs gain the ability to cast cleric and druid spells, except those which affect good or evil. The level 1 spells a nymph gains the ability to cast are as follows (* indicates a reversible spell): cure light wounds*, detect magic, light*, purify food and water, remove fear*, resist cold, animal messenger, detect animals and plants, divine weather, find dangers, and faerie fire.
At level 5, nymphs nominate a natural form appropriate to their subrace: a dryad or auloniad would pick a plant which might be found in a forest or vale respectively, a naiad would pick a pond, spring, or similar, and an oceanid would pick a rock pool or coral. The player should nominate a specific natural form along these lines – no animal form is permitted. The natural form should be vaguely the same size as the nymph (although there are no restrictions on shape).
The nymph can change into her nominated natural form (and back again) once per day – the transformation takes one round in each direction. When she transforms, the nymph regains 1d4 hit points/level, up to a maximum of half the damage she has sustained (thus, she cannot fully heal herself by shape changing). The nymph cannot cast spells, attack, or take any other action in this natural form, except change back to her humanoid form. The nymph can still be attacked in this natural form, and can be hurt as usual. can hold this natural form for 1 turn/level.
A nymph may choose to bind her soul to a natural feature of an appropriate type for her subrace. Once her soul is bound, the nymph becomes almost immortal, in that she ceases to age and requires no food or drink to survive so long as the natural feature to which she has bound her soul endures. She cannot move more than 240 feet away from the feature to which she has bound her soul for more than one turn, or she will die. If the natural feature to which she has bound her soul is destroyed or dies, the nymph will also die.
Nymphs can speak their alignment language, Common, the local human dialect, and Nymph.
Movement, Size, and Encumbrance
A nymph is the same size as a human woman, and can move as far and carry as much as normal human characters.
First Level Druid Spells
Duration: 1 day per caster level
This spell summons a tiny animal (bird, mouse, or insect) to the caster and compels it to act as a messenger for the caster. Once the summoned animal appears, the caster tells the animal the message. The caster then tells the animal who the recipient is, describes them in terms sufficient for the animal to identify them, and describes their general location accurate to one square mile. The animal must then travel to the recipient and deliver the message within the duration of the spell, or it will forget the caster’s instructions. If, after delivering the message, the animal still has sufficient time remaining within the spell’s duration, it can take a response to the caster. Note that while affected by this spell, the animal will be able to speak to the recipient of its message, but only for the purposes of reciting the message.
Detect Animals and Plants
Duration: 6 turns
This spells allows the caster to know the direction of an animal or plant of a type named by the caster so long as that animal or plant is within 120’ of the caster. The caster does not need to know the specific name of the actual animal or plant being identified, just the type of animal/plant. If there are no examples of the type named within 120’ then the caster discovers as much through the spell. This spell cannot be used to detect the location of intelligent creatures.
Duration: 12 hours
This spell allows the caster to know the accurate weather of the area around them (to a radius of 1 mile per caster level) for the next 12 hours.
Duration: 1 round/level
A pale glow surrounds and outlines the subjects, making them hypervisible. Outlined subjects shed light that makes them visible in darkness. The spell may outline up to one human-sized creature per every 5 caster levels. The Faerie Fire does not cause any harm to the objects or creatures thus outlined. However, their greater visibility grants attackers a +2 bonus to hit them while the spell is in effect.
Range: 5’ per caster level
Duration: One hour
This spell reveals hazards to the caster. Once casting the spell, the caster concentrates on a single item or area (1 foot by 1 foot) for one round and immediately knows whether the item or anything (including creatures) in the area is dangerous. The caster will also know the degree of danger (e.g. immediately or potentially dangerous). Large items/areas can take multiple rounds to search for dangers using this spell.