Dusting off an old homebrew setting, and reworking the playable Nymph race from it for 5e. Thoughts/suggestions/feedback?
Nymph Traits
As creatures of divine beauty, nymphs have the following traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Nymphs mature in about 16 years. They live long, healthy lives, remaining young and fit until they do, eventually die. Many nymphs live to be 300 years old or more.
Alignment. Nymphs are universally Good, kind, caring, and loving. They can fit anywhere between Law and Chaos.
Size. Nymphs tend to be slightly taller and more slender than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Seeker of Water. Nymphs and neriads have always been the best of friends, and nymphs have benefited much from the exchange. With a DC 10 Wisdom check, you can locate a source of fresh water within one mile. You can taste any water (but not other drinks, such as wine or juice, even if they are mostly water) and tell if it is safe to drink with a DC 15 Wisdom check.
Nymph Magic. You know the friends cantrip. When you reach 3 level, you can cast the cure wounds spell as a 2-level spell once with this trait and regain the ability to do so when you finish a long rest (the touch required for this cure wounds spell is a kiss). When you reach 5 level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest.
Well done. You could probably put another trait in there (a skill proficiency, damage or condition resistance, etc), and don't forget languages (I imagine common and sylvan would be appropriate).
As for an extra ability: I had given them one in a previous version where they got a bonus to resist heat and cold effects if they were naked (because nymphs should always be naked). Perhaps Advantage on Constitution saving throws against Extreme Cold and Extreme Heat?
I have mixed feelings about this race and the reasons why will become apparent shortly.
Seeker of Water is a bit too narrow. I think without any wisdom checks, a nymph should be able to know of clean water within 1 mile and tell if water is safe to drink.
If you’re looking for another trait, consider the centaur’s Fey trait.
Two things make me uncomfortable with this race: "(the touch required for this cure wounds spell is a kiss)" and "(because nymphs should always be naked)"
While these are common tropes about nymphs, these enforce a rather restrictive view of nymphs and their place which make my stomach churn. These can be cultural aspects that you list in the race description but as written mechanics? I don't think that's the way you would get people to play your race.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Two things make me uncomfortable with this race: "(the touch required for this cure wounds spell is a kiss)" and "(because nymphs should always be naked)"
While these are common tropes about nymphs, these enforce a rather restrictive view of nymphs and their place which make my stomach churn. These can be cultural aspects that you list in the race description but as written mechanics? I don't think that's the way you would get people to play your race.
The second part was mostly a joke, because that's such an obvious stereotype. For the first part, I can't find citations now but seem to recall "healing kiss" type powers being something nymphs were accredited with somewhere (or maybe I did just make it up). Either way, for the world I'm creating them for, they're the race created by that world's goddess of love (not just in the physical sense, but all kinds. . . familial, camaraderie, deep friendship, and so on), so they pretty much are the concept of love walking around in the world. But, that's a Your-Mileage-May-Vary kind of thing.
For Seeker of Water, I originally had it that they could find with a DC 10 check, but tasting it for safety was automatic. I added the DC 15 check because that "felt" right to me. If it's to niche of an ability to require a check, that can be dropped. The idea is play on the mythology of nymphs being minor divinities or spirits of specific places, usually lakes, springs, rivers, etc., keeping that tie to the idea of water, while not losing all the memetic mutation/Flanderization they've undergone into "Ohmigosh HOTNESS!"
The second part was mostly a joke, because that's such an obvious stereotype.
Thank you for clarifying, text is occasionally a tricky medium.
I think the kissing isn't adding anything to the race. I think you could talk about it in the race description but enforcing it as a mechanic limitation seems restrictive. It's also worth mentioning that you are making a well established fantasy race. People looking at your race, myself included, are bringing their preconceived notions to your race. Especially with something as iconic as a nymph, it is essential to include a race description.
I would set a DC for testing water at around 15 for a non nymph. The less barriers you have to an ability, the more effective the player will feel using that ability. For example, imagine if every time a bard used their bardic inspiration they had to make a performance check. There would be a nonzero percentage of the time where the player failed and felt ineffective using the most defining feature of the class. That said, if you feel set on setting a DC make it a survival check.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
The second part was mostly a joke, because that's such an obvious stereotype.
Thank you for clarifying, text is occasionally a tricky medium.
I think the kissing isn't adding anything to the race. I think you could talk about it in the race description but enforcing it as a mechanic limitation seems restrictive. It's also worth mentioning that you are making a well established fantasy race. People looking at your race, myself included, are bringing their preconceived notions to your race. Especially with something as iconic as a nymph, it is essential to include a race description.
Well, the kiss is already pretty much just flavor, unless the DM is pedantic enough to adjudicate distraction penalties for being kissed in combat, if you're wearing a helmet, if that helmet covers the mouth and/or has a visor that can be raised and lowered, what action/AC penalty you take for raising the helmet to expose the mouth, etc. It's fluff, not crunch.
As for a description, here goes, including the goddess of love who created them.
Lorlosli
Chaotic Good
Lorlosli is the goddess of love, and not just romantic love or sexual desire. She is a goddess of all love, including familial, brotherly, sisterly, and sibling love, camaraderie in warfare, and the love of a person going into danger to rescue complete strangers from harm. She was the first goddess of Good, and her brother, Koroptec, was the first god of Evil. She is Chaotic, representing the passion of love that refuses to be bound by any rule or law, yet she demands loyalty among lovers. She created the Nymphs, and had a hand in creating Humans, and together with Aquita created mermaids and Sirens. She is worshipped by any who are in love, as well as clerics and soldiers who take lessons of sacrificial love to heart. Her holy symbol is the heart.
Nymph
Nymphs were created by Lorlosi, and they identify themselves as her daughters. They live to spread their goddess’ love, both spiritual and physical. They are peaceful by nature, but march with the armies of good to heal, inspire, and offer succor.
An Embodiment Of Love
Nymphs tend to be slightly slimmer and taller than humans. Hair color ranges from platinum blonde and ruby red to more human-like blondes, reds, and auburns. Rarely are nymphs born with raven-black hair, and nymphs with black hair are viewed as being shorter of temper and have a greater tendency toward more violent pastimes. Eye color tends to brilliant, almost luminescent blues and greens, to violets, golds, and blazing ambers.
One and all, nymphs are female. They are incapable of giving birth to males, though they can mate with nearly any humanoid race. They give birth to female nymphs when they mate with most any common race, though they can give birth to dragonborn, half-orcs, and tieflings. Nymphs tend to be slender yet voluptuous, their faces and bodies capturing a beauty that defies description.
When given the choice, nymphs tend to wear nothing at all, save maybe for some choice pieces of jewelry. When one encounters nymphs in the forests, lakes, and rivers of Quatal, they are almost always completely bare. When they live or work in settlements of other races, they usually concede to their hosts’ sense of modesty and wear simple, thin gowns that usually leave little to the imagination. Nymph adventurers tend to don armor and gear as any other adventurer, though a few adorn their bodies only with paint, tattoos, or jewelry that does little or nothing to conceal their virtues, but is magically enchanted to provide benefit.
The Heart And Soul Of Good
Nymphs usually live in the wilds, forming small communities around a particular orchard, lake, river, or spring. The size of a specific site dictates how many nymphs will live there. An average spring or creek will support three or four nymphs, while good-sized orchards and rivers will have populations of up to a dozen. Only very large lakes, great rivers, and large glens will boast nymph populations of more then two dozen.
Nymphs control their population assiduously. They have the ability to choose whether or not to bear children at any given time, and thus take care to keep their numbers low. Unlike halflings and wild elves, who make their homes deep in untamed wilderness, nymph habitat tends to be within a day’s leisurely walk from a nearby settlement. What the nymphs cannot glean from nature, they trade with nearby settlements to get. Most often, they offer their skills as entertainers and healers in exchange for supplies, but sometimes one or two nymphs from the local group will seek permanent employment within a settlement to earn supplies for her sisters.
A significant minority of nymphs live within the settlements of other races. They most often work as entertainers in taverns, singing and dancing for the pleasure of the patrons. A few work as healers and caregivers. Of course, given their natural beauty, a nymph can make excellent coin as a prostitute, but despite common misconception, many nymphs view the profession with distaste. They have no moral objection to the concept, but rather they believe that their love is a gift to be given to those they deem worthy, not an object to bought or sold.
While nymphs usually dislike violence, nymph adventurers are not uncommon. Mostly, they seek to bring their goddess’ love to those who need it, tending to victims in the War. Some seek treasure to keep their sisters supplied. A few allow their love for the innocent victims to turn to hate for those who have harmed them, and seek to rid the world of evil.
Nymphs love song and dance, and many nymph adventurers follow the path of the bard. Even when pursuing other callings, it is the rare nymph indeed who doesn’t exhibit some proficiency with at least one musical instrument, and every nymph possesses a phenomenal singing voice. Their dance tends to the slow, rhythmic, and sensual.
Nymph Names
Because Nymphs are always female, they have a selection of feminine names to bestow upon their daughters. These tend to be similar to Elven names, but often shorter and easier for most races to pronounce correctly. Nymph names tend to be as beautiful as the nymphs themselves, and roll off the tongue easily and pleasantly. Nymphs living in or near communities of other races may give their daughters names from or inspired by those cultures, especially if the father came from there.
As creatures of divine beauty, nymphs have the following traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Nymphs mature in about 16 years. They live long, healthy lives, remaining young and fit until they do, eventually die. Many nymphs live to be 300 years old or more.
Alignment. Nymphs are universally Good, kind, caring, and loving. They can fit anywhere between Law and Chaos.
Size. Nymphs tend to be slightly taller and more slender than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Seeker of Water. Nymphs and neriads have always been the best of friends, and nymphs have benefited much from the exchange. As an action, you can locate a source of fresh water within one mile. You can taste any water (but not other drinks, such as wine or juice, even if they are mostly water) and tell if it is safe to drink.
Nymph Magic. You know the friends cantrip. When you reach 3rd level, you can cast the cure wounds spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest (the touch required for this cure wounds spell is a kiss). When you reach 5th level, you can cast the suggestion 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.
Languages. You can speak, read, and write Common and Sylvan. Sylvan uses the Elvish script.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
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NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
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Dusting off an old homebrew setting, and reworking the playable Nymph race from it for 5e. Thoughts/suggestions/feedback?
Nymph Traits
As creatures of divine beauty, nymphs have the following traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Nymphs mature in about 16 years. They live long, healthy lives, remaining young and fit until they do, eventually die. Many nymphs live to be 300 years old or more.
Alignment. Nymphs are universally Good, kind, caring, and loving. They can fit anywhere between Law and Chaos.
Size. Nymphs tend to be slightly taller and more slender than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Seeker of Water. Nymphs and neriads have always been the best of friends, and nymphs have benefited much from the exchange. With a DC 10 Wisdom check, you can locate a source of fresh water within one mile. You can taste any water (but not other drinks, such as wine or juice, even if they are mostly water) and tell if it is safe to drink with a DC 15 Wisdom check.
Nymph Magic. You know the friends cantrip. When you reach 3 level, you can cast the cure wounds spell as a 2-level spell once with this trait and regain the ability to do so when you finish a long rest (the touch required for this cure wounds spell is a kiss). When you reach 5 level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest.
Well done. You could probably put another trait in there (a skill proficiency, damage or condition resistance, etc), and don't forget languages (I imagine common and sylvan would be appropriate).
Good call on languages.
As for an extra ability: I had given them one in a previous version where they got a bonus to resist heat and cold effects if they were naked (because nymphs should always be naked). Perhaps Advantage on Constitution saving throws against Extreme Cold and Extreme Heat?
I have mixed feelings about this race and the reasons why will become apparent shortly.
Seeker of Water is a bit too narrow. I think without any wisdom checks, a nymph should be able to know of clean water within 1 mile and tell if water is safe to drink.
If you’re looking for another trait, consider the centaur’s Fey trait.
Two things make me uncomfortable with this race: "(the touch required for this cure wounds spell is a kiss)" and "(because nymphs should always be naked)"
While these are common tropes about nymphs, these enforce a rather restrictive view of nymphs and their place which make my stomach churn. These can be cultural aspects that you list in the race description but as written mechanics? I don't think that's the way you would get people to play your race.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
The second part was mostly a joke, because that's such an obvious stereotype. For the first part, I can't find citations now but seem to recall "healing kiss" type powers being something nymphs were accredited with somewhere (or maybe I did just make it up). Either way, for the world I'm creating them for, they're the race created by that world's goddess of love (not just in the physical sense, but all kinds. . . familial, camaraderie, deep friendship, and so on), so they pretty much are the concept of love walking around in the world. But, that's a Your-Mileage-May-Vary kind of thing.
For Seeker of Water, I originally had it that they could find with a DC 10 check, but tasting it for safety was automatic. I added the DC 15 check because that "felt" right to me. If it's to niche of an ability to require a check, that can be dropped. The idea is play on the mythology of nymphs being minor divinities or spirits of specific places, usually lakes, springs, rivers, etc., keeping that tie to the idea of water, while not losing all the memetic mutation/Flanderization they've undergone into "Ohmigosh HOTNESS!"
Thank you for clarifying, text is occasionally a tricky medium.
I think the kissing isn't adding anything to the race. I think you could talk about it in the race description but enforcing it as a mechanic limitation seems restrictive. It's also worth mentioning that you are making a well established fantasy race. People looking at your race, myself included, are bringing their preconceived notions to your race. Especially with something as iconic as a nymph, it is essential to include a race description.
I would set a DC for testing water at around 15 for a non nymph. The less barriers you have to an ability, the more effective the player will feel using that ability. For example, imagine if every time a bard used their bardic inspiration they had to make a performance check. There would be a nonzero percentage of the time where the player failed and felt ineffective using the most defining feature of the class. That said, if you feel set on setting a DC make it a survival check.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
The centaur's Fey trait makes sense.
You could also add the dryad's speak with beasts and plants.
Well, the kiss is already pretty much just flavor, unless the DM is pedantic enough to adjudicate distraction penalties for being kissed in combat, if you're wearing a helmet, if that helmet covers the mouth and/or has a visor that can be raised and lowered, what action/AC penalty you take for raising the helmet to expose the mouth, etc. It's fluff, not crunch.
As for a description, here goes, including the goddess of love who created them.
Lorlosli
Chaotic Good
Lorlosli is the goddess of love, and not just romantic love or sexual desire. She is a goddess of all love, including familial, brotherly, sisterly, and sibling love, camaraderie in warfare, and the love of a person going into danger to rescue complete strangers from harm. She was the first goddess of Good, and her brother, Koroptec, was the first god of Evil. She is Chaotic, representing the passion of love that refuses to be bound by any rule or law, yet she demands loyalty among lovers. She created the Nymphs, and had a hand in creating Humans, and together with Aquita created mermaids and Sirens. She is worshipped by any who are in love, as well as clerics and soldiers who take lessons of sacrificial love to heart. Her holy symbol is the heart.
Nymph
Nymphs were created by Lorlosi, and they identify themselves as her daughters. They live to spread their goddess’ love, both spiritual and physical. They are peaceful by nature, but march with the armies of good to heal, inspire, and offer succor.
An Embodiment Of Love
Nymphs tend to be slightly slimmer and taller than humans. Hair color ranges from platinum blonde and ruby red to more human-like blondes, reds, and auburns. Rarely are nymphs born with raven-black hair, and nymphs with black hair are viewed as being shorter of temper and have a greater tendency toward more violent pastimes. Eye color tends to brilliant, almost luminescent blues and greens, to violets, golds, and blazing ambers.
One and all, nymphs are female. They are incapable of giving birth to males, though they can mate with nearly any humanoid race. They give birth to female nymphs when they mate with most any common race, though they can give birth to dragonborn, half-orcs, and tieflings. Nymphs tend to be slender yet voluptuous, their faces and bodies capturing a beauty that defies description.
When given the choice, nymphs tend to wear nothing at all, save maybe for some choice pieces of jewelry. When one encounters nymphs in the forests, lakes, and rivers of Quatal, they are almost always completely bare. When they live or work in settlements of other races, they usually concede to their hosts’ sense of modesty and wear simple, thin gowns that usually leave little to the imagination. Nymph adventurers tend to don armor and gear as any other adventurer, though a few adorn their bodies only with paint, tattoos, or jewelry that does little or nothing to conceal their virtues, but is magically enchanted to provide benefit.
The Heart And Soul Of Good
Nymphs usually live in the wilds, forming small communities around a particular orchard, lake, river, or spring. The size of a specific site dictates how many nymphs will live there. An average spring or creek will support three or four nymphs, while good-sized orchards and rivers will have populations of up to a dozen. Only very large lakes, great rivers, and large glens will boast nymph populations of more then two dozen.
Nymphs control their population assiduously. They have the ability to choose whether or not to bear children at any given time, and thus take care to keep their numbers low. Unlike halflings and wild elves, who make their homes deep in untamed wilderness, nymph habitat tends to be within a day’s leisurely walk from a nearby settlement. What the nymphs cannot glean from nature, they trade with nearby settlements to get. Most often, they offer their skills as entertainers and healers in exchange for supplies, but sometimes one or two nymphs from the local group will seek permanent employment within a settlement to earn supplies for her sisters.
A significant minority of nymphs live within the settlements of other races. They most often work as entertainers in taverns, singing and dancing for the pleasure of the patrons. A few work as healers and caregivers. Of course, given their natural beauty, a nymph can make excellent coin as a prostitute, but despite common misconception, many nymphs view the profession with distaste. They have no moral objection to the concept, but rather they believe that their love is a gift to be given to those they deem worthy, not an object to bought or sold.
While nymphs usually dislike violence, nymph adventurers are not uncommon. Mostly, they seek to bring their goddess’ love to those who need it, tending to victims in the War. Some seek treasure to keep their sisters supplied. A few allow their love for the innocent victims to turn to hate for those who have harmed them, and seek to rid the world of evil.
Nymphs love song and dance, and many nymph adventurers follow the path of the bard. Even when pursuing other callings, it is the rare nymph indeed who doesn’t exhibit some proficiency with at least one musical instrument, and every nymph possesses a phenomenal singing voice. Their dance tends to the slow, rhythmic, and sensual.
Nymph Names
Because Nymphs are always female, they have a selection of feminine names to bestow upon their daughters. These tend to be similar to Elven names, but often shorter and easier for most races to pronounce correctly. Nymph names tend to be as beautiful as the nymphs themselves, and roll off the tongue easily and pleasantly. Nymphs living in or near communities of other races may give their daughters names from or inspired by those cultures, especially if the father came from there.
Names: Aya, Lunaya, Mara, Marsara, Mareta, Maya, Sora, Tura
Nymph Traits
As creatures of divine beauty, nymphs have the following traits.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Nymphs mature in about 16 years. They live long, healthy lives, remaining young and fit until they do, eventually die. Many nymphs live to be 300 years old or more.
Alignment. Nymphs are universally Good, kind, caring, and loving. They can fit anywhere between Law and Chaos.
Size. Nymphs tend to be slightly taller and more slender than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Seeker of Water. Nymphs and neriads have always been the best of friends, and nymphs have benefited much from the exchange. As an action, you can locate a source of fresh water within one mile. You can taste any water (but not other drinks, such as wine or juice, even if they are mostly water) and tell if it is safe to drink.
Nymph Magic. You know the friends cantrip. When you reach 3rd level, you can cast the cure wounds spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest (the touch required for this cure wounds spell is a kiss). When you reach 5th level, you can cast the suggestion 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.
Languages. You can speak, read, and write Common and Sylvan. Sylvan uses the Elvish script.
I know the kiss is fluff and that's why I'm saying it doesn't belong in a mechanical trait.
Besides this, you do not list the spellcasting ability for Nymph Magic.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
D'oh! It's Charisma.
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NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)