Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 15). The dryad can innately cast the following spells, requiring no material components:
At will: dancing lights, guidance, prestidigitation
3/day each: augury, healing word, lesser restoration
1/day each: greater restoration, legend lore
Magic Resistance. The muse has advantage on saving throws against spells and other magical effects.
Inspiring Beauty. A humanoid or giant creature that spends at least 4 hours in the company of a muse has advantage on Intelligence and Charisma ability checks for 24 hours. For the duration, it also has advantage on saving throws against being frightened.
Bardic Inspiration (5/day). The muse can inspire creatures through stirring words or music. As a bonus action, she can choose one creature other than herself within 60 feet of her who can hear her. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Vicious Mockery (Muse variant). Melee or Ranged Spell Attack: +3 to hit, reach 5 ft., or range 60 ft. Hit: 5 (2d4) psychic damage. The creature must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature is afflicted with a short-term madness (DMG chapter 8).
Fey Charm. The muse targets one humanoid or beast that she can see within 30 feet of her. If the target can see the muse, it must succeed on a DC 15 Wisdom saving throw or be magically charmed. The charmed creature regards the muse as a trusted friend to be heeded and protected. Although the target isn't under the muse's control, it takes the muse's requests or actions in the most favorable way it can.
Each time the muse or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the muse dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the muse's Fey Charm for the next 24 hours.
The muse can have no more than one humanoid and up to three beasts charmed at a time.
Description
Nymphs are fey creatures who are bound by powerful fey or deities to a particular location or landform. They have beautiful, feminine forms, and most dwell in mountainous regions and forests by lakes and streams. Although they can never die of old age, nymphs are not immortal as they can be killed in various ways. However, these fey creatures can give birth to fully immortal children if mated to a god. Some nymphs, in the shape of young maidens, are part of the retinue of a deity, such as Silvanus, Sune, or Lliira. In the Feywild, a nymph is often the object of a satyr's unrequited love.
The muses embody the arts and inspire creation with their graces through remembered and improvised song and stage, writing, traditional music, and dance. The first muses were the daughters of Oghma, god of knowledge, and Hanali Celanil, elven goddess of love and beauty. Nine muses are bound to each world of the material plane.
A muse is associated with a specific art form: poetry, history, music, painting, tragedy, hymn, dance, comedy, and astronomy. The muse has advantage on her Intelligence or Charisma checks related to her art form. If a muse is killed, another one takes her place on that material world.
Previous Versions
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