Base Class: Warlock
While not as powerful as the Archfey, Nymphs occupy a special place in the culture of the fey, beings of immense beauty and joy who roam not only the Feywild, but the Prime Material Plane, gathering in places of beauty and vibrant life. To bathe in a nymph’s pool is to receive a special blessing, but to receive a boon from the nymph herself requires a creature of intense character and will. Frequent are those who are seduced by the nymph and fall into her service, rare are those who seduce the nymph herself, and can claim the magical boons only she can bestow.
Expanded Spell List
1 - Animal Friendship , Cure Wounds
2 - Blindness/Deafness , Lesser Restoration
3 - Conjure Animals , Water Breathing
4 - Conjure Woodland Beings , Faithful Hound
Token of the Nymph
Starting at 1 level, the nymph bestows her warlock with a token of her love, which serves as an arcane focus for warlock spells, and as a portkey to a pocket of the Feywild she sometimes frequents. The token could be a lock of her hair, a vial of her tears, a stone from her favorite pool, or another tiny object of importance to her. The token is activated by speaking a secret word or phrase as an action and is left behind when the portkey feature is used. The token is immune to psychic damage and one other type, resistant to up to five damage types of your choice, has an AC of 10 + your proficiency modifier + your charisma modifier and hit points equal to your warlock level. If it is destroyed, you are yanked back to it, and must spend at least four hours crafting an apology letter, love letter, epic poem, painting, carving or other creative activity to provide your nymph when she bestows you a new token. Items left behind in the Feywild remain there, unless they are food (taken by small animals) or of value to the nymph or one of her many fey friends (gems, jewelry, artwork, etc) in which case there is a 10% chance of a particular item being consumed or given away.
The Feywild pocket is likely to be a deep grotto, mountaintop hotspring, or otherwise remote and inaccessible body of clean water habited only by nonhostile tiny creatures. Drinking or bathing in the water heals up to your proficiency modifier worth of hit points every hour, and you can remain in the pocket for a number of hours equal to double your proficiency modifier per day, resetting at sunrise. You can choose to leave by speaking the password or phrase backward as an action. When you enter the pocket and every hour you remain, roll 1d20. On a roll of 20, the nymph returns and blesses you with her affection. This has the effect of completing a long rest, after which you are returned to where the token is. On a roll of 1, the nymph has returned and is displeased, returns you to the token’s location and demands a gift to restore her favor. You must provide a magical or finely crafted item of beauty worth at least 100gp per warlock level before you can use the token again.
Unearthly Grace
Starting at 6 level, warlocks with the Nymph patron learn to use their immense charm to turn aside the attacks of their enemies and bend luck itself in their favor. When not wearing armor or carrying a shield, add your charisma modifier to all saving throws and your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Revelry of the Feywild
Starting at 10 level, the nymph provides you with a written schedule of Feywild feasts, parties and revels to which she is invited, and extends these same invitations to you and your friends. Feywild parties are extravagant and lively affairs, known for their restorative properties as well as entertainment. You use your same token, with a different password or phrase indicated by the schedule, transporting yourself and up to nine guests in physical contact with you into the Feywild where you remain for one hour.
During this hour you and your guests gain the benefits of a short rest and have all hit dice restored at the end of the rest, as well as removing any exhaustion effects. At the conclusion of the hour, roll 1d20. On a roll of 20, the festival is magically enhanced by the time-distortion properties of the Feywild, granting the benefit of a Long Rest, plus temporary hit points equal to your warlock level. On a roll of 1, you and your guests caused great offense, and have been hexed by the fey – for the next hour you and each guest are under the effects of a Hex spell causing disadvantage on all Charisma saves and ability checks, as well as suffering an additional 1d6 necrotic damage to any and all damage taken. A Remove Curse spell ends this effect early. If the schedule is lost or destroyed, you cannot use this feature until you meet the nymph in person, rolling a 1 or 20 while sheltering in her Feywild pocket.
Lesser Spell Mastery
Beginning at 14 level, you can cast one first level spell from any class spell-list at will, without expending a spell slot. This functions as the Wizard’s Spell Mastery ability gained at 18 level (PHB p115) but applies only to 1 level spells.
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