Accustomed to twilit forests and the night sky, they have superior vision in dark and dim conditions. They can see in dim light within 20 meters of themselves as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of green or blue. As an action, they can force all humanoids within 9 meters of them to succeed on a Constitution saving throw or become blinded until the end of their next turn. The DC for this saving throw equals 8 + their Charisma modifier + their proficiency bonus. Once they use this ability, they can't use it again until after they next roll initiative. Their creature type is considered to be both fey and humanoid. Additionally, they have advantage on saving throws against being charmed, and magic can't put them to sleep. While they are wearing no armor and not wielding a shield, their AC is equal to 10 + their Charisma modifier. Nymphs don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, they can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, they gain the same benefit that a human does from 8 hours of sleep. Magic cannot put you to sleep. In addition, they do not need to eat, though they do require water. They can communicate with trees, bushes, flowers, and rivers as if they were beasts (they can communicate with beasts too). They do not have words, but they can understand their basic needs, desires, and traumas. Subspecies: Dryad Dryads are the female inhabitants and guardians of forests. Pure blood dryads tend to have skin tones that ranges between dark to light greens and generally green, brown, or black hair and dark eyes. However, because they mate with Fauns to produce children, sometimes they can inherit their father's traits, like red hair or blue eyes. Dryads take mating very seriously: if touched without permission, they'd kill the man, and not to try and smile, woo them, or treat it as any kind of pleasurable encounter, as they're simply using the male to father a child. Generally, they wear clothes patched up out of their natural surroundings, like leaves and twigs, making them blend in with the forest, though they can wear more fancy clothes. In some instances, they'll go completely nude. All dryads tend to have a slender and small build. They are known for their amazing archery skills and can easily kill a person from the distance of 60 meters without the person ever knowing they were there. They use this ability extensively to mark their border: if an arrow lands at one's feet or in a nearby tree, that's as far as the intruder is allowed to travel alive as the next shot, should they not heed the warning, will kill them. To prevent the decay of bodies from filling the air, the dryads tend to mark their border by the rivers so the bodies can be washed away with the current. They have a proficiency with long bows, and have the Sharpshooter and Healer traits. +2 Healing and +1 Wis. Being dryads, they have a love for the trees, forest, and music and have learned to master abilities to shape trees to their will while not harming the tree itself. As fire is also forbidden in the forest, they instead create makeshift glowsticks by stimulating certain fungi and crafting a wreath out of the plant to make a light source. They have the ability to cast the Thorn Whip cantrip at will, this counts as a Spell Known. Charisma is their spellcasting ability for this spell. Due to the floral nature of their body, they have vulnerability to Fire damage. Being a plant-based life form, they create their food through photosynthesis, being in bright sunlight will regenerate hit points equal to their proficiency bonus at the end of each hour they spend this way, likewise, if they aren't in sunlight for a number of days equal to their proficiency bonus + your Constitution modifier, they will start to decay, taking one level exhaustion at the end of each long rest until they do so. They cannot recover these levels of exhaustion by long resting. They can use their action to send out a burst of pollen. Their herbal ancestry determines the type of the burst. When they use your pollination ability, each creature in the area of the burst must make a saving throw, the type of which is determined by their herbal ancestry. The DC for this saving throw equals 8 + their Charisma modifier + their proficiency bonus. A creature gains the listed condition on a failed save.After you use their pollination ability, they can’t use it again until they complete a short or long rest. A creature affected by your pollen can attempt the save again at the end of its turn, losing the condition on a success. The base save DC of this ability increases by 1 at 6th level, 11th level, and 16th level. They have an herbal ancestry. Their pollination attack is determined by the herb type, as shown in the table. HERB CONDITION TYPE POLLINATION Chamomile Exhausted 15 ft. radius (Con. save) Hemlock Paralyzed 4.5 m. radius (Con. save) Hogweed Blinded 4.5 m. radius (Con. save) Nightshade Frightened 4.5 m. radius (Wis. save) Poppy Unconscious 4.5 m. radius (Con. save) Rose Charmed 4.5 m. radius (Wis. save) Wolfsbane Poisoned 4.5 m. radius (Con. save) Hamadryad Hamadryads are Dryads who are tied to a specific tree and will live as long as it does. Anything that happens to their tree happens to them. They often carry the same name as their tree. They resemble highly humanoid beings only made out of smooth wood, and with grass and leaves for hair. In some cases, you will see that some Hamadryads have both hair and eyes that change with the seasons. Where skin would be, instead there is an inherently magical, extremely flexible wood. The particular kind of wood seems to vary based on the forest from which a Hamadryad was born, ranging from dark cherrywood to the lightness of balsa. The Hamadryads have slender figures which make them incredibly agile. This allows them to move through forests and from tree to tree with ease. Compared to the more outgoing Naiads and Dryads, Hamadryads are quite shy, keeping to themselves unless something truly captures their awe or anger. They have a naturally occurring tough skin covering them from head to toe. When unarmored, their Armor Class is equal to 12 + their Dexterity modifier. They have advantage on Stealth checks made to hide amongst foliage, trees and other plant life. Their creature type is both fey and humanoid. Given that their physiology is primarily composed of plant matter, they are vulnerable to fire damage. Being a plant-based life form, they create their food through photosynthesis, being in bright sunlight will regenerate hit points equal to their proficiency bonus at the end of each hour they spend this way, likewise, if they aren't in sunlight for a number of days equal to their proficiency bonus + your Constitution modifier, they will start to decay, taking one level exhaustion at the end of each long rest until they do so. They cannot recover these levels of exhaustion by long resting. Their climb speed is equal to their walking speed. In addition, once per short rest you can use 3 meters of their movement to teleport themselves between trees (so long as they are within 9 meters of each other, and they are of at least Medium size), using their roots as a way to transport themselves magically. They appear in an unoccupied space within 1.5 meters of the tree. After they use this ability they may choose to use the Hide action. If they do, they are considered Hidden until they move, attack, or cast a spell. They are able to spread roots from their feet to better hold themselves steady. While in natural terrain they may as an action root yourself to the ground. While rooted they: Gain advantage on any ability check or saving throw made to resist being pushed, grappled, or made prone. Cannot use their Tree Step feature, movement, or take the Dash action. May spend their action absorbing nutrients. If they do, they gain 2 temporary hit points per character level. If they already have temporary hit points from this feature, they cannot use this ability. They may spend a bonus action to unroot themselves, losing the above effects. They have +1 Dex and proficiency in the Nature skill. Naiad Whilst Naiads have the shape and flesh of a humanoid, their movement is completely unlike one. They move almost as a liquid, able to change their shape to suit their needs or fit in a smaller space, and when in water, they have the ability to draw power from it. Naiads have inherited through their fey ancestry a love of tricks and games, and their preferred way to interact with other mortals seems to be through those pranks. Now and then, however, a Naiad is drawn to the settled world out of pure curiosity, and approaches other mortals with genuine interest. They have the ability to Shape Water at will, this counts as a Known Spell. In addition, they may cast Shape Water with a range of Self. When they are partially submerged in water, they can spend an action to meditate and purify themselves. This action requires concentration. If their concentration has been maintained by the start of their next turn, they may remove one condition currently affecting them. Due to the liquid nature of their body, they have resistance to Fire damage. They have +1 Int. Leimoniad Leimoniad are the Dryads that guard meadows. Oread Oreads are the Hamadryads of the mountain conifers. They are accepted by mountain people as ancient highland guardians. +1 Con and resistance to cold damage. Nereid Nereids are the Naiads of the Ocean. They are often found living with merfolk. Sylph https://www.dndbeyond.com/characters/races/5357-wind-nymph Salamander These nymphs are the second rarest nymph and it is almost impossible for one to catch even a glimpse of one. As their name indicates, they are nymphs that control fire and are capable of producing their own. They are very elusive and can perhaps count on their fingers the amount of times they have interacted with the human race. Their skin comes in tones of slight red or orange to a vivid yellow. Their hair is usually a fiery orange or brownish red and their eyes range from red to yellow. It’s not very concise whether the clothing they wear is simply fire or something else that gives the appearance of fire. Not much is known about them except that they are born from a natural bolt of lightning that strikes something and catches fire and that they come in time of need. https://roll20.net/compendium/dnd5e/Salamander#content
Languages. Common and the Ancient Language.