I know “balance” isn’t really a thing in Dungeon Crawl Classics, but I needed reasons to play a nymph (other than simple cool factor), especially since level-0 isn’t a thing in GCC, and players can choose their class. What I came up with was giving her access to a handful of wizard spells, as well as some benefits when she’s in her native environments. I’m pretty happy with how the Nymph sits right now, but there are sure to be a few more tweaks. At some point I need to write a nymph-specific Disapproval table.
Also, in my research I found out that there are Nymphs native to the Underworld—Lampads, Persephone’s torchbearers. So yeah, goth nymphs—pretty cool.
All-female nature spirits.
Hit Points: 1d6 per level
Weapon Training: dagger, javelin, bow, short sword, staff, spear
Alignment: Usually neutral. Chaotic nymphs are called “Maenads.”
Ageless: Do not age and are immune to all supernatural aging.
Bonded to Nature: Choose the environment to which your Nymph is bonded. This choice determines what kind of Nymph you are and will effect some of your special abilities. This choice cannot be changed, baring exceptional circumstances.
- Forest: Dryads
- Mountains and grottos: Oreads
- Streams and lakes: Nereids
- Sea: Naiads
- Underworld and dungeons: Lampads
Gifts of Nature:
- Dryad: Leaves no trace or path when walking through forest or underbrush. Unimpeded by woodland travel.
- Oread: Immune to natural cold. Unimpeded by mountain travel.
- Nereid/Naiad: Can breathe underwater. Swim at their normal walking speed.
- Lampad: 120’ Infravision
Grace: If unarmored and not using a shield, the Nymph can add her PER modifier to her AC.
Divine Nature: Thanks to their connection to nature and the gods, Nymphs are natural spellcasters. Nymph cast clerical spells, rolling 1d20+PER+LUCK+Level as their casting roll. Armor check penalties apply.
Due to their connection to the powers of the divine, Nymphs get to choose which spells they learn at each level, and do not have to depend on the whims of fate or the roll of the dice. All Nymphs start with the exclusive spell Nymphcraft (see below) and may choose a number of additional spells as indicated on their class table. This amount is further modified by their PER bonus.
Nymphs have access to all the spells from the Cleric's list. Additionally, Nymphs have access to several traditional wizard spells which they can select as known spells. Nymphs will tell you that wizards stole these spells from their ancient sisters. Nymphs cast these as Cleric spells. Failed rolls do not result in loss, failure, corruption, or any of these wizardly hazards, but accrue Disapproval as normal.
These spells are:
- Level 1: Animal Summoning, Charm Person, Sleep
- Level 2: Invisibility, Mirror Image
- Level 3: Consult Spirit, Planar Step
- Level 4: Polymorph
- Level 5: Mind Purge
Nymph Level Titles