Planar
Lampad
Ability Score Increases
Ability Score Increases are related to your character's background, rather than species. When you select a background, increase your statistics using the background's three chosen ability scores. If the background does not have a listed set of ability scores, increase any one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Life Span
The typical life span of a player character in the is about a century, assuming the character doesn’t meet a violent end. Members of some species, such as nymphs and earth golems, can live for centuries. If typical members of a species can live longer than a century, that fact is mentioned in their description.
Languages
When creating your character, after selecting your class, species, and background, select your known languages. Your character can speak, read, and write Common and two other standard languages. The Basic Rules offers a list of languages to choose from. The GM is free to modify that list for a campaign.
Lampads are typically seen as bad omens, but they are a natural part of the process of death. Lampads have been known to offer their services to Dyorra, the Sorcerer of Death. She uses them to usher powerful souls to the afterlife, or on occasion, directly to her. Lampads typically spend their existence within the Shadowfell, the domain of Dyorra.
Nymphs
These fey are powerful and typically do not leave their domains in the Fey Plane. Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of The Three Sisters, a trio of Greater Sorcerers. A nymph that is willing to adventure into the Material plane is a rare specimen. Nymphs can embody the benevolent love of the earth, the wrathful power of fire, and many other natural forces. Nymphs will tend to congregate in areas filled with nature and devoid of humanoid life. Large empty woods, stretches of roving plains, or volatile volcanic areas are known to attract these fey. Nymphs typically live up to 500 years.
Creature Type: Fey. You are also considered a nymph for any prerequisite or effect that requires you to be a nymph.
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
Magic Resistance
You have advantage on saving throws against spells.
Corpse Stride
You can use 10 feet of movement to step magically into a corpse within your reach and emerge from a second creature’s corpse within 60 feet of the first corpse, appearing in an unoccupied space within 5 feet of the second corpse. Both corpses must be your size or larger and movement through the first corpse does not provoke attacks of opportunity.
You can use this ability a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.
Guide of the Underworld
You are a servant of the gods using the magic of Nyx. You gain the following benefits:
You have resistance to necrotic damage.
You learn the thaumaturgy cantrip. When you reach 3rd level, you can cast the gentle repose spell with this trait without requiring a material component. When you reach 5th level, you can cast the speak with dead spell with this trait without a material component. Once you cast gentle repose or speak with dead with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
*When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”