Exotic Races (Hyrule Supplement)
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For simpler and more straightforward campaigns, player-characters should be made from common races or sometimes uncommon races. The exotic races within this page are considered a variant rule, as most exotic races are noticeably more complicated than their common and uncommon counterparts.
Races on this page can still be used as player-characters, but require approval by the DM. It should be noted that some backgrounds may be nonsensical for a member of an exotic race.
Table: Exotic Races[edit]
Race | Description | Considerations |
---|---|---|
Cobble | The Cobble Kingdom was once a large civilization, capable of constructing huge pyramids, powerful machines, and expertly crafted swords. Before their fall, the Cobble people were known for their expert swordsmen and powers of premonition. | Very few Cobble, if any, survived the fall of the Cobble Kingdom. Most characters with this race would be of a mixed ancestry, although they would retain only the features of their Cobble heritage. |
Cukeman | Slimes that have been given a semblance of intelligence through magical means. | Most humanoids can not discern the difference between Cukemen and the monstrous Buzz Blob a Cukeman resembles and will attack or flee on sight. |
Fairy | Fairies are tiny creatures that appear as a glow, but can be seen to look like incredibly small, winged hylians. | Any fairy is of Tiny size, which is very unusual for a player-character. Additionally, Fairies are capable of unrestricted flight, which can be an overly powerful boon for a low-level player-character. |
Goriya | Furry and with wolf-like facial features, goriya are both pioneers and masters of combat via boomerang. | Most humanoids consider goriya to be monsters, and will fight or flee from them on sight. |
Hyrulean Robot | Hyrulean Robots, also known as Ancient Robots, are known as very intelligent mechanical beings that link Hyrule's ancient technological past to their modern medieval present. They are credited as one of the races that stood besides Hylia against Demise. | Hyrulean robots have sizes that vary wildly. Some Hyrulean robots are Large, some are Medium, and others are Small. Additionally, some Hyrulean robots are capable of unrestricted flight at 5th level, which can trivialize many common challenges. |
Kikwi | Short, stout fur-covered creatures with plants on their back, renowned for their secretive and reclusive nature. They are credited as one of the races that stood besides Hylia against Demise. | For most people, interaction with a Kikwi is rare. Like the Zonai, Kikwi are mostly seen early in the history of Hyrule, and they become more and more uncommon as time passes. |
Lizalfos | Reptilian humanoids that are most often found in marshes and wetlands. They come in diverse varieties capable of flight, fire breath, and more. | Most humanoids consider lizalfos to be monsters, and will fight or flee from them on sight. Additionally, Aeralfos are capable of unrestricted flight, which can be an overly powerful boon for a low-level player-character. |
Lynel | A lynel has the head of a lion, the chest and arms of the strongest hylian you would ever meet, and the legs of draft horse. Facing one alone in combat is a death sentence. | Most humanoids consider lynels to be fearsome monsters, and will fight or flee from them on sight. Any lynel is of Large size, which is unusual for a player-character. |
Maiamai | Maiamai are small, squid-like humanoids that form matriarchal societies, often ruled by a sole female. Due to the large number of offspring a ruling Maiamai has, these societies can grow quite large. | Most Maiamai remain fully integrated within the society of their fellow Maiamai, however a select few Maiamai (including most player characters) choose to explore beyond the world they know and become individuals tied to no society or clan. |
Minish | Tiny and altruistic mouse-like humanoids that are so small they are virtually invisible. | Any minish is of Tiny size, which is very unusual for a player-character. |
Moblin | Brutish and evil, moblins are disliked by almost all other races — even other monsters. They come in many varieties and sizes. | Most humanoids consider moblins to be monsters, and will fight or flee from them on sight. Some moblin subraces are of Large size, which is unusual for a player-character. |
Mogma | With their powerful upper bodies, these mole men burrow through dirt and sand at incredible speed. They are credited as one of the races that stood besides Hylia against Demise. | Mogma are capable of burrowing underground, enabling them to avoid many traditional hazards or obstacles. |
Parella | Aquatic creatures believed to share a common ancestor with zora. They are credited as one of the races that stood besides Hylia against Demise. | Parella are aquatic creatures with no legs. It is very difficult for them to move on land, and they have a base walking speed reflecting that. |
Poe | Floating, undead, legless ghosts who rarely remember anything from their former lives. Their souls are trapped in lanterns they are cursed to bear eternally in the afterlife. | Most humanoids consider poes to be monsters, and will fight or flee from them on sight. Poes are undead and lack legs, which is very unusual for a player-character. Additionally, Poes have a Racial Feat that grants them unrestricted flight, which can trivialize many common challenges. |
Stalfos | Stalfos are known as fearless warriors, brought back from the realm of the dead for a specific purpose. | Most humanoids consider Stalfos to be monsters and will fight or flee from them on sight. |
Subrosian | Small, mysterious, subterranean people who already wear robes and habitually bathe in lava — to them, sunlight and open skies are quite alien phenomena. | Subrosians are foreign beings ill-suited to living above ground. Any subrosian is immune to fire damage, enabling it to safely ignore many hazards that would be lethal. |
Twili | Hailing from the Twilight Realm, twili share ancient ancestors with hylians. Unlike their Light World counterparts, twili are still widely adept with magic. | Twili hail from an alien dimension called the Twilight Realm, and do not normally exist in Hyrule. |
Weapon Spirit | Weapon spirits are created to serve a purpose, whether it be guiding a hero through their prophecy, protecting their weapon, or aiding their creator. | Weapon Spirits play with certain restrictions and abilities that make them very different from most races, since they are reliant upon their Linked Weapon. DMs should be cautious in allowing a player to play as a Weapon Spirit in their game. |
Wolfos | Wolfos, be they Grey or White are feared for their speed, resilience and fearsome claws and fangs. | Wolfos are monsters akin to wild wolves, and are often treated as such. |
Yeti | Yooks and white yeti alike are known for their physical power and ability to withstand brutal cold — less so for their questionable intelligence. | White Yeti are of Large size, which is unusual for a player-character. |
Zonai | The Zonai are an ancient race, said to be descendants of the gods themselves. | Zonai are extinct, or have whereabouts unknown, for most of Hyrule's history. Most people would regard a Zonai with a mixture of fear and awe. |
Exotic Races[edit]
Cobble[edit]
For some Cobble, their Prophetic powers only grow after death. |
- Ability Score Increase. Your Constitution score increases by 2.
- Age. Cobble reach adulthood at 16 years old, and on average live into their 70s.
- Alignment. Cobble are well adjusted to their society so they tend to lean towards Lawful. Most also tend to be either Neutral or Good.
- Size. The average height of a cobble is about 6' 9". Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Ancestral Arms. Your ancestors were known for their sword forging. You have proficiency with longswords and shortswords.
- Languages. You can speak, read, and write both Common and Zoran.
- Subraces. Cobble have two main professions that have become innate to the species through generational experience. You are either an Architect Cobble or Prophetic Cobble.
Architect Cobble[edit]
- Ability Score Increase. Your Intelligence score increases by 1.
- Innate Craftsman. Your nature makes tool use come easily to you. You have proficiency with one of the following sets of tools of your choice: tinker's tools, mason's tools, smith's tools, or carpenter's tools.
- Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
- Architect Magic. You learn the protective barrier spell, and can cast is at 1st level once per long rest without expending Magic Points. Intelligence is your spellcasting ability for it.
Prophetic Cobble[edit]
- Ability Score Increase. Your Wisdom score increases by 1.
- Prophetic Vision. Your nature makes you better able to discover the intent and outcome of other's actions. You have proficiency in the Insight skill.
- Foresight. Once per turn, you can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Cukeman[edit]
- Ability Score Increase. Your Constitution and Wisdom scores both increase by 2.
- Age. It is unknown how long the lifespan of a Cukeman is, but most are only granted temporary sentience up to a maximum of 10 years per level of the spell that turned them from a Buzz Blob to Cukeman, but many enjoy sentience for a much shorter time. A Player Character's Cukeman is assumed to be bestowed with long-term sentience that will give the Cukeman a lifespan appropriate for the campaign.
- Alignment. A Cukeman is usually not burdened with strong moral inclinations and tend to be at least partially neutral.
- Size. A Cukeman can squeeze into tight places with its amorphous body, but a Cukeman has a body around four to five feet tall. Your size is medium.
- Speed. A Cukeman has a base walking speed of 30 feet.
- Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
- Shocking Cloak. You learn the Shocking Grasp cantrip. Constitution is your spellcasting ability for this spell.
You can use this trait to cast Shocking Grasp as a reaction when you are hit by a melee attack, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. - Shape Self. If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, and makeshift hands, or you can revert to a limbless blob (no action required). As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can’t attack, activate magic items, or carry more than 10 pounds.
- Unbreathing. You do not require air.
- Languages. You may speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Fairy[edit]
- Ability Score Increase. Your Dexterity score increases by 1, but your Strength score decreases by 2.
- Age. Unless a fairy is magically created (which is common for them), one reaches adulthood after about 10 years. A fairy rarely lives beyond 100 years, but retains its young adult appearance and demeanor for its entire life.
- Alignment. Fairies have an extreme tendency towards good, and as a whole are among the most altruistic beings in Hyrule.
- Size. A fairy usually stands around 6 inches, with a wingspan of as much as 8 inches. One typically weighs about 2 pounds. Your size is Tiny. As such compared to a Medium creature you require a quarter as much food and water, have half the normal carrying capacity or encumbrance for your Strength score, may require special equipment, and can only ride mounts of Small size.
- Speed. You have a base walking speed of 20 feet, and a flying speed of 30 feet. You can hover in place effortlessly.
- Hybrid Nature. You have two creature types: fey and humanoid. You are affected by a spell, effect, or ability if it would function on a creature that is either of your types.
- Tiny Equipment. As a Tiny creature, you have difficulty wielding normal-sized weapons, and are better off wielding weapons sized for you; see Weapons of Unusual Size. You can't wear normal armor or clothes, but instead must wear armor sized for a Tiny creature; such gear costs half as much and weighs ⅛th as much as normal.
- Illumination. Your body visibly glows. You shed bright light out to a radius of 5 feet, and dim light for an additional 5 feet. You can suppress this light if you are not incapacitated (no action required).
- Languages. You can read, write, and speak both Common and Deku.
- Subraces. Choose either fairy of life, or fairy of navigation.
Fairy of Life[edit]
- Ability Score Increase. Your Wisdom score increases by 1.
- Life Giver. You gain proficiency in one of the following skills of your choice: Medicine, Survival, or Insight.
- Revive. As an action, you can touch a creature to cause it to regain 3d6 hit points. Once you use this action, you must complete a long rest before you use it again. The amount of hit points regained increases by 1d6 at 3rd level (4d6), and at 5th level (5d6).
Starting at 5th level, if the creature is dead but died less than 1 minute ago, it revives when healed by this feature. This action has no effect on constructs, undead, or creatures that died of old age, and it doesn't restore any missing body parts.
[edit]
- Ability Score Increase. Your Intelligence score increases by 1.
- Keen Senses. You gain proficiency in one of the following skills of your choice: Investigation, History, or Nature.
- Tattle. When you use the Help action to aid an ally in attacking a creature, you can distract a creature within 30 feet of you, rather than one within 5 feet of you, as long as that creature can see or hear you.
Starting at 3rd level, you gain the ability to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Goriya[edit]
Source |
- Ability Score Increase. Your Dexterity and Constitution scores both increase by 2.
- Age. A goriya reaches adulthood in about 10 years. Rarely does one live beyond the age of 50.
- Alignment. Goriya have a strong tendency towards evil. They are unusually loyal and orderly for evil creatures, with a slight tendency towards law.
- Size. A goriya is usually just under 6 feet tall, and on average weighs between 180 and 200 pounds.
- Speed. You have a base walking speed of 30 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Ancestral Arms. Goriya have been wielding boomerangs for countless generations, and are said to be the progenitors of their use in combat. You are proficient in boomerangs. When you make a ranged attack with a weapon that has the returning property, you add a +1 bonus to the damage roll.
- Keen Senses. You are proficient in the Perception skill.
- Languages. You can read, write, and speak both Common and Blin.
Hyrulean Robot[edit]
Hyrule has had many forms of artificial life, and curiously, they all go back to the Shiekah Tribe. The Sheikah Tribe was known for many advancements in Hyrule but were forced to hide those talents away, lest they disturbed the natural order and invoked the wrath of the gods or the Hyrulean Royal Family, their closest allies.
- Creature Type. You are a construct.
- Age. You have no clear maximum lifespan; most Hyrulean robots present very little signs of deterioration due to age.
- Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
- You are immune to magical aging effects.
- Languages. You can read, write, and speak both Common and Ancient.
Original: Lanayru Desert Robots[edit]
You are an artificial life that is powered by spatial-temporal manipulating stones called Timeshift Stones. These stones are often refined into Timeshift Orbs to be a power source, but are sometimes used to create powerful constructions that can manipulate the flow of time (some examples being large temporal gates, to an hourglass, or even a small musical instrument). Although you are powered by a Timeshift Orb, you cannot use it to travel through time.
- Size. The height of a Lanayru Desert robot varies, but the most common model stands at around 3 feet. Your size is either Small or Medium.
- Speed. You have a base walking speed of 25 feet.
- Alignment. Most Lanayru Desert Robots follow their leaders without question. They will not do anything without their superior's permission, and will only act out of line to the benefit of that superior. For this reason, most Lanayru Desert Robots have a strong tendency towards law and a slight tendency towards good.
- Ability Score Increase. Your Intelligence score increases by 2, and one other Ability Score of your choice increases by 1.
- Artificial Enhancements. Your artificial nature allows you to integrate up to two artificial melee weapons into your body. Using your free interaction, you can retract one or both of your integrated weapons into your forearm or extend them from there. While it is extended, you can use an integrated weapon as if you were holding it, and you can't use a hand with an extended integrated weapon for other purposes.
The most common type of integrated weapon is a Glove weapon, such as pair of Clawed Gloves. To integrate a weapon, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the weapon. To remove a weapon you have integrated, you must spend 1 hour removing it. You can rest while integrating or removing a weapon in this way. While you live, your incorporated weapon can't be removed against your will.
At 5th level, you also gain the ability to attach a propeller to your head, granting you a flying speed equal to your walking speed. This propeller must be specially made, and costs 5000 rp. - Maintenance Programs. You gain proficiency with either a set of Artisan's Tools or Thieves' Tools. When using this tool, you have advantage on checks that involve maintaining constructs.
Variant: Shiekah Guardian Robots[edit]
You are a robot built to destroy everything you see, given the order. You were created for a simple purpose: the purging of evil from the land. However, your programming was not perfected, and thus you can act of your own free will, or even be manipulated to turn to the other side.
- Size. The height of a Guardian varies, but the most common model stands at around 5 feet. Your size is either Medium or Large.
- Speed. You have a base walking speed of 30 feet.
- Alignment. Guardians would usually walk hand-in-hand with other humanoid races, especially Sheikah and Hylians. Sheikah Guardian Robots roam freely around the world, apprehending any potential target that is perceived as a threat, especially evil individuals. They are neutral, leaning towards lawful good, but that is not something set in stone.
- Ability Score Increase. Your Constitution score increases by 2, and one other Ability Score of your choice increases by 1.
- Specialized Assault. You gain proficiency with either three martial weapons of your choice or two martial weapons and a shield.
- Beam Weapon. When you take the Attack action on your turn, you can replace one of your attacks with beam of energy from your eye. This beam has a normal range of 80 feet, and a long range of 320 feet. Choose a single target within range. The target must make a Dexterity saving throw, with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A target within long range from you has advantage on this save. On a failed save, the target takes 2d6 force damage. The damage increases by 1d6 when you reach levels 5 (3d6), 11 (4d6) and 17 (5d6).
Kikwi[edit]
- Ability Score Increase. Your Constitution and Wisdom scores both increase by 2.
- Age. A kikwi reaches adulthood in less than 10 years. They often succumb to diseases and other perils earlier than most races, but those who thrive can live to be as old as 200.
- Alignment. Kikwi follow their elders and leaders without question. Although they fear most outsiders, they are altruistic to those they befriend. Kikwi have a slight tendency towards law and a stronger tendency towards good.
- Size. A kikwi typically stands at a height of about 3 feet, but has a stout pear-shaped body. Your size is Small.
- Speed. You have a base walking speed of 25 feet.
- Naturalist. You gain proficiency in the Nature skill. You can survive without food so long as you have water, sunlight, and air.
- Hybrid Nature. You have two creature types: plant and humanoid. You are affected by a spell, effect, or ability if it would function on a creature that is either of your types.
- Naturally Stealthy. Your herbivore ancestors survived primarily by hiding from predators. You gain proficiency in the Stealth skill. When you make an ability check to Hide, you can choose to make a Wisdom (Stealth) check in place of a Dexterity (Stealth) check.
- Forest Dweller. You have advantage on all Stealth and Survival checks made in natural forest terrain.
- Languages. You can read, write, and speak both Common and Deku.
Lizalfos Family[edit]
Original: Lizalfos[edit]
An Aeralfos swooping down with a sword and shield. Source |
- Age. A lizalfos reaches adulthood in at most 10 years. Rarely does one live beyond the age of 50.
- Alignment. Lizalfos as a whole have a strong tendency towards evil. Daira are inherently chaotic, while geru are relatively orderly, and most other lizalfos fall somewhere between.
- Ability Score Increase. Your Constitution score increases by 1.
- Size. Your size is Medium.
- Speed. You have a base walking speed of 30 feet.
- Alkaline Scales. You have resistance to acid damage.
- Standing Leap. If it would otherwise be lesser, your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
- Languages. All lizalfos speak Lizal. A minority, including all lizalfos player-characters, speak Common as a second language.
- Ancestral Arms. You are proficient with Boomerangs, scimitars, shields and shortswords.
- Subraces. Lizalfos come in numerous subraces. Choose one from aeralfos, chameleon, daira, dinolfos, and geru.
Lizalfos Subrace: Aeralfos[edit]
- Ability Score Increase. Your Dexterity score increases by 1.
- Fly Speed. You have a flying speed equal to your walking speed.
Lizalfos Subrace: Chameleon[edit]
- Ability Score Increase. Your Dexterity and Wisdom scores both increase by 1.
- Ambusher. You have advantage on attack rolls against any creature you have surprised.
- Chameleon Cunning. You have advantage on saving throws against being charmed, and magic can't put you to sleep. You have no need to sleep, but you still must relax for the entirety of a long rest to gain the benefits of finishing one.
- Shifting Scales. As an action, you can change the color of your scales to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
- Tongue Snap. In place of one attack you make as part of the Attack action, you can make a special kind of unarmed strike by snapping your elastic tongue. This attack has the Finesse and Reach properties. On a hit, the target of this attack takes 1d4 + your Strength modifier bludgeoning damage, plus 1d4 acid damage. You can make this attack a number of times equal to your proficiency bonus. You regain all expended uses when you complete a short or long rest.
Lizalfos Subrace: Daira[edit]
- Ability Score Increase. Your Strength score increases by 2.
- Blood Frenzy. As a bonus action, you can expend 1 Magic Point or Stamina Point to gain insight on a target with half its hit points or less. After you use this bonus action, you have advantage on all melee weapon attack rolls made against the target until the end of your next turn. This benefit ends early if the target regains any hit points, drops to 0 hit points, or you use your Blood Frenzy on another creature.
- Daira Scales. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.
Lizalfos Subrace: Dinolfos[edit]
- Ability Score Increase. Your Strength and Constitution scores both increase by 1.
- Fire Resistance. You have resistance to fire damage.
- Fire Breath. When you take the Attack action on your turn, you can replace one of your attacks with a blast of fire that covers a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 2d6 fire. On a successful save, it takes half as much damage. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
You can use your Fire Breath a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Lizalfos Subrace: Geru[edit]
- Ability Score Increase. Your Strength score, and one other ability score of your choice both increase by 1.
- Swim Speed. You have a swim speed equal to your walking speed.
- Hold Breath. You can hold your breath for up to 1 hour.
- Keen Senses. You have proficiency in the Perception skill.
- Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in semi-aquatic terrains such as swamps, marshes, and wetlands.
Variant: Dark Lizalfos[edit]
Some Lizalfos have been so exposed to dark magic that it literally infests their being. You gain the following features:
- Inner Malevolence. The dark magic inside you cannot infest a pure heart. You cannot use this variant if your character allignment is good.
- Shadow Scales. You gain resistance to necrotic damage, instead of acid damage.
- Burning malevolence. Any damage you would do with a lizalfos racial trait (Such as Chamelon's tounge snap or Dinolfos' fire breath) does necrotic damage instead of its usual damage type.
- Superior Darkvision You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Sunlight Sensitivity. Your inner dark magic makes you more accustomed to darkness. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct Sunlight.
Lynel[edit]
Lynels are large beasts, with the head of a Lion, Legs of a horse, and the torso and arms of a Man. Source |
- Ability Score Increase. Your Strength score and Constitution score both increase by 2.
- Age. Lynels reach maturity quickly, and are considered adults by 10 years at the latest, though they may continue physically growing for decades after this. Although it is very common for lynels to live short and violent lives, the oldest among them can live to an age of up to 300.
- Alignment. Lynels are murderously aggressive towards almost everything, and are ferociously independent of anything that would restrict their will or their freedom. As a whole, they have a strong tendency towards chaotic evil.
- Size. A typical Lynel is about 10 feet tall and weighs in the neighborhood of 1800 pounds. Your size is Large. Due to your unusual centaur-like shape, you may be unable to benefit from gear designed for feet or humanoid legs. Compared to a Medium creature you require four times as much food and water, have double carrying capacity or encumbrance for your Strength score, may require special equipment, and can't ride mounts of Large size or smaller. In combat, you occupy a 10-foot square instead of a 5-foot square, but you have the same reach as a Medium creature.
- Large Equipment. As a Large humanoid, you can wield normal-sized weapons, but are better off wielding weapons sized for you; see Weapons of Unusual Size. You can't wear normal armor or clothes, but instead must wear armor sized for a Large creature; such gear costs twice as much and weighs eight times as much.
- Speed. You gallop like a horse and pounce like a jaguar. Your base walking speed is 40 feet.
- Hybrid Nature. You have two creature types: Monstrosity and humanoid. You are affected by a spell, effect, or ability if it would function on a creature that is either of your types.
- Menacing. You have proficiency in the Intimidation skill.
- Cantrip. You know one cantrip of your choice from the following list: fire bolt, power beam, resistance, and step up. Constitution is your casting ability for this spells.
- Languages. All lynels speak Blin. A minority, including all lynel player-characters, speak Common as a second language.
Maiamai[edit]
- Ability Score Increase. Your Constitution increases by 2, and one other ability score of your choice increases by 1.
- Age. A Maiamai reaches adulthood in about 15 years, when their shell becomes fully formed. Rarely does one live beyond the age of 60, unless they are a Maiamai Mother.
- Alignment. Maimai have a strong tendency towards good. Due to the structure of their societies, most Maiamai tend towards lawful.
- Size. Upon reaching adulthood, a Maiamai is typically just over 3 feet tall, and on average weighs between 200 and 400 pounds, due to the added weight of their thick shell. Your size is small.
- Speed. You have a base walking speed of 25 feet.
- Hold Breath. You can hold your breath for up to 1 hour.
- Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.
- Native Instincts. You gain proficiency with one of the following skills of your choice: Athletics, Nature, Perception, Stealth, or Survival.
- Spider Climb. Due to your single, muscular foot, you have an easy time climbing most surfaces. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces, including upside down along ceilings and underwater, while leaving your hands free.
- Languages. You can read, write, and speak both Common and Zoran.
Minish[edit]
- Ability Score Increase. Your Dexterity, Wisdom, Intelligence, and Charisma scores all increase by 1. Your Strength score decreases by 2.
- Age. Despite their size, minish live comparably to humanoids. One reaches adulthood in its late teens, and at most lives just shy of a century.
- Alignment. Minish are inherently benevolent, and most of them are happy to aid creatures who don't even know they exist. They are almost universally good, and have a smaller tendency towards law.
- Size. A typical minish is 3 inches tall at most, and weighs about 1 pound. Your size is, for most purposes, Tiny. You are however so diminutive that you can ride in the pocket of a Small or Medium humanoid. You can occupy and move through the space of any creature (excluding a creature that fills the entirety of its space, such as certain oozes). You can survive on what other creatures would consider crumbs; a mere drop of water is enough to quench your thirst for hours. Your carrying capacity or encumbrance is 1% what it would be for a Medium creature. If you were to ride a mount, the mount itself would likely need to be a Tiny creature, such as a squirrel or a frog.
- Speed. Your size prevents very swift movement, but like an insect your weight is easy to carry even in hazardous terrain. Your have a base walking speed of 20 feet. Additionally, you have a climbing speed and swimming speed equal to your walking speed. You can move through land-based difficult terrain without reduced movement.
- Minish Gear. You can only wield weapons and armor specifically designed for a minish-sized humanoid. Even Tiny equipment is too big for you. If it is readily available, minish-sized equipment costs half as much as normal, and weighs about 1% as much as normal, but it may need to be specially crafted.
- Minish in Combat. Weapons sized for Minish characters have their damage dice reduced by two stages (See Weapons of Unusual Size). Your reach is 0 feet (even if you wield a weapon that has the reach property), meaning you must occupy the same space as any creature to touch it or make a melee attack against it. (You still only provoke an opportunity attack when you leave a creature's reach.) The range of any ranged weapon you wield or spell you cast is halved.
Despite the lack of power or reach behind your attacks, you strike swiftly. If you use your action to make at least one weapon attack, you can use your bonus action to make another attack with that same weapon. You lose all effects from this feature if your size increases to Small. - Tiny Agility. You have disadvantage on any ability check or saving throw that relies on Strength. You have advantage on Dexterity saving throws. You lose all effects from this feature if your size increases to Small.
- Minish Veil. Minish are supernaturally difficult to perceive and track by larger creatures. Any creature of Medium size or larger that attacks you from a range of 10 feet or more has disadvantage on the attack roll. When you Hide from creatures that are Medium or larger, you have advantage on the Dexterity (Stealth) check. You lose all effects from this feature if your size increases to Small.
- Keen Senses. You are proficient in the Perception skill.
- Languages. You can read, write, and speak both Common and Minish.
Moblin[edit]
- Age. A moblin swiftly reaches adulthood in about 7 years. Bokoblins in particular can reach adulthood in as little as 2. Rarely does a moblin live beyond the age of 30.
- Alignment. Moblins have a strong tendency towards evil. Though a few among them may be good, even these pretend to be evil among their peers just to fit in.
- Ability Score Increase. Your Constitution score increases by 1.
- Size. A moblin's size is heavily dependent upon its subrace.
- Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
- Ancestral Arms. Moblins are instinctively skilled at smashing things with blunt objects. You are always proficient with clubs, crushers, and greatclubs. If you become proficient with any martial weapon, you also become proficient with moblin spears.
- Languages. All moblins speak Blin. A minority, including all moblin player-characters, speak Common as a second language.
- Subraces. Moblins come in extremely diverse subraces. It is most common for a moblin's parents to be of the same subrace, but in cases of mixed lineage the offspring takes after the mother almost entirely. Choose one from big moblin, bokoblin, bulblin, and miniblin.
Big Moblin[edit]
- Ability Score Increase. Your Strength score increases by 2.
- Size. As its name implies, a big moblin has an imposing figure usually between 8 and 12 feet in height, and usually weighs between 800 and 1600 pounds. Your size is Large. As such compared to a Medium creature you require four times as much food and water, have double carrying capacity or encumbrance for your Strength score, may require special equipment, and can't ride mounts of Large size or smaller. In combat you occupy a 10-foot square instead of a 5-foot square, but you have the same reach as a Medium creature.
- Speed. You have a base walking speed of 30 feet.
- Large Equipment. As a Large humanoid, you can wield normal-sized weapons, but are better off wielding weapons sized for you; see Weapons of Unusual Size. You can't wear normal armor or clothes, but instead must wear armor sized for a Large creature; such gear costs twice as much and weighs eight times as much.
- Climate Endurance. You can endure any naturally-occurring hot, cold, dry, or humid climate without hardship, Constitution checks, or Constitution saving throws.
Bokoblin[edit]
A Bokoblin wielding a wooden club. Source |
- Ability Score Increase. Your Strength and Dexterity scores increase by 1.
- Size. Your size is Medium.
- Speed. You have a base walking speed of 30 feet.
- Enduring. You have advantage on saving throws made to resist exhaustion, and can thrive on one-quarter of the food and water you would otherwise need.
- Reckless. At the start of your turn, you can expend 1 Magic Point or Stamina Point to gain advantage on all melee weapon attack rolls you make this turn. However, other creature's attack rolls against you also gain advantage until the start of your next turn.
- Forage. Bokoblins are infamous for doing anything to survive. You have advantage on any Wisdom (Survival) check to find food or water in the wild.
- Dubious Diet. You may consume food regardless of its age or exposure to the elements. You never suffer any penalty for eating food that has not been cooked. You may consume the meat of any beast or monstrosity that is not otherwise poisonous.
- Climate Endurance. You can endure any naturally-occurring hot, cold, dry, or humid climate without hardship, Constitution checks, or Constitution saving throws.
Bulblin[edit]
- Ability Score Increase. Your Strength and Intelligence scores increase by 1.
- Size. Your size is Medium.
- Speed. You have a base walking speed of 25 feet.
- Pack Tactics. On your turn, if a creature is within 5 feet of your ally, you can choose to gain advantage on attack rolls you make against that creature. This effect lasts until it or your ally moves more than 5 feet away from each other, or until your ally is incapacitated. Once you use this feature, you cannot use it again until you next roll initiative.
- Beast Tamer. Bulblins are instinctively skilled with manipulating animals to their needs. You are proficient in the Animal Handling skill.
- Armor Training. Unlike most moblins, bulblins are trained for armor usage from a young age. You gain one of the following benefits, based on your armor proficiencies:
- You are gain proficiency with light armor.
- If you are otherwise proficient with light armor, you are also proficient with medium armor and shields (but not heavy shields).
- If you are otherwise proficient with medium armor, you are also proficient with heavy armor and heavy shields.
- If you are otherwise proficient with heavy armor, you can add your Dexterity modifier (max 1) to your AC while wearing heavy armor.
Miniblin[edit]
Four Miniblins wielding Pitchforks. Miniblins can be many colors but are usually red. Source |
- Ability Score Increase. Your Dexterity score increases by 2.
- Size. A typical miniblin stands just over 2 feet tall. Your size is Small.
- Speed. You have a base walking speed of 30 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Da-Neh. You are proficient with spears and tridents. When wielding these weapons, you can choose to use your Dexterity modifier in place of your Strength modifier on attack and damage rolls with them.
- Pack Tactics. On your turn, if a creature is within 5 feet of your ally, you can choose to gain advantage on attack rolls you make against that creature. This effect lasts until it or your ally moves more than 5 feet away from each other, or until your ally is incapacitated. Once you use this feature, you cannot use it again until you next roll initiative.
- Spider Climb. Miniblins possess an uncanny, supernatural ability to climb. You have a climb speed equal to your walking speed, which you can use even if both your hands are occupied.
Starting at 3rd level, you gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Mogma[edit]
A mogma is usually most comfortable with its lower body submerged in a burrow. Source |
- Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
- Age. Mogma reach adulthood in their mid teens, and usually live to an age between 60 and 100.
- Alignment. Mogma are somewhat greedy, and don't meld well into overly structured society. They tend towards chaos.
- Medium. A mogma has a height of just over four feet, but its shoulders can be almost as wide as it is tall. Your size is Medium.
- Speed. You have a base walking speed of 25 feet and a climb speed of 25 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals slashing damage equal to 1d6 + your {{5a|str} modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Tremorsense. You have tremorsense out to a range of 10 feet. Your tremorsense can detect and pinpoint the origin of vibrations within this radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures
- Dig. As an action, you can gain a burrow speed equal to your base walking speed until the start of your next turn. While burrowing, you can move through sand, earth, mud, or ice, but not solid rock. When you use this action, you are incapacitated until the start of your next turn.
- Nose for Treasure. You are always considered proficient in any ability check made to estimate the value of gemstones or treasure, or to identify the properties of magic items.
- Languages. You can read, write, and speak both Common and Goro.
Parella[edit]
A parella as it appears suspended in water. Source |
- Ability Score Increase. Your ability scores all increase by 1.
- Age. Parella reach adulthood at 19, and can live to an age of 200 or more.
- Alignment. Although their ways seem foreign to many, parella tend to be good natured. They tend towards good.
- Size. While underwater, a parella's jellyfish-like body extends to a height of about 6 feet, but on land it is squished to a height of about 4 feet. Your size is Medium.
- Speed. You have a base walking speed of 15 feet, and a swimming speed of 50 feet.
- Amphibious. You can breathe both air and water.
- Invertebrate. You are a mucus-covered invertebrate, and your body is highly amorphous compared to most creatures. You can fit through a space as narrow as 1 foot without squeezing. You have advantage on any ability check or saving throw to escape being grappled or restrained.
- Languages. You can read, write, and speak both Common and Zoran.
Poe[edit]
With their stitched appearance and large scythe, Imp Poes often ambush other creatures in the dead of night. Source |
- Ability Score Increase. Your Dexterity and Charisma scores both increase by 1.
- Age. As poes are not alive, they don't age. They are "born into undeath" with the same form and level of development they will always have. Although Poes are eventually destroyed, an actual numerical age is almost meaningless to them.
- Alignment. Poes are believed to be animated spirits formed through unanswered malevolence and hatred, and they feel no need to conform to the norms of any society. They have a strong tendency towards chaotic evil. Even in undeath, however, a rare few souls can overcome these urges.
- Size. Although your body sometimes flickers mysteriously from view, and can appear gaseous, it is solid. Poes often have no visible legs, and instead seem to float above the ground; the remainder of a Poe's body comprises a torso, arms, and head. Poes are anywhere between 3 feet and 7 feet, though on average they float at a height of just over 5 feet. You can choose to be either Small or Medium.
- Speed. You have no legs, and you don't walk in a traditional sense. You can float in place effortlessly, and do so even if you are unconscious. You have a base walking speed of 30 feet, and a flying speed equal to your walking speed. However, you cannot use your flying speed to ascend more than 2 feet above ground, although you can maintain the same altitude if the ground beneath you falls away. If you cannot use your flying speed, due to a spell or other effect, you fall prone.
- Poison Immunity. Poison rots flesh and steals life, neither of which are things you have. You are immune to poison damage, cannot be poisoned, and are immune to any disease which doesn't specifically affect undead.
- Otherworldly Perception. You can sense any creature that is invisible or in the Silent Realm. You can pinpoint such a creature if it is moving.
- Darkvision. You can see in the dark within a 60 ft. radius. You can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light.
- Ghost Magic. You learn the cantrip floating figment and your choice of either prestidigitation or produce flame. When you cast floating figment targeting only a single lantern, you do not need to concentrate to maintain one instance of that spell. Beginning at 3rd level you can cast the invisibility spell on yourself by expending 3 magic or stamina points. Charisma is your spellcasting ability for these spells.
- Undead. Your creature type is undead. You are not "alive," so effects which bring creature back to life will not affect you, nor will most effects that restore hit points.
- Sunlight Sensitivity. While in sunlight, you have disadvantage on all attack rolls, ability checks, and saving throws.
- Poe's Lantern. Your starting equipment includes a hooded lantern. While holding a lantern or similar object, you can ignite or extinguish it as a bonus action. If you are ever not within the light provided by a lantern you have ignited with this feature, you are afflicted as if you were in sunlight. You can use a lantern you have ignited as if it was a club, and on a hit it deals an extra 1 fire damage. If you are proficient with shields, you can gain a +2 bonus to your AC from this lantern while you hold it as if it was a shield.
- Languages. All poes speak Stal. Some are also capable of speaking a language they knew in life. A minority of poes, including all poe player-characters, speak Common as a second language.
Stalfos[edit]
- Ability Score Increase. Your Constitution score increases by 1.
- Age. Stalfos do not age and can live as long as the magic that holds them together is present.
- Alignment. Stalfos have a high tendency towards Evil, however, they can be organized or travel alone, but they tend towards Chaotic.
- Languages. You can speak, read and write both Stal and one language you knew in life. A minority of Stalfos, including all poe player-characters, speak Common as well.
- Darkvision. Thanks to the fact that you have no eyes, magic was necessary to give you sight. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Inseverable. You can reattach any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.
- Undead Nature. You creature type is Undead. You are immune to poison damage, cannot be poisoned, and are immune to any disease which doesn't specifically affect undead. You do not need to eat or breathe.
Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. - Sunlight Sensitivity. While in sunlight, you have disadvantage on all attack rolls, ability checks, and saving throws.
- Subrace. Choose one of the below subraces of Stalfos', either Stalchild, Stalmaster or Stal knights.
Stalchild[edit]
Stalchildren are much smaller and cheekier than their Stal counterparts. Source |
Stalchildren are smaller, more agile Stalfos, they are often unarmed and usually attack anything they see without question.
- Ability Score Increase. Your Dexterity score increases by 2.
- Size. Stalchildren are the size of children, being around 3 to 4 feet tall, however, they are much lighter. Your size is small.
- Speed. Your base walking speed is 30 feet.
- Pack Tactics. On your turn, if a creature is within 5 feet of your ally, you can choose to gain advantage on attack rolls you make against that creature. This effect lasts until it or your ally moves more than 5 feet away from each other, or until your ally is incapacitated. Once you use this feature, you cannot use it again until you next roll initiative.
- Naturally Stealthy. Your small size makes it harder for you to be found. You are proficient in the Stealth skill.
- Improved Unarmed Strike. Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage, instead of the damage normal for an unarmed strike, and count as Light weapons for the purpose of Two-Weapon Fighting.
Stalmaster[edit]
Stalmasters are brutal hard-hitters, who can naturally make many attacks in one turn. Source |
Stal who have enough magic within themselves or retrieve it from an outside source are able to take bones from other creatures and merge it with their own being, becoming a Stalmaster. Stalmasters are considered abominations, even by other Stal.
- Ability Score Increase. Your Strength and Dexterity scores both increase by 1.
- Alignment. Unlike other Stal, Stalmasters have a stronger urge towards Lawful rather than Chaotic.
- Size. Stalmasters are usually between 7 and 9 feet tall and are Medium size. However, some Stalmasters have obtained the bones of larger creatures and integrated them into their bodies, becoming on average 10 to 11 feet tall. If you choose to do so, your size becomes Large.
- Speed. If you have two legs, your base walking speed is 25 feet. If you have four legs, your base walking speed increases to 50 feet.
- Extra Limbs. Stalmasters have two extra limbs, which can either be two extra arms or two extra legs. If you choose to have two extra arms, you can draw or stow up to 4 one-handed weapons as part of your free interaction, and you gain the Many Attacks trait:
- Many Attacks. Stalmasters that have 4 arms are naturally more capable when it comes to two-weapon fighting. When you make your second attack as part of two-weapon fighting, you can make one additional attack as part of the same action. This attack follows all the regular rules and restrictions for two-weapon fighting, and must be made with a different melee weapon.
In addition, a Stalmaster with the Dual-Wielding Ace feat gets a +1 bonus to their AC while wielding three or more melee weapons.
- Many Attacks. Stalmasters that have 4 arms are naturally more capable when it comes to two-weapon fighting. When you make your second attack as part of two-weapon fighting, you can make one additional attack as part of the same action. This attack follows all the regular rules and restrictions for two-weapon fighting, and must be made with a different melee weapon.
- Ancestral Arms. You are proficient with shortswords, longswords and battleaxes, and you can use these weapons with two-weapon fighting, even if they aren't light.
- Undying Fearful presence. Even other undead creatures find you horrifying. You have disadvantage on all Persuasion, Deception, and Performance checks made towards other undead. However, you also have advantage on Intimidation checks against undead. Other Stalmasters are immune to this feature.
Stal Knight[edit]
A Stal knight wielding a sword and shield. Source |
The most Common of Stalfos, Stal Knights are far more intelligent and loyal than Stalchildren but not as organised as Stalmasters. Stal Knights often organize themselves into small groups, often serving a higher cause. They love to battle against Hylians and other would-be heroes.
- Ability Score Increase. Your Constitution score increases by 1 and your Strength score increases by 2.
- Size. Stal knights are often the size of regular Hylians and Sheikah, being between 5 and 8 feet tall. Your size is medium.
- Speed. Your base walking speed is 30 feet.
- Ancestral Arms. You are proficient with simple weapons, shortswords, longswords and shields (but not heavy shields).
- Undead Knowledge. You gain advantage on all Intelligence, Wisdom, and Charisma checks to gain information on or to influence an undead creature.
- Temple Guards. You gain advantage on all Intelligence, Wisdom, and Charisma checks to safely traverse or recall information relating to temples and dungeons.
- Blin Allies. You know how to speak, read and write Blin.
- Natural Duelists. When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon.
Subrosian[edit]
- Ability Score Increase. Your Constitution score increases by 2. One score of your choice from Intelligence, Wisdom, or Charisma increases by 1.
- Age. Subrosians reach adulthood in their late teens. They show practically no signs of aging, but live at most a century.
- Alignment. Subrosians are reclusive and secretive, but trust those who break through their shell. They have a slight tendency towards good.
- Size. A typical subrosian is a little over 3 feet tall. Your size is Small.
- Speed. You have a base walking speed of 25 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Heatproof. You are immune to fire damage, and do not catch flame.
- Secretive. You gain proficiency in your choice of one of the following skills: Deception, Insight, Sleight of Hand, or Stealth.
- Subterranean. You have advantage on any Wisdom (Survival) check made in a completely underground environment.
- Languages. You can read, write, and speak both Common and Subrosian.
Twili[edit]
A twili of the elegant subrace. Source |
- Ability Score Increase. Your Intelligence score, and one other ability score of your choice, both increase by 1.
- Age. Twili age slowly. They may not reach full adulthood until 20 years or more, but can live to be nearly 200.
- Alignment. Twili hail from usurpers and renegades who threatened to overthrow a kingdom and seize a dark, magical power. Like hylians, their alignments vary widely from one to another, but as a whole they have a slight tendency towards chaotic evil.
- Size. Twili are tall and thin. One typically stands between 6 and 7 feet, yet only weighs between 150 and 220 pounds. Your size is Medium.
- Speed. You have a base walking speed of 30 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Sunslight Sensitivity. Your people evolved to eternal twilight and darkness, and the bright light of the sun is extremely unpleasant to your senses. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Arcane Heritage. Your people are masters of what most Hyruleans call ancient magic, and what they consider arcane secrets is common knowledge in your homeland. You are proficient in the Arcana skill.
- Languages. All twili read, write, and speak Twilit. A minority of twili, including all twili player-characters, are just as fluent in Common.
- Subraces. Choose either elegant twili, twilight guard or usurper twili.
Elegant Twili[edit]
Compared to most twili, your facial features take a shape closest to hylians. If it wasn't for your smooth gray skin and abnormally colored eyes, someone could even mistake you for an unusually tall and slender hylian. In the Twilight Realm, your kind has traditionally comprised the ruling upper class. The few who have ventured into the Light World have had a relatively easier time adapting to the alien world and foreign cultures.
- Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 1.
- Magic Adept. Your people are unusually talented with spellcasting. Your magic point maximum increases by 2.
- Cantrip. You know one cantrip of your choice from mage hand, minor illusion, message, and tear. Intelligence is your casting ability for this spell.
- Twilit Magic. You know one spell of your choice from conjure spirit wolf, disguise self, and feather fall . At 3rd level you learn one spell from misty step, levitate, and split. You cast these spells by expending the normal amount of magic points, and Intelligence is your casting ability for these spells.
Usurper Twili[edit]
Compared to most twili, your facial features are abnormally flat and plain in appearance, to the extent even other twili may find them eerie. Your lineage links strongly to those who have attempted, and failed, to overthrow the norm. Although all twili hail from the ancient race that was banished to the Twilight Realm, your kind is often attributed as the renegades responsible.
- Ability Score Increase. Your Strength, Dexterity, or Constitution score increases by 1.
- Superior Darkvision. The range of your darkvision increases to 120 feet.
- Twilit Resilience. Even more so than other twili, your people have adapted and evolved to the hardships of the Twilight Realm. You have advantage on ability checks or saving throws to avoid exhaustion or being frightened.
- Cantrip. You know one cantrip of your choice from blade ward, death bolt, mage hand, and true strike. Intelligence is your casting ability for this spell.
Twilight Guard[edit]
Warriors sworn to serve the Twili royal family, you are or were a warrior of the dark. The mask you wear is a symbol of your duty, whether you continue to uphold this duty or not, and the glowing, magic symbols covering your chest are a reminder of this. You have been trained to use both weapons and your own body, and the magic that resides within you can be channelled to unleash a beast of the twilight.
- Ability Score Increase. Your Strength score increases by 1.
- Shadow Warrior. You have proficiency with simple weapons and a single martial weapon of your choice.
- Menacing Visage. Your mask and unnatural markings unnerve those not of your species. You gain proficiency in the Intimidation skill.
- Shadow Beast. As a bonus action, you may give in to your inner darkness and transform into a shadow beast (transformation). At 1st level, you may choose between a shadow keese, shadow vermin or shadow wolfos. At 5th level, you gain an additional form which can be either a shadow beast or a shadow kargarok. Once you use this feature to transform into a Shadow Form, you cannot transform into that form again until you complete a long rest.
Weapon Spirit[edit]
The weapon spirit Fi was perhaps the most important such spirit ever created. |
- Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
- Alignment. Weapon spirits are rarely chaotic, tending to remain loyal to their creator and their purpose.
- Age. As magical constructs, weapon spirits have no maximum life span. The age of a spirit's physical appearance is set at its creation.
- Size. Weapon spirits share the same height and build as humans and elves. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Hybrid Nature. You have two creature types: construct and humanoid. You are affected by a spell, effect, or ability if it would function on a creature that is either of your types.
- Constructed Resilience. Due to your nature as a magical construct, you have the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You don't need to sleep, and magic can't put you to sleep.
- You are immune to disease.
- You are immune to magical aging effects.
- Telepathy. You can speak telepathically to any creature you know of within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend you. Your communication doesn't give the creature the ability to respond to you telepathically.
- Dowsing. You gain proficiency in Perception or Investigation.
- Linked Weapon. You were magically bonded to a weapon at your creation. Initially, this is any non-magical weapon with which you are proficient. A non-magical Linked Weapon has an AC of 17, and hit points equal to half your maximum hit points. As an action, you can magically vanish and enter your Linked Weapon, which remains in the space you left. While inside, you can see and hear from your Linked Weapon as if you were in its space. You remain inside your Linked Weapon until you use a bonus action to leave, you die, or your Linked Weapon is destroyed. When you exit your Linked Weapon, you appear in the unoccupied space closest to it.
You can bond to a new weapon that you are proficient with over the course of a short rest, which you must spend focused on only that item while being in physical contact with it. At the end of that short rest, the weapon you focused on becomes your Linked Weapon, replacing the weapon you previously bonded. Common or Uncommon Linked Weapons have twice as many hit points as normal, while a Rare or rarer Linked Weapon is virtually indestructible. Special means must be used to destroy it (determined by the DM). Your Linked Weapon cannot be a Sentient Magic Item, or a weapon bound to another Weapon Spirit.
If you die, your body disappears and your Linked Weapon is considered the dead creature for spells and abilities that would return you to life. However, if your Linked Weapon is destroyed, your life force begins to rapidly deteriorate. For every hour you spend without a Linked Weapon, your maximum hit points are reduced by 1d12, which lasts until removed by Greater Restoration or stronger magic. You die if your maximum hit points are reduced to 0. Your life force also begins to deteriorate in this way while you are more than 120 feet from your Linked Weapon - Spirit's Rest. When you take a long rest, you must spend at least six hours within your Linked Weapon. In this state, the weapon appears inert, but you are not rendered unconscious.
- Animate Weapon. While holding your Linked Weapon, you can use a bonus action to cause it to fly to an unoccupied space you can see within 30 feet of you. For the next minute, your Linked Weapon floats in the air, occupying a 5-foot square until it is destroyed, you grab hold of it, or you become incapacitated. On your turn, you can mentally command your Linked Weapon to move up to 30 feet in any direction as a bonus action. While animated, you can use your Linked Weapon in the following ways:
- When you take the Attack action on your turn, up to one attack you make with that action can originate from your Linked Weapon's space.
- When a creature that you can see within 5 feet of your Linked Weapon moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the Linked Weapon's space.
- You can see and hear from your Linked Weapon as if you were in its space (no action required).
- You cannot enter into your Linked Weapon while it is animated, nor can you animate it while you are inside. You can use this feature to animate your Linked Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Languages. You can speak, read and write Common, Ancient, and one other language of your choice that you and your DM agree is appropriate for your character.
Wolfos[edit]
Most Wolfos are wild animals, but some display a limited degree of intelligence. Source |
- Ability Score Increase. Your Constitution score increases by 1. Your Intelligence score decreases by 2.
- Age. Wolfos are much like wild wolves, reaching maturity at 1 year. Very few Wolfos live over the age of 20.
- Alignment. Wolfos are wild, and often hunt hylians for sport. They are often evil, or at the very least chaotic.
- Size. Most Wolfos would be around 6-7 ft. if they were to stand straight up. However, they often are hunched over to walk on all fours. Regardless, your size is Medium.
- Speed. Your base walking speed is 35 ft.
- Languages. Most Wolfos are not only unable to speak, but are almost unilaterally illiterate. However, a small amount of Wolfos and all Wolfos player characters can understand Common.
- Keen Hearing and Smell. You advantage on Perception checks that rely on hearing or smell.
- Natural Armor. While you aren't wearing armor, you have a base Armor Class of 13 + your Dexterity modifier. Additionally, your thick fur grants you advantage on saving throws against Extreme Cold.
- Natural Weapons. You have fangs and claws that you use to hunt. Your unarmed strikes deal 1d6 + Strength modifier slashing damage, and count as Light weapons for the purpose of Two-Weapon Fighting. However, due to your lack of opposable thumbs, you have disadvantage on attack rolls with weapons that do not have the Glove property.
- Subrace. Choose a subraces from White or Grey Wolfos.
Grey Wolfos[edit]
- Ability Score Improvement. Your Dexterity score increases by 2.
- Pack Tactics. On your turn, if a creature is within 5 feet of your ally, you can choose to gain advantage on attack rolls you make against that creature. This effect lasts until it or your ally moves more than 5 feet away from each other, or until your ally is incapacitated. Once you use this feature, you cannot use it again until you next roll initiative.
- Mask of the Wild. You can attempt to hide when only lightly obscured by foliage, heavy rain, mist, and other natural phenomena.
- Forest Terrain Experience. You ignore difficult terrain caused by non-magical forests, plants, and similar phenomena.
White Wolfos[edit]
- Ability Score Improvement. Your Strength score increases by 2.
- Mask of the Blizzard. You have advantage on Stealth checks in snowy environments. In addition, you can attempt hide in theses environments while only lightly obscured by natural phenomena, such as falling snow.
- Fleet of Foot. Your base walking speed increases to 40 ft.
- Frosty Terrain Experience. You have resistance to cold damage. Additionally, you ignore difficult terrain caused by snow or ice, including Slippery Ice.
Yeti[edit]
A white yeti wearing unusual headgear. Source |
- Ability Score Increase. Your Strength score and Constitution score both increase by 1.
- Age. A yeti is considered an adult around age 10, though many continue to grow into their late thirties. At best, one will live just under a century.
- Alignment. Yeti organize themselves in loose and often tribes which have little desire for order and few strong loyalties. They have a tendency towards chaos.
- Size. Your size depends on your subrace. If you are a yook, your size is Medium. If you are a white yeti, your size is Large.
- Speed. Your base walking speed is 30 feet.
- Cold Resistance. You have resistance to cold damage.
- Languages. You can read, write, and speak both Anook and Common.
- Subraces. Choose either white yeti, or yook.
White Yeti[edit]
- Ability Score Increase. Your Strength score increases by 1.
- Size. A yeti is of great size, usually 10 to 12 feet in height, and weighs in the neighborhood of 1600 lbs. Your size is Large. As such compared to a Medium creature you require four times as much food and water, have double carrying capacity or encumbrance for your Strength score, may require special equipment, and can't ride mounts of Large size or smaller. In combat you occupy a 10-foot square instead of a 5-foot square, but you have the same reach as a Medium creature.
- Large Equipment. As a Large humanoid, you can wield normal-sized weapons, but are better off wielding weapons sized for you; see Weapons of Unusual Size. You can't wear normal armor or clothes, but instead must wear armor sized for a Large creature; such gear costs twice as much and weighs eight times as much.
- Cold Endurance. You are comfortable even in the coldest of climates, and do not need to make saving throws or ability checks for enduring cold weather, even in cold weather enhanced by magic.
- Long Strides. Your base walking speed increases to 35 feet.
Yook[edit]
A yook wielding a club. Source |
- Ability Score Increase. One ability score of your choice from Strength, Constitution, and Wisdom increases by 1.
- Ice Breath. When you take the Attack action on your turn, you can replace one of your attacks with a wave of ice that covers a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 2d6 cold damage. On a successful save, it takes half as much damage. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
You can use your Ice Breath a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - Ancestral Arms. You are proficient with clubs and greatclubs, and have +1 bonus on damage rolls made with these weapons.
Zonai[edit]
A Zonai wearing traditional clothing. Source |
- Ability Score Increase. Your Intelligence score and Wisdom score both increase by 2.
- Age. A Zonai is considered to be an adult at the age of 21 and lives for an average of 125 years
- Alignment. Due to living in a unified, relatively advanced society, Zonai tend to be Lawful Good
- Size. A Zonai has a height range between 7ft to 8ft tall and have an average weight of 250 lbs. Your size is medium.
- Speed. You have a base walking speed of 30.
- Languages. You can read, write, and speak both Common and Zonai.
- Ultrahand. You learn the Mage Hand cantrip, and when you cast it, the maximum weight the hand can carry is increased to 30 lbs. Your spellcasting ability for this feature is Intelligence.
- Zonai Techniques. Due to your heritage, you have access to the following techniques known only to the Zonai:
- Ascend. As an action, you may begin traveling upward through a solid material that is at most 5 ft above you. While moving upward, you move at a rate of 10 feet per round. You cannot Ascend if the terrain at the top is uneven or unable to support your weight, and if you travel to a height of 50 feet without reaching an open space, you quickly travel back downwards to your original location over the course of 1 turn.
- Autobuild. When you cast Mage Hand, you can begin the construction of a small item. The object you are constructing must have a rupee value of 250 or less, must fit within a 5 foot cube, and must be able to be made by attaching together your available materials. The Mage Hand completes its construction at the start of your next turn.
- Recall. As a bonus action, you can rewind an object up to 30 feet to an unoccupied space you can see. The object must have occupied that space at some point after the start of the previous round.
- Fuse. As a bonus action, you can Fuse a non-magical item to a melee weapon or piece of ammunition you are holding. An attack using a fused object has its damage dice increased by one step (See Weapons of Unusual Size, 2d4 → 1d12). Certain Fuse combinations might have additional effects, subject to DM approval. An item Fused to another object is destroyed after it is used to deal any damage, if it takes any damage, if you use this ability again, or after one minute.
- You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
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