Exotic Races (Hyrule Supplement)

From D&D Wiki

(Redirected from Minish (5e Race))
Jump to: navigation, search
Campaign Setting: Hyrule
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
Ordona
The Forsaken
The Depths
Termina
Holodrum
Subrosia
Labrynna
Drablands
Islands of the Great Sea
Islands of the Sky
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Rare: lanayru desert robots, cobbles, kikwis, maiamai, minish, mogma, weapon spirits.
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: shaman, shifter, slayer, trickster, mercenary, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

For a typical campaign, player-characters should be made from common races or sometimes uncommon races. The exotic races within this page are considered a variant rule, and should only be used in carefully-crafted or intentionally-erratic campaigns. The Hyrule campaign setting is not designed for their inclusion, but they can otherwise function as player-characters.

Races on this page can be used as player-characters, but require special consideration by the DM. Some backgrounds may be nonsensical for a member of an exotic race, among other potential problems.

Table: Exotic Races[edit]

Race Description Considerations
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.Fairies are capable of unrestricted flight, which can be an overly powerful boon for a low-level player-character.
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.
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.
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.
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.
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. Their size varies wildly and may be considered Large, Medium, or Small.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

Races[edit]

Fairy[edit]

  • Ability Score Increase. Your Dexterity score increases by 2, 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 15 feet, but a flying speed of 60 feet. You can hover in place effortlessly.
  • Hybrid Nature. You have two creature types: fey and humanoid. You are affected by a game effect if works on either of your creature types.
  • Tiny Equipment. As a Tiny fey, 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.
  • Darting Reach. Unlike most Tiny creatures, your swift and agile movements facilitate your reach in combat. Unless you cannot use your fly speed, you have a reach of no less than 5 feet.
  • 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.
  • 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 Intelligence and Wisdom scores both increase by 1.
  • Life Giver. You have mysterious knowledge of how to heal injuries and alleviate suffering. You are considered proficient in Medicine for any check made to provide care for another creature.
  • Revive. As an action, you can touch a creature to cause it to regain 3d6 hit points. The amount of hit points regained increases by 1d6 at 3rd level (4d6), and at 5th level (5d6). Also at 5th level, if the creature is dead but died less than 1 minute ago, and for reasons other than old age, the creature returns to life before regaining these hit points. This action has no effect on constructs or undead. Once you use this action, you must finish a long rest before you use it again.

Fairy of Navigation[edit]

  • Ability Score Increase. Your Wisdom and Charisma scores both increase by 1.
  • Keen Senses. You are proficient in the Perception skill.
  • Tattle. For reasons that are mysterious even to you, you have an unusual skill in analyzing other creature's physiological capabilities, and recall such knowledge easily. You have advantage on all Intelligence checks made to identify a creature's capabilities.


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 are proficient 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: humanoid and plant. You are affected by a game effect if works on either of your creature types.
  • Naturally Stealthy. Your herbivore ancestors survived primarily by hiding from predators. You are naturally proficient 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.



Cukeman[edit]

9fIl1Cc.png
{{{3}}}
  • 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 20 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 spell casting ability. You may cast Shocking Grasp as a reaction to being touched directly (such as being grappled or hit with an unarmed strike) or with an electricity-conducting weapon. Shocking Grasp has advantage against foes that strike you with a metal weapon. You may take this reaction a number of times equal to your proficiency modifier. You regain all uses of Shocking Cloak after 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.
  • Otherworldly Wisdom. You may remove disadvantage from an intelligence or wisdom check once per long rest.
  • Languages. You may speak, read, and write Common.

Parella[edit]

CHxkY9l.png
A parella as it appears suspended in water.
Source
  • Ability Score Increase. Your ability scores all increase by 1.
  • Age. Parella reach adulthood at 20 at the latest, 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 5 feet, and a swim speed of 60 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.


Mogma[edit]

  • 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. Your unarmed strike inflicts slashing damage equal to 1d4 + your Strength modifier.
  • 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.


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 one creature type: construct.
  • Age. As an artificial life form, you are nigh-immortal. They are created born with the life-long intelligence of dragons, or even gods, without the risk of forgetting anything.
  • Languages. You can read, write, and speak both Common and .

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 can even be turned into items that also manipulate time, from anything like a large temporal gate to an hourglass or a small musical instrument. These orbs allow you to manipulate certain things in the past, that will affect certain things in the present. With a little effort, you can go to the unset future and use that to gain any resources or knowledge that will help you in the present. You are also immune to any spacial-temporal shenanigans that would bring about your non-existance.

  • Size. A robot typically varies in size, but the most common model stands at around 3 feet. Your size is Small or Medium.
  • Speed. You have a base walking speed of 25 feet.
  • Alignment. 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. Lanayru Desert Robots have a strong tendency towards law and a slight tendency towards good.
  • Ability Score Increase. Your Intelligence increase by 2, and any other score (Strength, Dexterity, Constitution, Wisdom, Charisma) increase by 1.
  • Artificial Enhancements. Your artificial nature allows you to attach any nature of melee artificial weapons, which then becomes your natural weapon. Usually, it's a gauntlet-type weapon, like a pair of artificial claws or hooks, but those are not readily available all the time. At the 11th level, you can attach a propeller to your head granting you flight, with a speed akin to your walking speed.
  • Familiar Maintenance. You gain proficiency with one tool of choice familiar to an artificer (Thieves' Tools, Tinker's Tools, Alchemist's Supplies, Smith's Tools, Woodcarver's Tools), and have advantage on all checks that require tools familiar to an artificer.
  • 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.


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. A robot typically varies in size, but the most common model stands at around 5 feet. Your size is 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 increase by 2, and any other score (Strength, Dexterity, Intelligence, Wisdom, Charisma) increase by 1.
  • Specialized Assault. You gain proficiency with your choice of three martial weapons of your choice or two martial weapons and a shield.
  • Beam Weapon. You can use your action to fire a beam of energy from your eye. This beam fires normally with a maximum range of 80 feet, but can fire up to a maximum of 320 feet granting the target advantage on their dexterity save. The target must make a Dexterity saving throw, with a DC equal to 8 + the greater of your Intelligence or Dexterity modifier + your proficiency bonus. A creature takes 2d6 force damage on a failed save, and no damage on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, 5d6 at 16th level and 6d6 at 18th level.

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.
  • 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]

xqoEStI.png
A Bokoblin wielding a wooden club.
Source
  • Ability Score Increase. Your Strength, Dexterity, and Constitution scores all 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 gain advantage on all melee weapon attack rolls you make this turn, but attack rolls against you have 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, Dexterity, and Intelligence scores all increase by 1.
  • Size. Your size is Medium.
  • Speed. You have a base walking speed of 20 feet.
  • Pack Tactic. On your turn if a creature is within 5 feet of your ally (excluding any animal or mount), you can choose to gain advantage on attack rolls you make against that creature until it or your ally moves more than 5 feet away from each other. 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 are always proficient with light armor.     If you would otherwise become proficient in light armor, you also become proficient in medium armor and shields (but not heavy shields).     If you would otherwise become proficient in medium armor, you also become proficient in heavy armor and heavy shields.     If you would otherwise become proficient in heavy armor, while wearing any heavy armor you can add your Dexterity modifier (max 1) to your AC.

Miniblin[edit]

yhdA9em.png
Four Miniblins wielding Pitchforks Miniblins can be many colours 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 20 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 Tactic. On your turn if a creature is within 5 feet of your ally (excluding any animal or mount), you can choose to gain advantage on attack rolls you make against that creature until it or your ally moves more than 5 feet away from each other. 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 of 20 feet, which you can use even if both your hands are occupied. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Lizalfos Family[edit]

Original: Lizalfos[edit]

oNR9Oyy.png
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.
  • 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 in 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 and Constitution scores both increase by 1.
  • Fly Speed. You have a fly speed of 40 feet. This speed increases to 50 feet at 3rd level, and 60 feet at 5th level.

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.
  • Chameleon Skin. You have advantage on any Dexterity (Stealth) check made to hide, but only if you remain motionless in the same spot for 12 seconds (two consecutive turns). You forfeit this advantage if you move.

Lizalfos Subrace: Daira[edit]

  • Ability Score Increase. Your Strength score increases by 2.
  • Blood Frenzy. As a bonus action, you can detect without error whether one living creature you can see has half its hit points or fewer. After you use this bonus action on a creature with half its hit points or less, you have advantage on all melee weapon attack rolls made against that creature. This benefit lasts until the creature restores any hit points, drops to 0 hit points, or you use your Blood Frenzy on another creature.
  • Daira Scales. When you are hit by a nonmagical melee weapon, you can use your reaction to halve the damage you take from that attack. You must finish a short rest before you use this feature again.

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. You can use your action to exhale a gout of flame in a 15-foot cone or stream. Each creature in this area must make a Dexterity saving throw, with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, 5d6 at 16th level and 6d6 at 18th level. After you use this feature, you can't use it again until you finish a short or long rest.

Lizalfos Subrace: Geru[edit]

  • Ability Score Increase. Your Strength score, Dexterity score, and one other ability score of your choice all increase by 1.
  • Swim Speed. You have a swim speed of 30 feet.
  • Hold Breath. You can hold your breath for 30 minutes, regardless of your Constitution score.
  • Keen Senses. You have proficiency in the Perception skill.
  • Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in terrain reminiscent of 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 atributes:

  • 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 trade your damage resistance from acid to necrotic.
  • Burning malevolence. Any damage you would do as a lizalfos (Such as Chamelon's tounge snap or Dinolfos' fire breath) you instead deal necrotic damage.
  • Light Sensitivity. Your inner dark magic makes you more accustomed to darkness. You gain darkvision for 120 ft., and can see in magical darkness for 60 ft. In addition, when in bright light (Not necessarily sunlight), 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 bright light. However, when in dim light or darkness, you have advantage on such checks.

Racial Feat: Swampfighter[edit]

You have trained to be an elite warrior among lizalfos, embodying traditional combat styles and tactics of your people. You gain the following benefits:

  • Martial Advantage. When you take the Attack action and hit a creature with a melee attack, if that creature is within 5 feet of your ally and that ally isn't incapacitated, you can use your bonus action to flourish the strike and deal an extra 1d6 damage to the hit creature.
  • Shield Breaker. If you score a critical hit hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use.
  • Skill Proficiency. You gain proficiency in your choice of either Athletics or Stealth.

Stalfos[edit]

VI1KzQb.png
A Stal knight wielding a sword and shield.
Source
  • 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 organised or travel alone, but they tend towards Chaotic.
  • Languages. You can speak, read and write both Stal and one language you knew in life
  • Darkvision. Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, 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 discern color in darkness.
  • Unseverable. 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 are immune to disease, being poisoned and poison damage. 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.
  • Bone* As an action you can take a bone from your own body and use it as a melee weapon, the bone has the same statistics of a club of which you are proficient. The bone also has the thrown property (range 20/60 ft) You cannot use this feature again untill you funish a short or long rest
  • Subrace. Choose one of the below subraces of Stalfos', either Stalchild, Stalmaster or Stal knights.


Stalchild[edit]

LmViiXB.png
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 but your Intelligence score decreases by 1
  • Size. Stalchildren are the size of children, being around 3 to 4 feet tall, however, they are much lighter.
  • Speed. Your base walking speed is 25 feet.
  • Pack Tactics. On your turn if a creature is within 5 feet of your ally (excluding any animal or mount), you can choose to gain advantage on attack rolls you make against that creature until it or your ally moves more than 5 feet away from each other. 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 naturally proficient in the Stealth skill.
  • Improved Unarmed Strike. Due to your lack of need for weapons and inability to hold heavier weapons, you have a +2 bonus to attack and damage rolls made for unarmed strikes.


Stalmaster[edit]

CeulTNO.png
Stalmasters are brutal hard-hitters, who can naturally make many attacks in one turn.
Source

Stalmasters are considered abominations, even by other Stal, 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, most Stals use this to gain 4 arms.

  • Ability Score Increase. Your Strength and Dexterity scores increase by 1 each.
  • Size. Stalmasters are usually between 7 and 9 feet tall, your size is Medium. However, some Stalmasters have obtained the bones of larger creatures and intergrated them into their bodies, becoming on average 10 to 11 feet tall. If you choose, your size can be Large.
  • Alignment. Unlike other Stal, Stalmasters have a stronger urge towards Lawful rather than Chaotic.
  • Extra Limbs. Stalmasters can have up to two extra limbs, this can either be two extra arms or two extra legs, if you choose to have two extra arms you cannot wield more than one shield at a time.
  • Speed. With two legs your base speed is 25 feet, if you have 4 legs your base speed becomes 50 feet.
  • Multiattack. Stal's that have 4 arms can naturally make two extra melee weapon attacks as part of your bonus action. Any attack after the first is treated as dual-wielding, and can be made without penalty to attack rolls even if the wielded weapons aren't light. Any third and fourth attacks made also have disadvantage, if the attacks would have disadvantage anyways then a third and fourth attack cannot be made. If you take the dual-wielding feat you can also add your proficiency bonus to these attacks. In addition, if wielding 4 weapons and if you have the dual wielding ace feat, you gain an additional +1 to your AC.
  • Ancestral Arms. You gain proficiency with shortswords, longswords and battleaxes. If you already have proficiency in these weapons, you gain double proficiency.
  • Undying Fearful presence. Even other undead creatures find you horrifying, you have disadvantage on all Charisma checks against all undead. However, you also gain advantage on Intimidation checks against undead. Neither of these effects affect other Stalmasters however.


Stal Knight[edit]

The most Common of Stalfos, Stal Knights are far more intelligent and loyal than Stalchildren but not as organised as Stalmasters, they organise 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 gain proficiency with simple weapons, shortswords, longswords and shields. If you already have proficiency in these weapons, you gain expertise.
  • Undead Knowledge. You gain advantage on all Intelligence, Wisdom and Charisma checks about or involving undead creatures.
  • Temple Guards. You gain advantage on all intelligence, wisdom and charisma checks about or involving all temples or dungeons.
  • Blin Allies. You know how to speak, read and write Blin.
  • Natural Duelists.' While wielding one melee weapon in one hand you gain +2 on damage rolls with that weapon.


Variant: Racial Stalfos[edit]

Not all Stalfos were hylians: they can come from the dead of any race.

  • Racial Benefits. You may use the base stat bloc of another race and sub-race of your choice. However, you gain the following Stalfos racial features:
    • Age.
    • Alignment.
    • Darkvision.
    • Unseverable.
    • Sunlight Sensitivity.
    • Bone.

In addition, any feats that involve flesh or natural magic of your chosen race, such as:

  • Chameleon Lizalfos' Tounge Snap.
  • Fairy of Life's Revive.
  • Goriya's Keen Senses.
  • Kikwi's Naturally Stealthy.
  • etc.

are lost, in place of the sub-race feats of another stalfos sub-race, excluding Ability Score Increase, Size or Speed. Your DM can specify which racial features qualify.

Twili[edit]

WvVHgMq.png
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.

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.

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 increases by 1. Additionally, you may forgo the +1 to Intelligence to add the point to another stat of your choice.
  • Shadow Warrior. You have proficiency in martial melee weapons.
  • 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. You may choose another at 3rd level and 5th level. At 6th level, you may choose to transform into a shadow beast or a shadow kargarok. You may choose the other at 8th level.

Racial Feat: Daybreaker[edit]

After arduous training, your sight and other senses have become capable of enduring sunlight with negligible discomfort. You gain the following benefits:

Racial Feat: Trained Twili[edit]

You have trained under the tutelage of another twili whose subrace is opposite from yours, and have learned to emulate their capabilities. You gain the features of a twili subrace that is not your own.

Racial Feat: Sorcerous Twili[edit]

Prerequisite: Spellcasting feature

You have studied the depths of twilit magic, and empower your spellcasting capabilities. At appropriate points determined by your Spellcasting feature, you can learn the following spells in place of spells otherwise available to your class at the same spell level. When you cast any of these spells, you gain an additional benefit as noted in the following list.

2nd: misty step. If there is a willing creature of Medium or smaller size in your space or adjacent, you can teleport that creature with you. Its movement mirrors yours; if you teleport 20 feet north for instance, so does that creature.
3rd: fly. If you cast this spell on yourself, the duration increases to, "concentration, up to 1 hour."
4th: dimension door. If there is a willing creature of Medium or smaller in your space or adjacent, you can teleport that creature with you, in addition to any objects or creatures otherwise allowed by dimension door.
5th: arcane hand. You conjure two hands instead of one, both of which can appear anywhere in range. When you cast the spell and use a bonus action on your subsequent turns, you can still control only one hand at a time.

Your Intelligence score increases by 1, but cannot increase above your maximum for that score.

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 base walking speed, climb speed, and swim speed are all 15 feet. 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. Any nonmagical weapon you wield deals 1 damage if its damage die would normally be 1d6 or lower, 2 damage if it would normally be 1d8, and 3 damage if it would be 1d10 or higher. You still add the appropriate ability modifier to attack and damage rolls with weapons. 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 the effect of 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 any saving throw that relies on Dexterity. You lose the effect of 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 the effect of 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.


Poe[edit]

  • 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, they only "age" when they are not in a dormant state. 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. You have no visible legs, and instead you seem to float above ground; the remainder of your 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 won't walk in the traditional sense. You can float in place effortlessly, and do so even if you are unconscious. You have a base walking speed and a flying speed of 30 feet, but you cannot use this speed to ascend more than 2 feet above ground. You can, however, 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 are 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 know your choice of one cantrip from either prestidigitation or produce flame. If you otherwise gain the Spellcasting feature, you can gain one of these cantrips in place of one you would otherwise be able to gain. Beginning at 3rd level you can cast the invisibility spell on yourself by expending 3 magic points. Charisma is your casting ability for these spells.
  • Undead. You are treated as an undead instead of a humanoid. 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 Weakness. 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.

Racial Feat: Daybreaker[edit]

After brutal and arduous training, your undead physiology has become capable of enduring sunlight with negligible discomfort. You gain the following benefits:

  • Your Constitution or Wisdom score increases by 1, but does not exceed your maximum score for that ability.
  • While in sunlight or without the light of your Poe's Lantern, you still suffer disadvantage on Constitution and Wisdom saving throws, but may otherwise ignore the Sunlight Weakness feature.
  • If a spell or other magic would affect an undead but not a humanoid, you have advantage on any saving throw imposed by that effect.

Racial Feat: Incorporeal Specter[edit]

You have learned to use your spectral capabilities to fly to greater heights, and even pass through walls. You gain the following benefits:

  • You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.
  • You gain a fly speed of 50 feet, and can hover in place effortlessly. There is no limit to the distance you can ascend.


Lynel[edit]

ruBpdHF.png
Lynels are large beasts, with the head of a Lion, Legs of a horse with a 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 50 feet.
  • Hybrid Nature. You have two creature types: giant and humanoid. You are affected by a game effect if works on either of your creature types.
  • Menacing. You are proficient in the Intimidation skill.
  • Cantrip. You know one cantrip of your choice from fire bolt, power beam, resistance, and step up. Charisma is your casting ability for this spell.
  • Languages. All lynels speak Blin. A minority, including all lynel player-characters, speak Common as a second language.

Racial Feat: Flame Evoker[edit]

Many lynels are capable of conjuring supernatural fire, but doing so takes immense training. You are one such lynel who has trained to this extent. As an action, you can do either of the following. Once you do so, you must complete a short or long rest before you benefit from this feat again.

    • Fire Breath. You exhale fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much on a success.
    • Flame Burst. Thrusting its weapon into the ground, you detonate a wave of flame that sweeps out from it. Each creature in a 10-foot circle originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d4 fire damage, is pushed 10 feet away from you, and is knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone.

The DC for either action equals 8 + your proficiency bonus + your Constitution modifier. The damage increases by one damage die at 6th level (3d4 or 3d6), 11th level (4d4 or 4d6), and 16th level (5d4 or 5d6).

Racial Feat: Resilient Lynel[edit]

It is common for lynels to push their already formidable bodies to the limits of mortal endurance and strength. You, in particular, have adapted to the harshest heat, the most brutal cold, and you are resolute in virtually any climate.
You gain resistance to cold, fire, and lightning damage.

Goriya[edit]

7UPdoMj.png
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.
  • 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.


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.

Wolfos[edit]

OoT_Wolfos_Model.png
Most Wolfos are wild animals, but some display a limited degree of intelligence.
Source
  • Ability Score Increase. Your Constitution increases by 1.
  • 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 40 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. You must have an Intelligence stat of 10 to be able to speak, regardless of your features.
  • Keen Hearing and Smell. You advantage on Perception checks that rely on hearing or smell.
  • Natural Resistance. You have resistance against bludgeoning, slashing and piercing from non-magical or non-silvered weapons. This resistance becomes vulnerability if a called shot is made against your tail.
  • Reckless Attacker. You can attack twice, instead of once, when you take the Attack action using a melee weapon or unarmed strike. If you would gain the Extra Attack feature, you gain the ability to attack three times. However, if you use all of your melee attacks and none of them hit, you are incapacitated until the start of your next turn.
  • Limited Intelligence. Until you are at least 5th level, your Intelligence cannot be higher than 12.
  • Natural Weapons. You have fangs and claws that you use to hunt. Your unarmed strikes deal 1d8 + Strength modifier slashing damage. You may make an unarmed attack as a bonus action as if you were wielding a weapon in each hand, and you may add your Strength modifier to the damage of this attack. However, due to your lack of thumbs, you have disadvantage on attack rolls with weapons that do not have the *glove* property.
  • Fur. You have a thick layer of fur that covers your entire body. You can survive in cold environments, and do not need to make saving throws to endure non-magical cold weather.
  • Subrace. Choose a subraces from White or Grey Wolfos.

Grey Wolfos[edit]

  • Ability Score Improvement. Your Dexterity increases by 2.
  • Pack Tactics. As long as you are within 5 ft. of a friendly creature, you gain a +1 to attack and damage rolls using melee and unarmed weapons. If the friendly creature is a Wolfos, you gain advantage on these attacks.
  • Mask of the Wild. You can attempt to hide when lightly obscured in natural environments. In addition, you have advantage on Stealth checks in these areas.
  • Forest Terrain Training. You ignore difficult terrain in forests. In addition, you have resistance to acid damage.

White Wolfos[edit]

  • Ability Score Improvement. Your Strength 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.
  • Fleet of Foot. Your movement speed increases to 50 ft.
  • Frosty Terrain Training. You ignore difficult terrain in snowy areas. In addition, you have resistance to cold damage.

Racial Feat: Who Needs Thumbs?[edit]

Despite your notable lack of opposable thumbs, you have trained yourself to utilize and wield weapons. You no longer have disadvantage on attack rolls with weapons.

Yeti[edit]

zcHjV3V.png
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.
  • Languages. You can speak both Anook and Common, but cannot read or write.
  • Subraces. Choose either white yeti, or yook.

White Yeti[edit]

  • 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 nonmagical cold weather.
  • Long Strides. Your base walking speed increases by 5 feet.


Yook[edit]

WP0sscg.png
A yook wielding a club.
Source
  • Ability Score Increase. One ability score of your choice from Strength, Constitution, and Wisdom increases by 1.
  • Cold Resistance. You have resistance to cold damage.
  • Ice Breath. You can use your action to exhale a snowstorm of bitter cold in a 15-foot cone. Each creature in this area must make a Constitution saving throw, with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this feature, you can't use it again until you finish a short or long rest.
  • Ancestral Arms. You are proficient with clubs and greatclubs, and have +1 bonus on damage rolls made with these weapons.


Zonai[edit]

7buHE5B.png
A Zonai wearing traditional clothing.
Source
  • Ability Score Increase. Your Intelligence score and Wisdom score both increase by 1.
  • 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 them 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(give or take a few inches) and an average weight of 250 lbs
  • Speed. You have a base walking speed of 35
  • Languages. You can read, write, and speak both Common and Zonai.
  • Ultrahand. You can cast Mage Hand as a means of construction.
  • Ascend. As an action, you may travel upward through a solid material that is at most 5 ft above you. While moving upward, you move at a rate of 10 ft per round to a Max of 50 ft. You cannot ascend if the terrain at the top is anything other than standard, and if you reach the maximum of 50 ft without coming to empty space, you will take one round to travel back downwards to your original location. You can use this ability once per long rest.
  • Autobuild. You can cast Mage Hand as a means to quickly construct something you've constructed before with Ultrahand. You must have the materials and Zonai Devices necessary to recreate it. This can be performed once per long rest.
  • Recall. You can reverse an object's movement through time by a maximum of 20 seconds. You can perform this action once per long rest.
  • Fuse. As a bonus action, you may fuse two non-magical items together. If you fuse an item to a weapon or an arrow, they will gain an additional one before damage of a type chosen by the Game Master. The item will stay fused until you take a long rest or a day passes, then it will disappear into nothingness. You can use this ability a number of times equal to your proficiency bonus per short rest.


Back to Main Page5e HomebrewCampaign SettingsHyruleRaces

Home of user-generated,
homebrew pages!


Advertisements: