Rito (5e Race)
Rito[edit]
Physiology[edit]
Avian humanoids covered in feathers, rito are particularly tall and thin compared to hylians. Their narrow bodies and hollow bones make them very lightweight for their height and arm span, which eases flight. Indeed, rito have arms that double as wings, and are able to fly as a bird does. Coastal rito have hylian-like arms that slide into "sleeves" they use as wings, whereas highland rito simply have functional hands on the tips of their wings.
Rito form families and raise their hatched young one at a time over many years, in a manner very similar to hylians. A rito usually doesn't gain flight until an age of about 10 years, although the means of gaining flight varies between different rito tribes. An adult rito that is unable to fly, a fokka, is usually banished from its tribe and alienated by most rito.
Society[edit]
Due to their ability to fly, rito villages are built on mountains, islands, or other locations where most predators have difficulty reaching. Such villages are usually situated near oceans, rivers, or other fish-filled reservoirs. Although rito are omnivorous, their tribes survive primarily from hunting and fishing, and usually only partake in farmed food when it is produced by other races.
Rito culture places a relatively high value on honor and order. Postmen in Hyrule are almost universally rito, and their villages rapidly and efficiently sort parcels for all the land.
Rito Names[edit]
A rito's name often ends in "-li," and is frequently comprised of three syllables.
Male: Gesane, Guy, Harth, Huck, Illari, Kaneli, Kass, Kogoli, Koboli, Komali, Mazli, Nekk, Quill, Revali, Teba, Verla, Kanoli
Female: Amali, Bedoli, Cecili, Cree, Frita, Genli, Kaneli, Kheeel, Kotts, Laissa, Medli, Misa, Molli, Namali, Notts, Saki
Rito Traits[edit]
This avian race comes in diverse varieties, and most are capable of winged flight.
Ability Score Increase. Your Dexterity score increases by 2.
Age. A rito reaches adulthood in its teens, and rarely lives to see a century.
Alignment. Rito are inherently dutiful, loyal, and stick to their convictions. They tend towards law.
Size. An adult rito has a height of about 5 to 7 feet. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Languages. You can speak, read, and write Common and
Rito.
Subrace. Choose one subrace from coastal rito, highland rito, or fokka.
Highland Rito[edit]
The arms of a highland rito also function as its wings. Source |
Unlike coastal rito, highland rito are completely covered in feathers of a uniform color. The colors of these feathers vary greatly from one highland rito to another, and can include colors as diverse as blue, green, pink, brown, white, and more, but these colors tend to become more saturated as the rito ages. A highland rito is born with wings that naturally form, and do not receive them from an external source. This variety of rito usually can only become a flightless fokka either by a birth defect, or a debilitating injury.
Ability Score Increase. Your Constitution score increases by 1.
Labored Flight. As an action, you gain a flying speed of 50 feet until the start of your next turn. You can maintain uninterrupted flight by using this action on consecutive turns. While flying, you cannot attack or cast spells with somatic components.
Ancestral Arms. You have proficiency with shortbows.
Natural Acrobat. You are proficient in the Acrobatics skill.
Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally acclimated to extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Extra Language. You can speak, read, and write one language from
Anook or
Goro.
Coastal Rito[edit]
Coastal rito often have tan feathers, and white or brown hair. |
Coastal rito are visually distinguished by the color of their feathers, which is usually a pale brown, but can be a pure white in females. Unlike highland rito, they have separate "hair" on their scalps, which is usually of a brown or white color. A coastal rito is born with feathers and beak, but does not inherently grow wings. This variety of rito gains wings as a coming-of-age ritual performed in its early teens, which requires the direct magical blessing of either Valoo or another powerful supernatural being.
Ability Score Increase. Your Wisdom score increases by 1.
Labored Flight. As an action, you gain a flying speed of 50 feet until the start of your next turn. You can maintain uninterrupted flight by using this action on consecutive turns. While flying, you cannot attack or cast spells with somatic components.
Navigation. Coastal rito are unusually skilled at maintaining direction and creating mental maps. You have advantage on Wisdom (Survival) checks to navigate or avoid becoming lost.
Keen Senses. You are proficient in the Perception skill.
Extra Language. You can speak, read, and write
Deku.
Fokka[edit]
Fokka usually have uniformly-colored feathers. Source |
Flightless rito, or "fokka," usually result from coastal rito who do not complete their coming-of-age ritual, but still age into adulthood. In some coastal rito tribes, refusing to complete this ritual is seen as sacrilegious. Regardless of why they are flightless, fokka are seen as inferior among other rito, and their inability to fly is considered shameful. Due to this disgrace, fokka have a tendency towards hate or other negative emotions, and are more prone towards evil than most rito. Despite their inability to fly, fokka retain the lightweight bodies of creatures adapted for flight. This, combined with increased leg strength, enables fokka to perform incredibly high jumps compared to most terrestrial humanoids. They are naturally faster on their feet, and have a particularly easy time adapting to lighter forms of armor.
Ability Score Increase. Your Strength score increases by 1.
Fleet of Foot. Your base walking speed increases by 5 feet.
Ancestral Arms. You have proficiency with light and medium armor, and with shortswords.
Cantrip. You know one cantrip from power beam, produce flame, and resistance. Charisma is your casting ability for this spell.
High Leap. Both your long jump and your high jump cover a number of feet equal to your Strength score if you move at least 10 feet immediately before the jump. As normal, a standing jump covers only half this distance.
Honed Skills. You are proficient in your choice of one of the following skills: Acrobatics, Athletics, Perception, or Survival.
Extra Language. You can speak, read, and write one language from
Blin or
Gerudo.
Random Height and Weight[edit]
Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|
5′ 2" | +2d12 | 60 lb. | × (1d4) lb. |
Racial Class: Rito Sharpshooter[edit]
Rito employ a variety of professions, including postmen, fishermen, merchants, and more. Perhaps none among them, however, bears the same weight and honor as hunter-warriors. These elites wield wing and bow in skillful unison, hunting with expertly aimed shots mid-flight. A sharpshooter's arrows rain upon foes below, all while he or she nimbly evades whatever retaliation less agile foes can return. Maintaining flight for a rito is usually so taxing a task that engaging in combat with wings spread is almost unfeasible, but for a rito sharpshooter it becomes second nature.
A member of the rito race can gain levels in rito sharpshooter class as if it were a normal class, but only if the rito has the Labored Flight racial feature. The rito must still meet multiclass requirements for gaining levels in this class or other classes, regardless of which one the rito first gains levels.
Multiclass requirements: 13 Dexterity, Labored Flight racial feature, rito race
Proficiencies. When you multiclass into the rito sharpshooter class, you gain the following proficiencies: light armor and shortbows
Quick Build. You can make a rito sharpshooter quickly by following these suggestions.
- Dexterity should be your highest ability score, followed by Constitution
- Choose the hunter background
- For your equipment, choose the shortbow and two daggers
Class Features[edit]
As a rito sharpshooter, you gain the following class features.
- Hit Points
Hit Dice: 1d10 per sharpshooter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per sharpshooter level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longbows, shortswords
Tools: Woodcarver's tools, Choose one from fishing tackle, any artisan’s tool, or any musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose one skills form Acrobatics, Athletics, Deception, History, Insight, Medicine, Nature, Performance, Religion, and Survival
- If your Intelligence score is or becomes at least 11, you gain proficiency in one more of the listed skills, for a total of two.
- If your Intelligence score is or becomes at least 15, you gain proficiency in one more of the listed skills, for a total of three.
- If your Intelligence score is or becomes at least 19, you gain proficiency in one more of the listed skills, for a total of four.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor
- (a) a hand crossbow with 20 bolts or (b) a shortbow with 60 arrows
- (a) an artisan's tool or musical instrument in which you are proficient or (b) any two simple weapons
- a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Aerial Combat, Fighting Style, Stamina Meter |
2nd | +2 | Swift Action |
3rd | +2 | Aerial Combat (advanced) |
4th | +2 | Ability Score Increase, Agile Initiative |
5th | +3 | Extra Attack, Swift Action (advanced), True Flight |
Aerial Combat[edit]
When you use your action to perform your Labored Flight, you can also use a bonus action to make one weapon attack. The beating of your wings ceases while you attack, but you strike so swiftly your flight is not significantly interrupted. This interruption allows you to ignore the normal restrictions of your Labored Flight while you make this attack.
Starting from 3rd level, you can instead perform your Labored Flight as a bonus action.
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. Each fighting style can only be taken once.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting: You gain blindsight with a range of 10 feet.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Deflection: When you are targeted by a ranged weapon attack, or when a creature within 5 feet of you is attacked, by a creature you can see, you can use your reaction to impose disadvantage on the attack roll.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Exploration: You gain a climb speed and a swim speed equal to your base walking speed. You also gain proficiency in one skill of your choice from the following list: Investigation, Nature, Perception, Stealth, or Survival.
- Thrown Weapon Fighting: You gain a +2 bonus to damage rolls with thrown weapons.
- Unarmored Defense: While you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Stamina Meter[edit]
At 1st level, your stamina point maximum increases by 2, and it increases by an additional 2 for every level you gain in this class. You can expend your stamina points for various actions. Normally all of your stamina points are replenished when you complete a short or long rest.
- Called Shot
Whenever you make a weapon attack, but before you making the attack roll, you can expend 2 stamina points to make it a called shot. You can't do so if you would have disadvantage on the attack roll. If the weapon attack hits, it inflicts the maximum amount of damage for its damage dice. (For example, a weapon die of 1d8 would inflict 8 damage without rolling.) The damage dice critical hit, magic weapons, or class features are also maximized.
Your DM may allow alternative effects for a called shot.
Air Fighter[edit]
Starting at 2nd level, you have become more accustomed to moving through the air when it comes time for fight or flight. While airborne, you gain the following benefits:
- Your attack rolls with weapons score a critical hit on a roll of 19 or 20 on the d20.
- Opportunity attacks against you have disadvantage.
- You do not have disadvantage on ranged attacks as a result of your target being within 5 feet of you.
Sharpshooter Trick Shots[edit]
Starting from 3rd level, you gain the ability to make special types of attacks with ranged weapons, much like an Archer. These attacks are known as Trick Shots.
If one of your Trick Shots requires a saving throw, the save DC is calculated as follows:
- Trick Shot save DC = 8 + your Dexterity modifier + your proficiency Bonus
Whenever you make an attack with a ranged weapon that has the ammunition property, you can expend 2 stamina points to apply one of the following Trick Shots to that attack:
- Cyclone. You fire an arrow infused with the force of a powerful wind. The creature hit by the arrow takes an extra 2d6 thunder damage, and must immediately succeed a Strength saving throw or be pushed 10 feet in a direction of your choice.
- Deadeye. You fire an arrow designed to fly much faster than normal, and over much a further distance. You do not have disadvantage when making this attack as a result of your target being beyond your Normal Range. Additionally, this attack ignores half and three-quarters cover. On a hit, the target takes the attack's normal damage, plus 1d6 piercing damage.
- Slugger. You fire an arrow laden with a heavy weight. The creature hit by this arrow suffers the attack's normal effects, and then must immediately make a Constitution saving throw. On a failed save, the target becomes incapacitated until the end of their next turn. While Incapacitated, the target's speed is halved.
Ability Score Increase[edit]
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Agile Initiative[edit]
Starting from 4th level, you have advantage on initiative rolls.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
True Flight[edit]
At 5th level, you master the art of aerial combat and can perform advanced aerial maneuvers. You gain a fly speed of 60 feet.
This effectively replaces your Labored Flight racial trait and your Aerial Combat feature.
Multiclass Advancement[edit]
If you have attained five levels in the rito sharpshooter class, it becomes easier for you to multiclass into fighter. If you multiclass into fighter, you can start gaining features with its 6th level, skipping over the first five levels of the class. In doing so, you do not gain any of the features from the first five levels of fighter, but can more quickly reach its higher levels. You still gain another 2 stamina points per level with your Stamina Meter.
If you multiclass into fighter using this feature, you still choose a subclass, but do not gain any benefits from the subclass below 6th level. Your subclass must be either archer or brute.
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