Character Creation
- Jake Cohen
- Jan 5
- 31 min read
Life Stage
Hatchling, Infant, Sapling, & Tadpole
Ability Score Modifiers:
-2 To Charisma
-4 To Constitution, Dexterity, & Wisdom
-8 To Intelligence & Strength
Child
Ability Score Modifiers:
-1 To Strength
-2 To Intelligence
Juvenile
Ability Score Modifier:
-1 To Intelligence
Mature
No changes.
Seasoned
Ability Score Modifiers:
+1 To Intelligence
-1 To Constitution, Dexterity, Or Strength
Elderly
Ability Score Modifiers:
+1 To Intelligence & Wisdom
-1 To Two Between Constitution, Dexterity, & Strength (One Must Be The Same As From Seasoned Age Range)
Ancient
Ability Score Modifiers:
+1 To Intelligence & Wisdom
-1 To Constitution, Dexterity, & Strength
Species
Anouki
Roaming mainly the more frigid regions, this burly, antler-adorned bunch is nomadic in nature. While generally accepting and friendly towards others, they can be extremely petty based on minute superficial physical traits, especially amongst their own brethren. They are physically adept creatures with a highly social demeanor.
Age, Height:
Infant: Birth To 2yr, 2ft 4in To 6ft 10in
Child: 3yr To 7yr, 5ft 9in To 8ft 5in
Juvenile: 8yr To 11yr, 6ft 10in To 12ft 8in
Mature: 12yr To 20yr, 9ft 1in To 13ft 3in
Seasoned: 21yr To 40yr, 9ft 1in To 13ft 3in
Elderly: 41yr To 60yr, 9ft 1in To 13ft 3in
Ancient: 61yr To 75yr Or More, 9ft 1in To 13ft 3in
Language: Your Choice Of One Language
Physical Characteristics:
Eyes: Black Or Gray
Hair (Secondary): Gray Or White
Skin (Primary): Pale Or White
Traits: Antlers, Flipper-Like Hands, Webbed Feet
Speeds:
Climb: 15ft
Swim: 25ft
Walk: 30ft
Type: Giant
Other:
Gossiper: You have half proficiency in deception skill checks, insight skill checks, intimidation skill checks, investigation skill checks, perception skill checks, and persuasion skill checks. Of these skill checks, choose one to have expertise in and two to have proficiency in.
Iceberg Adaptations: Ice is not considered difficult terrain for you. You are resistant to cold damage. You have advantage on athletics checks to swim.
Strict Social Habits: You have advantage on charisma saving throws. You have immunity to the charmed condition.
Blin
Bokoblin
The conniving Bokoblin is a familiar sight throughout the wilds. Though most often traveling in groups, it is not uncommon for them to be found as loners. These omnivores are often looked down upon in society, even within their larger Blin counterparts. They are also the most numerous of the Blin population.
Age, Height:
Infant: Birth To 2yr, 8in To 2ft
Child: 3yr To 7yr, 1ft 5in To 2ft 5in
Juvenile: 8yr To 11yr, 2ft To 3ft 7in
Mature: 12yr To 20yr, 2ft 7in To 3ft 9in
Seasoned: 21yr To 40yr, 2ft 7in To 3ft 9in
Elderly: 41yr To 60yr, 2ft 7in To 3ft 9in
Ancient: 61yr To 75yr Or More, 2ft 7in To 3ft 9in
Language: Blin
Physical Characteristics:
Eyes: Blue Or Green
Hair (Secondary): Black, Blue, Brown, Gray, Green, Orange, Red, White, Or Yellow
Skin (Primary): Black, Blue, Brown, Gray, Orange, Purple, Red, White, Or Yellow
Speeds:
Climb: 20ft
Swim: 10ft
Walk: 25ft
Type: Monstrosity
Other:
Cunning: You and ally creatures within 60ft have advantage on attack rolls if you are surprised. You have advantage on initiative rolls.
Darkvision: You have darkvision with a range of 60ft.
Rugged: You have advantage on your choice between constitution saving throws or strength saving throws. You have advantage on saving throws and skill checks to end the grappled condition and to apply the grappled condition to a target.
Wild: You have expertise in survival skill checks. You have proficiency in athletics skill checks and nature skill checks.
Bulblin
The mighty Bulblin hoard is known throughout the land as a force to be reckoned with, often taking advantage of opportunities with reckless abandon. Unlike their Blin cousins, they come in a much wider variety of shapes and sizes.
Age, Height:
Infant: Birth To 2yr, 1ft To 4ft 2in
Child: 3yr To 7yr, 2ft 2in To 5ft 1in
Juvenile: 8yr To 11yr, 3ft To 7ft 8in
Mature: 12yr To 20yr, 4ft 1in To 8ft
Seasoned: 21yr To 40yr, 4ft 1in To 8ft
Elderly: 41yr To 60yr, 4ft 1in To 8ft
Ancient: 61yr To 75yr Or More, 4ft 1in To 8ft
Language: Blin
Physical Characteristics:
Eyes: Orange Or Red
Hair (Secondary): Black, Brown, Or Gray
Skin (Primary): Black, Brown, Gray, Or Green
Speeds:
Climb: 20ft
Swim: 20ft
Walk: 30ft
Type: Monstrosity
Other:
Darkvision: You have darkvision with a range of 60ft.
Rider: You have advantage on animal handling skill checks while interacting with a mount. You have expertise in animal handling skill checks.
Rugged: You have advantage on your choice between constitution saving throws or strength saving throws. You have advantage on saving throws and skill checks to end the grappled condition and to apply the grappled condition to a target.
Surly: You have advantage on intimidation checks against medium and smaller sized non-Bulblin creatures. Non-Bulblin creatures have disadvantage in intimidation checks against you. You have proficiency in intimidation skill checks.
Moblin
The hulking Moblins are known for their brute force. They are the most aggressive of the Blin tribes, though also the rarest.
Age, Height:
Infant: Birth To 2yr, 2ft 1in To 6ft
Child: 3yr To 7yr, 4ft 5in To 7ft 8in
Juvenile: 8yr To 11yr, 6ft 2in To 11ft 5in
Mature: 12yr To 20yr, 8ft 3in To 12ft
Seasoned: 21yr To 40yr, 8ft 3in To 12ft
Elderly: 41yr To 60yr, 8ft 3in To 12ft
Ancient: 61yr To 75yr Or More, 8ft 3in To 12ft
Language: Blin
Physical Characteristics:
Eyes: Blue, Green, Or Red
Hair (Secondary): Black, Blue, Brown, Gray, Orange, Red, White, Or Yellow
Skin (Primary): Black, Blue, Brown, Gray, Orange, Red, White, Or Yellow
Trait: Pig Snout
Speeds:
Climb: 25ft
Swim: 20ft
Walk: 35ft Types: Giant, Monstrosity
Other:
Darkvision: You have darkvision with a range of 90ft.
Rugged: You have advantage on your choice between constitution saving throws or strength saving throws. You have advantage on saving throws and skill checks to end the grappled condition and to apply the grappled condition to a target.
Surly: You have advantage on intimidation checks against medium and smaller sized non-Moblin creatures. Non-Moblin creatures have disadvantage in intimidation checks against you. You have proficiency in intimidation skill checks.
Wild: You have expertise in survival skill checks. You have proficiency in athletics skill checks and nature skill checks.
Deku
Members of the forest and swamp dwelling Deku tribe are often capable entrepreneurs. They are composed of wood rather than flesh and react accordingly to the outside world.
Age, Height:
Sapling: Sprout To 1yr, 1in To 2ft 1in, 1lb To 8lb
Child: 2yr To 6yr, 1ft 1in To 2ft 6in
Juvenile: 7yr To 21yr, 1ft 6in To 3ft 9in
Mature: 22yr To 55yr, 2ft 1in To 3ft 11in
Seasoned: 56yr To 120yr, 2ft 1in To 3ft 11in
Elderly: 121yr To 231yr, 2ft 1in To 3ft 11in
Ancient: 232yr To 406yr Or More, 2ft 1in To 3ft 11in
Language: Deku
Physical Characteristics:
Bark (Primary): Black, Brown, Gray, Orange, Or Yellow
Eyes: Orange, Red, Or Yellow
Leaves (Secondary): Brown, Green, Orange, Or Yellow
Trait: Shrub-Like Body
Speeds:
Climb: 20ft
Swim: 10ft
Walk: 25ft
Type: Plant
Other:
Business Acumen: When making insight skill checks, you add your wisdom modifier and your choice between your charisma modifier or intelligence modifier to the roll. You choose between having half proficiency in deception skill checks and persuasion skill checks or having proficiency in your choice between deception skill checks or persuasion skill checks.
Flora: You have advantage on constitution saving throws. You have resistance against two damage types of your choice between cold damage, lightning damage, and poison damage.
Wooden: You float in water unless actively swimming. You have a +1 bonus to your armor class. You have advantage on nature skill checks. You have expertise in nature skill checks and proficiency in survival skill checks. You have vulnerability to fire damage.
Fairy
The glowing Fairies are usually denizens of peace, helping those in need and often accompanying those longing for friendship. They are headed by a group of powerful beings referred to as Great Fairies who are capable of incredible feats of magic. Fairies are great for noticing hidden information and aspects of the world around them that most would miss. They have a vast wealth of knowledge and are a welcome addition to most parties.
Age, Height: Any, 5in To 9in
Languages: Your Choice Of Four Languages
Physical Characteristics:
Glow (Primary): Any Color
Wings (Secondary): Any Color
Speeds:
Climb: 5ft
Fly: 40ft
Swim: 30ft
Walk: 10ft
Type: Fey
Other:
Darkvision: You have darkvision with a range of 60ft.
Elementally Imbued: Excluding bludgeoning damage, slashing damage, and piercing damage, you have immunity to your choice of one damage type and you have resistance to your choice of one damage type. You have vulnerability to your choice of one damage type.
Energetic: You are limited to two rests per day. Your short rests are regarded as long rests.
Glow: You emit dim light out to 5ft.
Logician: You have advantage on intelligence saving throws and wisdom saving throws.
Forest Spirit
Kikwi
A form of forest spirit, the timid Kikwi is a rodent-like creature with various flora growing from its back.
Age, Height: Any, 2ft 4in To 3ft 4in
Language: Deku
Physical Characteristics:
Eyes: Black or White
Leaves (Secondary): Brown, Green, Orange, Or Yellow
Skin (Primary): Black, Brown, Pale, Tan, Or White
Traits: Plants Growing From Back, Rodent-Like Body
Speeds:
Climb: 20ft
Swim: 20ft
Walk 25ft
Type: Fey
Other:
Camouflage: As a bonus action, you can take the hide action while in forest, grassland, hill, and swamp environments. You have advantage on stealth skill checks. You have proficiency in stealth skill checks.
Flora: You have advantage on constitution saving throws. You have resistance against two damage types of your choice between cold damage, lightning damage, and poison damage
Forest Wizened: You have advantage on wisdom saving throws. You have advantage on nature skill checks. You have half proficiency in survival skill checks. You have proficiency in nature skill checks.
Kokiri
Although the Kokiri appear as humanoid children, they are one of many forms of the ageless spirits and guardians of the forest. Created and cared for by, as well as caring for, the Great Deku Tree, they live a life in the forest and rarely venture into the outside world. They are impish and fun-loving, preferring to trick opponents, rather than attack them head on. As forest dwellers, they have a deep connection with all living things, making them excellent to have before or after a battle.
Age, Height: Any, 2ft 9in To 3ft 11in
Language: Deku
Physical Characteristics:
Eyes: Blue, Brown, Or Green
Hair (Secondary): Brown, Green, Orange, Or Yellow
Skin (Primary): Brown, Pale, Or Tan
Speeds:
Climb: 20ft
Swim: 20ft
Walk: 25ft
Types: Humanoid (Kokiri)
Other:
Child-Like: You have advantage on charisma saving throws and dexterity saving throws.
Fairy Companion: You have a fairy companion that you control with no background and class. This companions level is equal to half of your character level (rounded up). This companion has 1d4 plus its constitution modifier hit die per level. This companion has 4 plus its constitution modifier hit points at first level and gains 1d4 plus its constitution modifier hit points per level after first.
Naturalist: You have advantage on nature skill checks and survival skill checks. You have expertise with herbalism kits.
Korok
Often living away from the forest, this is not to say that Koroks have forsaken their ancestral home. They instead have chosen to spread the forest in hopes of turning whatever area they venture through into a garden of flora. They are one of many different forms of the Forest Spirits and appear as sentient gnarled roots and branches.
Age, Height: Any, 2ft 1in To 3ft
Language: Deku
Physical Characteristics:
Bark (Primary): Black, Brown, Gray, Orange, Or Yellow
Eyes: Black or Brown
Leaves (Secondary): Brown, Green, Orange, Or Yellow
Trait: Shrub-Like Body
Speeds:
Climb: 15ft
Fly: 15ft
Swim: 10ft
Walk: 25ft
Type: Plant
Other:
Camouflage: As a bonus action, you can take the hide action while in forest, grassland, hill, and swamp environments. You have advantage on stealth skill checks. You have proficiency in stealth skill checks.
Flora: You have advantage on constitution saving throws. You have resistance against two damage types of your choice between cold damage, lightning damage, and poison damage.
Glide: You require a successful acrobatics skill check or athletics skill check with a difficulty of 6 to jump as a bonus action to fly starting at an altitude equal to or less than 5ft per number rolled above 5 which cannot be increased mid-flight. You must roll a strength saving throw with a difficulty class of 6 per 6sc after 12sc of flight as a free action to remain airborne. You fall 5ft of altitude after every 6sc airborne or you may choose to fall the remaining altitude as a bonus action.
Wooden: You float in water unless actively swimming. You have a +1 bonus to your armor class. You have advantage on nature skill checks. You have expertise in nature skill checks and proficiency in survival skill checks. You have vulnerability to fire damage.
Gerudo
Gerudo
The desert Gerudo are a secretive race that are comprised of nearly all women with very few males. Assuming the role of their leader as his birthright, one male every century is the most powerful figure in the region. However, not all members of his harem are loyal to him, and it is common for females to seek foreign boyfriends. Gerudo have excellent aim and combat skill training, making them some of the most talented warriors both at a distance and up close. Tall and dark-skinned with prominent noses, these warriors are also adept in the art of stealth.
Age, Height:
Infant: Birth To 5yr, 1ft 4in To 4ft
Child: 6yr To 16yr, 2ft 11in To 4ft 11in
Juvenile: 17yr To 25yr, 4ft To 7ft 5in
Mature: 26yr To 200yr, 5ft 4in To 7ft 9in
Seasoned: 201yr To 350yr, 5ft 4in To 7ft 9in
Elderly: 351yr To 550yr, 5ft 4in To 7ft 9in
Ancient: 551yr To 650yr Or More, 5ft 4in To 7ft 9in
Language: Gerudo
Physical Characteristics:
Eyes: Green, Orange, Or Yellow
Hair (Secondary): Orange Or Red
Skin (Primary): Brown, Olive, Or Tan
Speeds:
Climb: 25ft
Swim: 20ft
Walk: 35ft
Type: Humanoid (Gerudo)
Other:
Espionage: You have advantage on acrobatics skill checks and stealth skill checks. You have advantage on dexterity saving throws.
Rider: You have advantage on animal handling skill checks while interacting with a mount. You have expertise in animal handling skill checks.
Sure-Footed: They can move through non-magical difficult terrain without a movement penalty.
Piratian
An offshoot of the classic Gerudo having left their inhospitable wasteland origins for the open ocean and coastal shores. Life at sea has made these marauders stronger than their land-dwelling cousins, albeit less learned. There are more males among them than the land variety, though they are still outnumbered by the females.
Age, Height:
Infant: Birth To 5yr, 1ft 4in To 4ft
Child: 6yr To 16yr, 2ft 11in To 4ft 11in
Juvenile: 17yr To 25yr, 4ft To 7ft 5in
Mature: 26yr To 200yr, 5ft 4in To 7ft 9in
Seasoned: 201yr To 350yr, 5ft 4in To 7ft 9in
Elderly: 351yr To 550yr, 5ft 4in To 7ft 9in
Ancient: 551yr To 650yr Or More, 5ft 4in To 7ft 9in
Language: Gerudo
Physical Characteristics:
Eyes: Green, Orange, Or Yellow
Hair (Secondary): Orange Or Red
Skin (Primary): Brown, Olive, Or Tan
Speeds:
Climb: 20ft
Swim: 25ft
Walk: 35ft
Type: Humanoid (Gerudo)
Other:
Espionage: You have advantage on acrobatics skill checks and stealth skill checks. You have advantage on dexterity saving throws.
Sea Faring: You have advantage on athletics skill checks to swim. You have advantage on checks involving aquatic vehicles. You have expertise with aquatic vehicles.
Sure-Footed: They can move through non-magical difficult terrain without a movement penalty.
Goron
The patriarchal Gorons inhabit the caves, tunnels, and various crevices of the world. As beings of stone rather than flesh, they are a hardy and resilient race that react accordingly to external situations. Eating only the finest quality rocks, they have no need for other foods. Though often quick to judge and harsh on their points, they welcome those who ally them with the utmost respect. They spend most of their days either resting, mining for delicacies, or training their physical prowess. Having one of these hulking creatures at your back in a fight certainly has its advantages.
Age, Height:
Child: Creation To 50yr, 5ft To 10ft
Juvenile: 51yr To 200yr, 7ft 6in To 13ft 4in
Mature: 201yr To 600yr, 10ft To 15ft
Seasoned: 601yr To 1,000yr, 10ft To 15ft
Elderly: 1,001yr To 1,600yr, 10ft To 15ft
Ancient: 1,601yr Or More, 10ft To 15ft
Language: Gor
Physical Characteristics:
Crystals (Secondary): Black, Brown, Gray, Orange, Tan, White, Or Yellow
Eyes: Black, Blue, Brown, Purple, Or Red
Surface (Primary): Brown, Gray, Orange, Tan, Or Yellow
Trait: Made Of Stone
Speeds:
Burrow: 5ft
Climb: 20ft
Swim: 10ft
Walk: 30ft
Type: Elemental (Earth)
Other:
Boulder Roll: As a bonus action, you may roll yourself into a boulder. While in your rolled boulder state, the only non-movement action you can take is to unroll from your boulder state as a bonus action, you can hold your breath for 1mn per 6sc of your normal duration, you cannot climb or burrow, you cannot see and speak, you cannot take reactions, you have a +2 bonus to your armor class, you have disadvantage on dexterity saving throws, and you increase your swim and walk speeds by 5ft (unless the utilized base speed is 0ft). Bumping into a target while in your rolled boulder state will stop your movement and you make an automatic unarmed attack roll that deals 1d6 plus your strength modifier damage.
Darkvision: You have darkvision with a range of 30ft.
Igneous, Metamorphic, & Sedimentary: You have immunity to fire damage and the poisoned condition. You have resistance to acid damage. You have vulnerability to cold damage.
Living Statue: You have a +2 bonus to your armor class. You sink in water unless they are actively swimming.
Human
As Hyrule's ruling race, the widespread Humans believe themselves to be the Golden Goddesses’ chosen people. They can be somewhat arrogant but are usually also passionate about their beliefs. They are a versatile people that range from bureaucratic and studious to bold and adventurous. They are of average height and build with pointed ears. They comprise most of the various ruling governments.
Age, Height:
Infant: Birth To 4yr, 1ft 2in To 3ft 6in
Child: 5yr To 12yr, 2ft 6in To 4ft 4in
Juvenile: 13yr To 18yr, 3ft 6in To 6ft 6in
Mature: 19yr To 35yr, 4ft 6in To 6ft 10in
Seasoned: 36yr To 65yr, 4ft 6in To 6ft 10in
Elderly: 66yr To 100yr, 4ft 6in To 6ft 10in
Ancient: 101yr To 125yr Or More, 4ft 6in To 6ft 10in
Languages: Hylian & Your Choice Of Two Languages
Physical Characteristics:
Eyes: Blue, Brown, Or Green
Hair (Secondary): Black, Brown, Gray, Orange, Red, White, Or Yellow
Skin (Primary): Brown, Pale, Or Tan
Speeds:
Climb: 20ft
Swim: 20ft
Walk: 30ft
Type: Humanoid (Human)
Other:
Extremely Skillful: You have expertise in your choice of one skill check. You have half proficiency in your choice of one skill check. You have proficiency in your choice of one skill check.
Highly Resourceful: You gain heroic inspiration whenever you finish a rest.
Versatile. You have an origin feat of your choice.
Lokomo
The Lokomo have kept their lands safe for many generations. They are a studious race who prefer brains over brawn. Centuries of technological study have led them to replace their legs with magically powered steam engines.
Age, Height:
Infant: Birth To 6yr, 1ft To 3ft
Child: 7yr To 20yr, 2ft 2in To 3ft 8in
Juvenile: 21yr To 35yr, 3ft To 5ft 6in
Mature: 36yr To 300yr, 4ft 1in To 5ft 9in
Seasoned: 301yr To 450yr, 4ft 1in To 5ft 9in
Elderly: 451yr To 650yr, 4ft 1in To 5ft 9in
Ancient: 651yr To 800yr Or More, 4ft 1in To 5ft 9in
Languages: Your Choice Of Three Languages
Physical Characteristics:
Eyes: Blue, Brown, Gray, Or Green
Hair (Secondary): Black, Brown, Gray, Or White
Skin (Primary): Brown, Pale, Or Tan
Trait: Atrophied Legs On Mature & Older Individuals
Speeds:
Climb: 15ft
Swim: 15ft
Walk: 40ft
Type: Humanoid (Lokomo)
Other:
Historian: You have advantage on history skill checks. You have expertise in history skill checks. You have half proficiency in religion skill checks.
Logician: You have advantage on intelligence saving throws and wisdom saving throws.
Musician: They gain have advantage on performance skill checks. You have expertise with three instruments.
Steam Engine: If you are mature or older, you ride a magically powered metal steam engine which weighs 150lb (not counted against your carry capacity). If you have a steam engine, you double your drag carry capacity and have disadvantage on acrobatics skill checks.
Minish
Forest Minish
Living in the wild forests and woods, the forest tribe of Minish are a secretive race from another realm entirely. These plucky creatures prefer the company of children over adults and will often hide themselves from the unknown. Nimble and versatile, they often find ways to spread joy amongst the larger races in secret.
Age, Height:
Infant: Birth To 10yr, 2in To 6in
Child: 11yr To 35yr, 4in To 8in
Juvenile: 36yr To 150yr, 6in To 11in
Mature: 151yr To 400yr, 8in To 1ft
Seasoned: 401yr To 600yr, 8in To 1ft
Elderly: 601yr To 900yr, 8in To 1ft
Ancient: 901yr To 1,200yr Or More, 8in To 1ft
Language: Picori
Physical Characteristics:
Eyes: Black Or Gray
Hair (Secondary): Brown, Orange, Or Yellow
Skin (Primary): Brown, Pale, Or Tan
Speeds:
Climb: 15ft
Swim: 15ft
Walk: 20ft
Type: Humanoid (Minish)
Other:
Forest Hidden: You have advantage on stealth skill checks and survival skill checks while in forest environments. You have expertise in stealth skill checks. You have half proficiency in nature skill checks.
Historian: You have advantage on history skill checks. You have expertise in history skill checks. You have half proficiency in religion skill checks.
Kinstone's Fortune: When a creature rolls a d20 for an attack roll against you, you can spend one fortune point to impose disadvantage on that roll. When you roll a d20 for a d20 test, you can spend one fortune point to give yourself advantage on the roll. You have a number of fortune points equal to half of your proficiency bonus. You regain your expended fortune points when you finish a rest.
Mountain Minish
The mountain-dwelling tribe of Minish prefer seclusion. They create beautiful things as they mine their mountain homes.
Age, Height:
Infant: Birth To 10yr, 2in To 6in
Child: 11yr To 35yr, 4in To 8in
Juvenile: 36yr To 150yr, 6in To 11in
Mature: 151yr To 400yr, 8in To 1ft
Seasoned: 401yr To 600yr, 8in To 1ft
Elderly: 601yr To 900yr, 8in To 1ft
Ancient: 901yr To 1,200yr Or More, 8in To 1ft
Language: Picori
Physical Characteristics:
Eyes: Black Or Gray
Hair (Secondary): Brown, Orange, Or Yellow
Skin (Primary): Brown, Pale, Or Tan
Speeds:
Burrow: 5ft
Climb: 15ft
Swim: 5ft
Walk: 20ft
Types: Humanoid (Minish)
Other:
Historian: You have advantage on history skill checks. You have expertise in history skill checks. You have half proficiency in religion skill checks.
Kinstone's Fortune: When a creature rolls a d20 for an attack roll against you, you can spend one fortune point to impose disadvantage on that roll. When you roll a d20 for a d20 test, you can spend one fortune point to give yourself advantage on the roll. You have a number of fortune points equal to half of your proficiency bonus. You regain your expended fortune points when you finish a rest.
Mountain Hidden: You have advantage on stealth skill checks and survival skill checks while in mountain environments. You have expertise in stealth skill checks. You have half proficiency in athletics skill checks.
Town Minish
Making their home among towns and villages, they often find ways to spread joy amongst the larger races in secret.
Age, Height:
Infant: Birth To 10yr, 2in To 6in
Child: 11yr To 35yr, 4in To 8in
Juvenile: 36yr To 150yr, 6in To 11in
Mature: 151yr To 400yr, 8in To 1ft
Seasoned: 401yr To 600yr, 8in To 1ft
Elderly: 601yr To 900yr, 8in To 1ft
Ancient: 901yr To 1,200yr Or More, 8in To 1ft
Languages: Picori & Your Choice Of One Language
Physical Characteristics:
Eyes: Black Or Gray
Hair (Secondary): Brown, Orange, Or Yellow
Skin (Primary): Brown, Pale, Or Tan
Speeds:
Climb: 10ft
Swim: 10ft
Walk: 20ft
Types: Humanoid (Minish)
Other:
Historian: You have advantage on history skill checks. You have expertise in history skill checks. You have half proficiency in religion skill checks.
Kinstone's Fortune: When a creature rolls a d20 for an attack roll against you, you can spend one fortune point to impose disadvantage on that roll. When you roll a d20 for a d20 test, you can spend one fortune point to give yourself advantage on the roll. You have a number of fortune points equal to half of your proficiency bonus. You regain your expended fortune points when you finish a rest.
Urban Hidden: You have advantage on stealth skill checks and survival skill checks while in urban environments. You have expertise in stealth skill checks. You have half proficiency in sleight of hand skill checks.
Zonai
The Zonai are a tall and technologically advanced group. They are oddly hirsute, value spiritual connections, and are a rare sight compared to most other races.
Age, Height:
Infant: Birth To 4yr, 2ft 1in To 6ft
Child: 5yr To 12yr, 4ft 5in To 7ft 8in
Juvenile: 13yr To 18yr, 6ft 2in To 11ft 5in
Mature: 19yr To 35yr, 8ft 3in To 12ft
Seasoned: 36yr To 65yr, 8ft 3in To 12ft
Elderly: 66yr To 100yr, 8ft 3in To 12ft
Ancient: 101yr To 125yr Or More, 8ft 3in To 12ft
Languages: Ancient Hylian & Picori
Physical Characteristics:
Eyes: Black Or Gray
Hair (Secondary): Black, Gray, Or White
Skin (Primary): Black, Brown, Pale, Tan, Or White
Speeds:
Climb: 20ft
Swim: 20ft
Walk: 35ft
Type: Giant
Other:
Historian: You have advantage on history skill checks. You have expertise in history skill checks. You have half proficiency in religion skill checks.
Kinstone's Fortune: When a creature rolls a d20 for an attack roll against you, you can spend one fortune point to impose disadvantage on that roll. When you roll a d20 for a d20 test, you can spend one fortune point to give yourself advantage on the roll. You have a number of fortune points equal to half of your proficiency bonus. You regain your expended fortune points when you finish a rest.
Mysterious Machinations:.You have advantage on one skill check of your choice between insight skill checks, investigation skill checks, or perception skill checks. You know one cantrip of your choice between friends, guidance, mage hand, mending, message, minor illusion, spare the dying, or thaumaturgy, using either charisma, intelligence, or wisdom for this cantrip (chosen each time).
Mogma
The rodent-like Mogma are an ancient race that are just as at home underground as they are on the surface.
Age, Height:
Infant: Birth To 2yr, 7in To 1ft 7in
Child: 3yr To 5yr, 1ft 2in To 1ft 11in
Juvenile: 6yr To 20yr, 1ft 7in To 2ft 11in
Mature: 21yr To 50yr, 2ft 1in To 3ft
Seasoned: 51yr To 90yr, 2ft 1in To 3ft
Elderly: 91yr To 150yr, 2ft 1in To 3ft
Ancient: 151yr To 250yr Or More, 2ft 1in To 3ft
Language: Your Choice Of One Language
Physical Characteristics:
Eyes: Black, Brown, Or Gray
Hair (Secondary): Black, Brown, Gray, White, Or Yellow
Skin (Primary): Brown, Pale, Tan, Or White
Speeds:
Burrow: 10ft
Climb: 15ft
Swim: 15ft
Walk: 20ft
Type: Monstrosity
Other:
Chiseled: You have advantage on your choice of two saving throws between constitution saving throws, dexterity saving throws, or strength saving throws.
Darkvision: You have darkvision with a range of 30ft.
Inquisitive: You choose between having half proficiency your choice of two skill checks between insight skill checks, investigation skill checks, and perception skill checks or having proficiency in your choice between insight skill checks, investigation skill checks, or perception skill checks. You have advantage on your choice of two skill checks between insight skill checks, investigation skill checks, and perception skill checks.
Treasure Excavator: When casting spells that require a material component, the rupee cost is halved (rounded up to the nearest 1rp). You count as one size larger when determining your carry capacity.
Tremorsense: You have tremorsense with a range of 90ft.
Oocca
Over countless generations, the ancient Oocca, also known as the Wind Tribe, traded any physical skills for their advanced technological knowledge. They help protect the world from high above the clouds in flying cities but will occasionally venture down to land.
Age, Height:
Hatchling: Hatch To 20yr, 2in To 5in
Child: 21yr To 60yr, 3in To 11in
Juvenile: 61yr To 100yr, 9in To 1ft 4in
Mature: 101yr To 300yr, 1ft 1in To 1ft 5in
Seasoned: 301yr To 500yr, 1ft 1in To 1ft 5in
Elderly: 501yr To 700yr, 1ft 1in To 1ft 5in
Ancient: 701yr To 1,000yr Or More, 1ft 1in To 1ft 5in
Languages: Ancient Hylian, Sky Writing, & Your Choice Of One Language
Physical Characteristics:
Eyes: Pink, Purple, Or Red
Feathers (Secondary): Brown, Gray, Pale, Tan, White, Or Yellow
Skin (Primary): Gray, Pale, Tan, Or White
Trait: Bird Body
Speeds:
Climb: 10ft
Fly: 20ft
Swim: 10ft
Walk: 20ft
Type: Aberration
Other:
Building Knowledge: You have either disadvantage or advantage (chosen individually) on all d20 tests involving construct type creatures.
Darkvision: You have darkvision with a range of 30ft.
Glide: You require a successful acrobatics skill check or athletics skill check with a difficulty of 6 to jump as a bonus action to fly starting at an altitude equal to or less than 5ft per number rolled above 5 which cannot be increased mid-flight. You must roll a strength saving throw with a difficulty class of 6 per 6sc after 12sc of flight as a free action to remain airborne. You fall 5ft of altitude after every 6sc airborne or you may choose to fall the remaining altitude as a bonus action.
Historian: You have advantage on history skill checks. You have expertise in history skill checks. You have half proficiency in religion skill checks.
Mysterious Machinations:.You have advantage on one skill check of your choice between insight skill checks, investigation skill checks, or perception skill checks. You know one cantrip of your choice between friends, guidance, mage hand, mending, message, minor illusion, spare the dying, or thaumaturgy, using either charisma, intelligence, or wisdom for this cantrip (chosen each time).
Reptilian
Dinolfos
The Dinolfos are a strong, fire-breathing race of lizard folk who mostly make their home in areas of high heat. They tolerate no disrespect and react poorly to any perceived challengers.
Age, Height:
Hatchling: Hatch To 1yr, 11in To 3ft 11in
Child: 2yr To 5yr, 2ft 9in To 4ft 10in
Juvenile: 6yr To 8yr, 3ft 11in To 7ft 2in
Mature: 9yr To 20yr, 5ft 2in To 7ft 6in
Seasoned: 21yr To 30yr, 5ft 2in To 7ft 6in
Elderly: 31yr To 40yr, 5ft 2in To 7ft 6in
Ancient: 41yr To 50yr Or More, 5ft 2in To 7ft 6in
Language: Hiss
Physical Characteristics:
Eyes: Blue, Purple, Or Yellow
Scales (Primary): Black, Blue, Brown, Gray, Green, Red, White, Or Yellow
Spikes (Secondary): Black, Blue, Brown, Gray, Green, Red, White, Or Yellow
Speeds:
Climb: 25ft
Swim: 15ft
Walk: 30ft
Type: Dragon
Other:
Darkvision: You have darkvision with a range of 60ft.
Fire Breath: When you take the attack action on your turn, you can replace one of your attacks with an exhalation of fire type damage in either a 15ft cone or a 30ft line that is 5 feet wide (choose the shape each time). Each creature in that area must make a dexterity saving throw with a difficulty class of 8 plus your constitution modifier plus your proficiency bonus. On a failed save, a creature takes 1d10 fire damage which increases by 1d10 when you reach character levels 5, 11, and 17. On a successful save, a creature takes half as much damage. You can use fire breath a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Flame Broiled: You have advantage on saving throws to avoid or end the poisoned condition. You have resistance to fire type damage and poison type damage.
Toughened Scales: You have a +1 bonus to your armor class. You have a bonus to your hit point maximum equal to your character level.
Lizalfos
The carnivorous Lizalfos stalk the caverns of the world in search of prey. Occasionally venturing into open areas, they are an agile force to be reckoned with.
Age, Height, Weight:
Hatchling: Hatch To 1yr, 11in To 3ft 8in
Child: 2yr To 5yr, 2ft 7in To 4ft 6in
Juvenile: 6yr To 8yr, 3ft 8in To 6ft 8in
Mature: 9yr To 20yr, 4ft 10in To 7ft
Seasoned: 21yr To 30yr, 4ft 10in To 7ft
Elderly: 31yr To 40yr, 4ft 10in To 7ft
Ancient: 41yr To 50 yr Or More, 4ft 10in To 7ft
Language: Hiss
Physical Characteristics:
Eyes: Blue, Purple, or Yellow
Scales (Primary): Black, Blue, Brown, Gray, Green, Red, Orange, White, or Yellow
Spikes (Secondary): Black, Blue, Brown, Gray, Green, Orange, Red, White, or Yellow
Speeds:
Climb: 20ft
Swim: 20ft
Walk: 30ft
Type: Dragon
Other:
Breath Weapon: When you take the attack action on your turn, you can replace one of your attacks with an exhalation of your choice of one damage type between acid type damage, cold type damage, fire type damage, or lightning type damage in either a 15ft cone or a 30ft line that is 5 feet wide (choose the shape each time). Each creature in that area must make a dexterity saving throw with a difficulty class of 8 plus your constitution modifier plus your proficiency bonus. On a failed save, a creature takes 1d10 fire damage which increases by 1d10 when you reach character levels 5, 11, and 17.. On a successful save, a creature takes half as much damage. You can use fire breath a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Darkvision: You have darkvision with a range of 60ft.
Special Resistance: You have advantage on saving throws to avoid or end the poisoned condition. You have resistance to poison type damage. You have resistance to the same damage type as your breath weapon.
Toughened Scales: You have a +1 bonus to your armor class. You have a bonus to your hit point maximum equal to your character level.
Tokay
The tropically native Tokay are a friendly bunch. They have the uncanny ability to scale most any surface and can be extremely picky.
Age, Height:
Hatchling: Hatch To 1yr, 9in To 3ft 1in
Child: 2yr To 5yr, 2ft 3in To 3ft 10in
Juvenile: 6yr To 8yr, 3ft 1in To 5ft 9in
Mature: 9yr To 20yr, 4ft 2in To 6ft
Seasoned: 21yr To 30yr, 4ft 2in To 6ft
Elderly: 31yr To 40yr, 4ft 2in To 6ft
Ancient: 41yr To 50yr Or More, 4ft 2in To 6ft
Language: Hiss
Physical Characteristics:
Eyes: Black, Blue, Or Purple
Scales (Primary & Secondary): Green, Red, White, Or Yellow
Speeds:
Climb: 25ft
Swim: 25ft
Walk: 30ft
Type: Dragon
Other:
Darkvision: You have darkvision with a range of 60ft.
Effortless Climber: You can traverse in any direction surface and on any surface when climbing, though you are still affected by difficult terrain. You do not need to make an athletics skill check to climb. You have advantage on your choice between strength saving throws and dexterity saving throws.
Impressive Gut: Creatures making medicine skill checks on you have advantage on that medicine skill check You have advantage on saving throws to avoid or end the poisoned condition. You have resistance to poison type damage. You can go double the normal length without either food or water. You need half the normal amount of sustenance to feel sated.
Toughened Scales: You have a +1 bonus to your armor class. You have a bonus to your hit point maximum equal to your character level.
Robot
The ancient Robots have been programmed to do their assigned tasks for so long that they have forgotten their creators and developed personalities of their own. As metallic creations, they do not feel the effects of time as those of flesh do.
Age, Height: Any, 2ft 1in to 4ft
Languages: Your Choice Of Three Languages
Physical Characteristics:
Markings (Secondary): Any
Metal (Primary): Any
Sensors: Any
Speeds:
Climb: 15ft
Swim: 10ft
Walk: 20ft
Type: Construct
Other:
Darkvision: You have darkvision with a range of 90ft.
Mechanical Metabolism: You can finish a long rest in 4hr. You do not need to breathe, drink, and eat. Your passive perception is halved while resting.
Metallic: You have a +3 bonus to your armor class. You sink in water unless they are actively swimming. You take 1d4 acid damage per 1mn spent immersed in any liquid.
Static Overload: When you take the attack action on your turn, you can replace one of your attacks with a surge of lightning type damage in a 30ft line that is 5 feet wide. Each creature in that area must make a dexterity saving throw with a difficulty class of 8 plus your constitution modifier plus your proficiency bonus. On a failed save, a creature takes 1d6 lightning damage which increases by 1d6 when you reach character levels 5, 11, and 17. On a successful save, a creature takes half as much damage. You can use static overload a number of times equal to your proficiency bonus and you regain all expended uses when you finish a rest.
Sheikah
Sheikah
The Sheikah are a dwindling race located predominantly in a village south of Death Mountain. As the guardians of countless secrets, as well as the Royal Family, the Sheikah are trained primarily in stealth and are also formidable warriors. Speed and subterfuge are their way of life. However, not all individuals live a life of combat. Some choose to protect that which they hold dear, whether it be as grand as protecting a royal family or as mundane as tending to a plot of land. Though you may not see them in the open, having a Sheikah on your side will aid in most any mission.
Age, Height:
Infant: Birth To 5yr, 1ft 3in To 3ft 9in
Child: 6yr To 15yr, 2ft 8in To 4ft 8in
Juvenile: 16yr To 20yr, 3ft 9in To 6ft 11in
Mature: 21yr To 40yr, 5ft To 7ft 3in
Seasoned: 41yr To 75yr, 5ft To 7ft 3in
Elderly: 76yr To 125yr, 5ft To 7ft 3in
Ancient: 126yr To 175yr Or More, 5ft To 7ft 3in
Languages: Sheikah & Your Choice Of One Language
Physical Characteristics:
Eyes: Orange, Red, Or Yellow
Hair (Secondary): Gray Or White
Skin (Primary): Pale Or Tan
Speeds:
Climb: 30ft
Swim: 30ft
Walk: 35ft
Type: Humanoid (Sheikah)
Other:
Holy Historian: You have advantage on history skill checks and religion skill checks. You choose between having expertise in your choice between history skill checks or religion skill checks or having proficiency in history skill checks and religion skill checks.
Sharp Body & Mind: You have advantage on dexterity saving throws. You have advantage on your choice between charisma saving throws, intelligence saving throws, or wisdom saving throws.
Subtle Subterfuge: You have half proficiency in deception skill checks, insight skill checks, investigation skill checks, perception skill checks, sleight of hand skill checks, and stealth skill checks. Of these skill checks, choose one to have expertise in and two to have proficiency in.
Wizzrobe
On occasion, a Sheikah will replace their strict regimen of stealth with one of mastery in the magical arts. While they do not differ visually from the average Sheikah, they may try to blend in with the outside world until their arcane abilities become needed.
Age, Height:
Infant: Birth To 5yr, 1ft 3in To 3ft 9in
Child: 6yr To 15yr, 2ft 8in To 4ft 8in
Juvenile: 16yr To 20yr, 3ft 9in To 6ft 11in
Mature: 21yr To 40yr, 5ft To 7ft 3in
Seasoned: 41yr To 75yr, 5ft To 7ft 3in
Elderly: 76yr To 125yr, 5ft To 7ft 3in
Ancient: 126yr To 175yr Or More, 5ft To 7ft 3in
Languages: Sheikah & Your Choice Of One Language
Physical Characteristics:
Eyes: Orange, Red, Or Yellow
Hair (Secondary): Gray Or White
Skin (Primary): Pale Or Tan
Speeds:
Climb: 25ft
Swim: 25ft
Walk: 35ft
Type: Humanoid (Sheikah)
Other:
Mage: You know one cantrip of your choice between chill touch, eldritch blast, fire bolt, poison spray, produce flame, ray of frost, shocking grasp, sorcerous burst, starry wisp, or thorn whip, using either charisma, intelligence, or wisdom for this cantrip (chosen each time). You have advantage on the associated d20 roll required when casting this spell.
Magical Historian: You have advantage on arcana skill checks and history skill checks. You choose between having expertise in your choice between arcana skill checks or history skill checks or having proficiency in arcana skill checks and history skill checks.
Sharp Body & Mind: You have advantage on dexterity saving throws. You have advantage on your choice between charisma saving throws, intelligence saving throws, or wisdom saving throws.
Yiga
Having been outcast from the main clan, the Yiga are an offshoot of Sheikah that are not to be trifled with. Some of them have left willingly, others have been born into it, while still more have been banished from their original tribe.
Age, Height:
Infant: Birth To 5yr, 1ft 3in To 3ft 9in
Child: 6yr To 15yr, 2ft 8in To 4ft 8in
Juvenile: 16yr To 20yr, 3ft 9in To 6ft 11in
Mature: 21yr To 40yr, 5ft To 7ft 3in
Seasoned: 41yr To 75yr, 5ft To 7ft 3in
Elderly: 76yr To 125yr, 5ft To 7ft 3in
Ancient: 126yr To 175yr Or More, 5ft To 7ft 3in
Languages: Sheikah & Your Choice Of One Language
Physical Characteristics:
Eyes: Orange, Red, Or Yellow
Hair (Secondary): Gray Or White
Skin (Primary): Pale Or Tan
Speeds:
Climb: 30ft
Swim: 25ft
Walk: 35ft
Type: Humanoid (Yiga)
Other:
Knowledge Hoarder: You have advantage on your choice between two skill checks between arcana skill checks, history skill checks, or religion skill checks. You choose between having expertise in your choice between arcana skill checks, history skill checks, or religion skill checks or having proficiency in two skill checks between two skill checks between arcana skill checks, history skill checks, or religion skill checks.
Sharp Body & Mind: You have advantage on dexterity saving throws. You have advantage on your choice between charisma saving throws, intelligence saving throws, or wisdom saving throws.
Subtle Subterfuge: You have half proficiency in deception skill checks, insight skill checks, investigation skill checks, perception skill checks, sleight of hand skill checks, and stealth skill checks. Of these skill checks, choose one to have expertise in and two to have proficiency in.
Subrosian
Few surface dwellers are even aware of the vast underground ecosystem that is home to the Subrosian people. This fact is increased by the race’s secretive lifestyle towards others. Despite this, once discovered, a Subrosian will command immense respect while providing unmatched hospitality. Their massive network of subterranean tunnels and caves extends throughout the world.
Age, Height:
Infant: Birth To 7yr, 1ft To 3ft
Child: 8yr To 20yr, 2ft 2in To 3ft 9in
Juvenile: 21yr To 45yr, 3ft To 5ft 7in
Mature: 46yr To 125yr, 4ft 1in To 5ft 10in
Seasoned: 126yr To 250yr, 4ft 1in To 5ft 10in
Elderly: 251yr To 400yr, 4ft 1in To 5ft 10in
Ancient: 401yr to 500yr Or More, 4ft 1in To 5ft 10in
Language: Subrosian
Physical Characteristics:
Eyes: Gray or White
Skin (Primary & Secondary): Black, Brown, Or Gray
Speeds:
Burrow: 5ft
Climb: 25ft
Swim: 15ft
Walk: 30ft
Types: Fiend
Other:
Dancer: You have advantage on acrobatics skill checks and performance skill checks. You have expertise in acrobatics skill checks and performance skill checks.
Darkvision: You have darkvision with a range of 60ft.
Secretive: You have advantage on stealth skill checks. You have expertise in stealth skill checks. You can take the hide action as a bonus action.
Subterranean Magma Baths: You have immunity to fire type damage. You have advantage on survival skill checks while in underground environments. You can finish a long rest in 2hr while in underground environments.
Zora
Rito
The avian Rito are a distant offshoot of the Zora. However, instead of swimming in water, they soar through the air. Rito make excellent scouts and messengers.
Age, Height:
Hatchling: Hatch To 3yr, 10in To 3ft 4in
Child: 4yr To 15yr, 2ft 5in To 4ft 10in
Juvenile: 16yr To 20yr, 3ft 4in To 6ft 3in
Mature: 21yr To 30yr, 4ft 6in To 6ft 6in
Seasoned: 31yr To 55yr, 4ft 6in To 6ft 6in
Elderly: 56yr To 75yr, 4ft 6in To 6ft 6in
Ancient: 76yr To 90yr Or More, 4ft 6in To 6ft 6in
Languages: Zora & Your Choice Of One Language
Physical Characteristics:
Eyes: Brown, Orange, Red, Or Yellow
Feathers (Secondary): Any
Skin (Primary): Black, Brown, Gray, Pale, Tan, Or White
Traits: Beak, Talons, Wings
Speeds:
Climb: 15ft
Fly: 50ft
Swim: 15ft
Walk: 25ft
Type: Elemental (Air)
Other:
Darkvision: You have darkvision with a range of 90ft.
Flight: While flying, any actions that would normally be made with your arms or hands are done using your feet and legs, though you have disadvantage when doing so. Your flying speed becomes 0ft while wearing heavy armor. Your flying speed is halved while wearing medium armor.
High In The Pecking Order: You have advantage on charisma saving throws. You have immunity to the frightened condition.
Sharp Senses: You have advantage on perception skill checks. You have expertise in perception skill checks.
Zola
A much more vicious strain of Zora is the sharp-toothed Zola who forgo sophistication and replace it with a drive to succeed over all other races, including other Zora. They are sometimes referred to as river Zora, though they can be found in any body of water.
Age, Height:
Tadpole: Hatch To 5yr, 4in To 4ft 2in
Child: 6yr To 15yr, 2ft 2in To 5ft 1in
Juvenile: 16yr To 25yr, 3ft To 7ft 8in
Mature: 26yr To 50yr, 4ft 1in To 8ft
Seasoned: 51yr To 90yr, 4ft 1in To 8ft
Elderly: 91yr To 150yr, 4ft 1in To 8ft
Ancient: 151yr To 200yr Or More, 4ft 1in To 8ft
Languages: Zora & Your Choice Of One Language
Physical Characteristics:
Eyes: Blue, Purple, Or Red
Skin (Primary & Secondary): Black, Blue, Brown, Gray, Green, Orange, Red, Or White
Speeds:
Climb: 15ft
Swim: 40ft
Walk: 25ft
Types: Elemental (Water)
Other:
Amphibious: You can breathe air and water.
Claws & Fangs: Your unarmed strike attacks deal 1d4 plus your strength modifier slashing damage plus 1d4 piercing damage.
Darkvision: You have darkvision with a range of 60ft.
Ruthless: You have advantage on deception skill checks and intimidation skill checks. You choose between having half proficiency in deception skill checks and intimidation skill checks or having proficiency in your choice between deception skill checks or intimidation skill checks.
Swimmer: You have advantage on athletics skill checks. You have expertise in athletics skill checks.
Zora
Calling the waterways of the world their home, the Zora people have an amphibious body structure and a sophisticated culture. Led by a monarchy that is separate from the Hylian Royal Family, they are a mostly peaceful people. As aquatic beings, they are equally at home submerged in water as they are on land. Most all Zora harbor a feeling of superiority over other living things, however, their mental capacities and finesse in times of distress are outdone by few.
Age, Height:
Tadpole: Hatch To 5yr, 4in To 4ft 2in
Child: 6yr To 15yr, 2ft 2in To 5ft 1in
Juvenile: 16yr To 25yr, 3ft To 7ft 8in
Mature: 26yr To 50yr, 4ft 1in To 8ft
Seasoned: 51yr To 90yr, 4ft 1in To 8ft
Elderly: 91yr To 150yr, 4ft 1in To 8ft
Ancient: 151yr To 200yr Or More, 4ft 1in To 8ft
Languages: Zora & Your Choice Of One Language
Physical Characteristics:
Eyes: Blue, Purple, Or Red
Skin (Primary & Secondary): Black, Blue, Brown, Gray, Green, Orange, Red, Or White
Speeds:
Climb: 15ft
Swim: 40ft
Walk: 25ft
Types: Elemental (Water)
Other:
Amphibious: You can breathe air and water.
Darkvision: You have darkvision with a range of 60ft.
Logician: You have advantage on intelligence saving throws and wisdom saving throws.
Sophisticated: You have advantage on intimidation skill checks and persuasion skill checks. You choose between having half proficiency in intimidation skill checks and persuasion skill checks or having proficiency in your choice between intimidation skill checks or persuasion skill checks.
Swimmer: You have advantage on athletics skill checks. You have expertise in athletics skill checks.
Variants
Individuals may apply any combination of variants unless otherwise noted. These may be applied at any point including during character creation with the dungeon master's approval.
Keaton Changed
A playful, albeit mysterious, group of fox-like creatures known as the Keaton will incite certain individuals to mirror their appearance. While some view it as a curse, others welcome the change and will actively seek the creature. Keaton are especially popular among children.
Ability Score Modifiers:
+1 To Dexterity & Intelligence
-1 To Two Between Charisma, Constitution, Or Strength
Physical Characteristics:
Eyes: Black
Secondary: Brown, Orange, or Yellow
Trait: Fox Tail
Other:
Adorable: You have have a -2 penalty on intimidation skill checks.
Hidden: They have a +2 bonus on stealth skill checks.
Triforce
An individual may choose any Triforce fragment.
Courage
Ability Score Modifiers:
+1 To Charisma & Dexterity
-1 To Constitution Or Strength
-1 To Intelligence Or Wisdom
Power
Ability Score Modifiers:
+1 To Constitution & Strength
-1 To Charisma Or Dexterity
-1 To Intelligence Or Wisdom
Wisdom
Ability Score Modifiers:
+1 To Intelligence & Wisdom
-1 To Charisma Or Dexterity
-1 To Constitution Or Strength
Twilight Visited
Associating with the Twilight Realm may warp the minds and bodies of creatures native to other realms.
Ability Score Modifiers:
+1 To Charisma, Dexterity, Intelligence, Or Wisdom
+1 To Charisma, Dexterity, Intelligence, Or Wisdom
-1 To Constitution
Physical Characteristics:
Eyes: Black Corneas & Glowing Pupils
Primary: Lighter
Secondary: Darker
Other:
Improved Darkvision: You have darkvision with a range of 30ft. If you already had darkvision, you add an additional 30ft to the distance.
Untrusted: You have a -2 penalty on persuasion skill checks against creatures who do not share your species or possess the Twilight Visited variant.
