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Character Creation

  • Writer: Jake Cohen
    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.

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