Thomar_of_Uointer
2014-08-27, 12:28 AM
I'm just putting this here. Feedback would be appreciated. Please forgive the formatting, I'm updating it pretty frequently from a text file right now.
Some guidelines I'm following while doing this homebrew:
Keep every piece modular. A GM should be able to only use a single piece of the homebrew just fine in a campaign.
Work on the most popular stuff first. Google search hits are a good tool for this.
A lot of existing material in the core rules can easily be adapted to stuff from the games. For example, healing potions do not need to be statted up a second time as red potions. Fire and ice rods are a similar item which I'm going to avoid statting up because they're obvious, and could scale in power from uncommon to artifact.
Races:
Anouki
* Keywords: Anouki, Yeti, Antlers
* Ability Score Adjustments: Your Constitution score increases by 2.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Thick Hide: You gain a +1 bonus to Armor Class.
* Insulated Coat: You have resistance to cold and fire.
* Sure Footing: You have advantage on ability checks, skill checks, and saving throws to resist falling prone.
Fairy
* Keywords: Fairy, Faerie, Sprite, Pixie, Immortal, Fairy Companion, Navi, Tatl, Tael, Ciela
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Charisma score increases by 1.
* Size: Your size is Tiny. You suffer disadvantage when wielding non-light weapons or wearing medium or heavy armor. You are incapable of using heavy weapons. Your carrying capacity is halved.
* Speed: Your base walking speed is 25 feet.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Fairy Wings: Your maximum jump height is equal to your Strength score in feet. You can use your reaction to hover in mid-air.
* Keen Senses: You have proficiency in the Perception skill.
* Healing Powder: You can cast the cure wounds spell once per day as a 1st-level spell. Charisma is your spellcasting ability for this spell.
* Glow: You shed bright light in a 20-foot radius and dim light for an additional 20 feet. Choose the color of your light at first level. You may suppress or resume this ability at will.
* Fey Creature: You are treated as both a humanoid and a fey for spells and effects.
Forest Scrub
* Keywords: Deku Scrub, Korok, Plant, Forest, Tree
* Ability Score Adjustments: Your Constitution score increase by 2.
* Size: Your size is Small.
* Speed: Your base walking speed is 30 feet.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Photosynthesis: You have advantage on Constitution saving throws while standing in direct sunlight. When you take a short rest in direct sunlight you regain an additional 2 hit points per Hit Die rolled.
* Wooden Body: You have advantage on Strength (Athletics) checks to stay above water. You suffer disadvantage on saving throws against attacks that deal fire damage.
* Plant Creature: You are treated as both a humanoid and a plant for spells and effects.
* Subrace: Choose one of these subraces.
Deku Scrub:
* Your Dexterity score increases by 1.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Seed Shot: As an attack you may spit a hard seed, which is treated as a range 30/120 loading weapon. On a successful hit it deals 1d8+Dexterity modifier bludgeoning damage.
Korok:
* Your Wisdom score increases by 2.
* Forest Dweller: When you are in a forest you have advantage on Stealth, Investigation, Medicine, and Survival checks.
Gerudo
* Keywords: Gerudo, Human, Desert, Ganon, Ganondorf, Koume, Kotake, Nabooru
* Ability Score Adjustments: Your Strength score increases by 1, your Constitution score increases by 1, your Dexterity score increases by 1, and your Intelligence score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Horsemaster: You have proficiency in the Animal Handling skill. You can use your reaction to grant a horse within your reach advantage on an ability check, skill check, or saving throw.
Ghost
* Keywords: Ghost, Poe, Garo, Ghini, Phantom, Pols Voice, Immortal, Undead, Ikana
* Ability Score Adjustments: Your Constitution score increases by 2, and your Dexterity score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 25 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Float: You do not touch the ground when you walk, which makes you immune to terrain hazards like caltrops and slippery footing. You can use your reaction to hover in mid-air.
* Fade: You know the etherealness spell and can cast it at will as a 1st-level spell. Each round you are ethereal you take 1d6 points of damage. Charisma is your spellcasting ability for this spell. You cannot use this ability if you are standing in direct sunlight.
* Undead Creature: You are treated as both a humanoid and an undead for spells and effects. Cure wounds and similar spells and effects can heal you. You are immune to poison damage. You are immune to the poisoned condition. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Goron
* Keywords: Goron, Goro, Rocks, Mountains, Darunia, Darmani
* Ability Score Adjustments: Your Strength score increases by 2, and your Constitution score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 25 feet.
* Power Slam: Your melee weapon can deal one extra die of its damage when you hit with it. Once you use this ability you can't use it again until you take a short rest.
* Roll: As an action you can roll over an enemy. You move in a straight line up to twice your speed (but at least 10 feet) and stop adjacent to the target. The target must make a Dexterity saving throw (DC 8 + Strength modifier + proficiency modifier) or take 1d12+Strength modifier bludgeoning damage. If you roll downhill your base speed increases to 40 (for a total of 80 feet of movement).
* Stone Skin: While you are motionless and next to natural, unworked stone, you have advantage on Stealth checks.
* Lavaborn: You have resistance to fire.
Hylian
* Keywords: Hylian, Human, Elf, Elves, Hyrule, Link, Zelda, Raru
* Ability Score Adjustments: Your Dexterity score increases by 1, your Intelligence score increases by 1, your Wisdom score increases by 1, and your Charisma score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Grace of the Goddesses: You may either reroll a failed saving throw against a spell or regain the use of a 1st-level spell slot. Once you use this ability you can't use it again until you take a long rest.
Keaton
* Keywords: Keaton, Goriya, Fox, Kitsune, Thief
* Ability Score Adjustments: Your Dexterity score increases by 2.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.
* Subrace: Choose one of these subraces.
Ghost Fox:
* Ability Score Increase: Your Intelligence score increases by 1.
* Shapechange: As an action you can polymorph into a fox. (Tiny beast; AC 12; Speed 40'; Str 3 Dex 15 Con 10 Int 3 Wis 12 Cha 7; Bite melee weapon attack 1 slashing damage)
* Foxfire: You know the sacred flame and light cantrips. Intelligence is your spellcasting ability for these spells.
Goriya:
* Ability Score Increase: Your Strength score increases by 1.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Throwing Mastery: You always have proficiency with throwing weapons, including improvised ones.
* Curved Trajectory: When you attack with a thrown weapon and miss you may reroll the attack roll without your proficiency bonus. Once you use this ability you can't use it again until you take a short rest.
Kokiri
* Keywords: Kokiri, Forest Children, Skull Kid, Forest, Immortal, Elf, Elves, Deku Tree, Fairy Companion, Saria, Mido, Fado
* Ability Score Adjustments: Your Dexterity score increases by 2.
* Size: Your size is Small.
* Speed: Your base walking speed is 25 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Forest Dweller: When you are in a forest you have advantage on Stealth, Investigation, Medicine, and Survival checks.
* Subrace: Choose one of these subraces.
Fairy Child:
* Ability Score Increase: Your Wisdom score increases by 2.
* Fairy Companion: When you are in a forest you can summon a fairy companion once per week, as the find familiar spell. You do not need to spend the material component, but you can only summon a fairy. (Tiny fey; AC 11, HP 1; Speed fly 25 ft. hover; Str 1 Dex 12 Con 8 Int 3 Wis 14 Cha 12; sheds bright light in a 20-foot radius and dim light for an additional 20 feet)
Skull Kid:
* Ability Score Increase: Your Charisma score increases by 2.
* Nimble: You can take the Disengage or Hide action as a bonus action.
* Venomous Warrior: You have proficiency with the blowgun. You can apply poison to blowgun needles as a bonus action. When you are in a forest you can apply basic poison to blowgun needles from whatever sources are at hand, as long as you succeed on a DC 5 Investigation check.
Living Statue
* Keywords: Robot, Statue, Construct, Armos, Scrapper, Scervo, Dreadfuse
* Ability Score Adjustments: Your Constitution score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 25 feet.
* Construct Creature: You are treated as both a humanoid and a construct for spells and effects. Cure wounds and similar spells and effects can heal you. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
* Subrace: Choose one of these subraces.
Armos:
* Ability Score Increase: Your Strength score increases by 2.
* Stone Armor: You gain a +1 bonus to Armor Class.
* False Appearance: While you remain motionless you are indistinguishable from an inanimate statue.
Ancient Robot:
* Ability Score Increase: Your Dexterity score increases by 2.
* Smaller Size: Your size is Small.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Float: You do not touch the ground when you walk, which makes you immune to terrain hazards like caltrops and slippery footing. You can use your reaction to hover in mid-air.
* Grabby: You can extend your arms, doubling your normal reach. Any attack rolls, skill checks, and ability checks you make beyond your normal reach suffer disadvantage.
Monkey
* Keywords: Monkey, Baboon, Animal, Beast, Kiki, Ook
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
* Size: Your size is Tiny. You suffer disadvantage when wielding non-light weapons or wearing medium or heavy armor. You are incapable of using heavy weapons. Your carrying capacity is halved.
* Speed: Your base walking speed is 40 feet.
* Tail: You have a prehensile tail. As a bonus action you can use it to support your weight for a round, transfer a small item to your hand, or grab a small item from your hand (but it's not strong enough to wield a weapon).
* Agile: You have proficiency in the Athletics skill. When climbing you may use your Dexterity modifier in place of your Strength modifier.
* Scamper: As a reaction you can move 10 feet, quick enough to make an attack miss if you move out of range. Once you have used this ability you cannot use it again until you take a short rest.
* Beast Creature: You are treated as both a humanoid and a beast for spells and effects.
Revenant
* Keywords: Stalfos, Gidbos, Garo, Skeleton, Mummy, Zombie, Immortal, Undead, Ikana
* Ability Score Adjustments: Your Constitution score increases by 2, and your Strength score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Implacable: If damage reduces you to 0 hit points, you may make a Constitution saving throw with a DC of 5 + the damage taken. On a success, you drop to 1 hit point instead. Once you have used this ability you cannot use it again until you take a short rest. You cannot use this ability if you are standing in direct sunlight.
* Undead Creature: You are treated as both a humanoid and an undead for spells and effects. Cure wounds and similar spells and effects can heal you. You are immune to poison damage. You are immune to the poisoned condition. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Rito
* Keywords: Rito, Bird, Medii, Quill
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Charisma score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Restricted Flight: You can fly at a speed of 50 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Strong Wings: Your maximum jump height is equal to your Strength score in feet.
* Talons: Your feet are sharp claws, which you can use in combat as two light finesse weapons. On a successful hit they deal 1d6 + Dexterity modifier slashing damage. As a bonus action you can firmly grasp and carry things with your feet.
* Windborn: You have resistance to electricity.
* Keen Sight: You have advantage on Wisdom (Perception) checks that rely on sight.
Sheikah
* Keywords: Sheikah, Human, Ninja, Sheik, Impa
* Ability Score Adjustments: Your Dexterity score increases by 1, your Constitution score increases by 1, your Intelligence score increases by 1, and your Wisdom score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Shadow Warrior: You have proficiency in the Deceive and Stealth skills.
Subrosian
* Keywords: Subrosian, Lava, Magma
* Ability Score Adjustments: Your Charisma score increases by 2, and your Wisdom score increases by 1.
* Size: Your size is Small.
* Speed: Your base walking speed is 35 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Metal Scent: Your nose is extremely sensitive to metals. You instantly know the location of metal or ore within 5 feet of you, and as a bonus action you can determine the exact composition and purity of any metal. You have advantage on Intelligence and Wisdom ability checks and skill checks related to items made of metal.
* Magma Dweller: You are immune to nonmagical fire, and actually find it very comfortable. You have resistance to magical fire.
Twili
* Keywords: Twili, Human, Shadow, Twilight Realm, Midna, Zant
* Ability Score Adjustments: Your Dexterity score increases by 1, your Constitution score increases by 1, your Intelligence score increases by 1, and your Charisma score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Shadow Magic: When you are standing in dim light or darkness, you can command the shadows to aid you as a bonus action. You have advantage on all attack rolls, ability checks, and saving throws for one round. When you cast a spell and the spell requires a saving throw, targets of the spell have disadvantage on their saving throws against the spell's effects. Once you have used this ability you cannot use it again until you take a long rest.
* Interloper's Curse: You suffer disadvantage on saving throws against effects that deal radiant damage. Direct sunlight on your bare skin deals 1d6 points of radiant damage per round.
Wolf
* Keywords: Wolfos, Dog, Animal, Beast
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Strength score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 35 feet.
* Keen Hearing And Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
* Bite: You can bite as a melee attack, which is treated as a heavy two-handed finesse weapon. On a successful hit you deal 2d4 + Dexterity modifier piercing damage.
* Trip: When you hit a creature with your bite attack, the target must make a Strength saving throw (DC 8 + proficiency bonus + Strength modifier) or be knocked prone. Once you have used this ability you cannot use it again until you take a short rest.
Zora
* Keywords: Zora, Zola, Aquatic, River, Sea, Ocean, Ruto, Mikau, Lulu, Laruto, Rutela, Ralis, Oren
* Ability Score Adjustments: Your Dexterity score increases by 2.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Amphibious: Your base swimming speed is 30 feet. You can breath air and water.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Wet Skin: You can give yourself advantage on a check to escape a grapple or a Dexterity (Acrobatics) check to slip through small spaces. Once you have used this ability you cannot use it again until you take a short rest. If you have not immersed yourself in water in the last 24 hours you lose this ability, and you can no longer heal hit points and regain Hit Dice from long rests.
* Subrace: Choose one of these subraces.
Sea Zora:
* Ability Score Increase: Your Charisma score increases by 1.
* Swift Swimmer: Your base swimming speed increases to 40 feet.
* Blindsight: In water you have blindsight with a range of 5 feet.
* Electricity Resistance: You have resistance to electricity.
River Zola:
* Ability Score Increase: Your Strength score increases by 1.
* Fire Spit: As an attack you may spit a ball of energy, which is treated as a range 30/120 loading weapon. On a successful hit it deals 1d10 + Constitution modifier fire damage.
* Fire Resistance: You have resistance to fire damage.
Some guidelines I'm following while doing this homebrew:
Keep every piece modular. A GM should be able to only use a single piece of the homebrew just fine in a campaign.
Work on the most popular stuff first. Google search hits are a good tool for this.
A lot of existing material in the core rules can easily be adapted to stuff from the games. For example, healing potions do not need to be statted up a second time as red potions. Fire and ice rods are a similar item which I'm going to avoid statting up because they're obvious, and could scale in power from uncommon to artifact.
Races:
Anouki
* Keywords: Anouki, Yeti, Antlers
* Ability Score Adjustments: Your Constitution score increases by 2.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Thick Hide: You gain a +1 bonus to Armor Class.
* Insulated Coat: You have resistance to cold and fire.
* Sure Footing: You have advantage on ability checks, skill checks, and saving throws to resist falling prone.
Fairy
* Keywords: Fairy, Faerie, Sprite, Pixie, Immortal, Fairy Companion, Navi, Tatl, Tael, Ciela
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Charisma score increases by 1.
* Size: Your size is Tiny. You suffer disadvantage when wielding non-light weapons or wearing medium or heavy armor. You are incapable of using heavy weapons. Your carrying capacity is halved.
* Speed: Your base walking speed is 25 feet.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Fairy Wings: Your maximum jump height is equal to your Strength score in feet. You can use your reaction to hover in mid-air.
* Keen Senses: You have proficiency in the Perception skill.
* Healing Powder: You can cast the cure wounds spell once per day as a 1st-level spell. Charisma is your spellcasting ability for this spell.
* Glow: You shed bright light in a 20-foot radius and dim light for an additional 20 feet. Choose the color of your light at first level. You may suppress or resume this ability at will.
* Fey Creature: You are treated as both a humanoid and a fey for spells and effects.
Forest Scrub
* Keywords: Deku Scrub, Korok, Plant, Forest, Tree
* Ability Score Adjustments: Your Constitution score increase by 2.
* Size: Your size is Small.
* Speed: Your base walking speed is 30 feet.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Photosynthesis: You have advantage on Constitution saving throws while standing in direct sunlight. When you take a short rest in direct sunlight you regain an additional 2 hit points per Hit Die rolled.
* Wooden Body: You have advantage on Strength (Athletics) checks to stay above water. You suffer disadvantage on saving throws against attacks that deal fire damage.
* Plant Creature: You are treated as both a humanoid and a plant for spells and effects.
* Subrace: Choose one of these subraces.
Deku Scrub:
* Your Dexterity score increases by 1.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Seed Shot: As an attack you may spit a hard seed, which is treated as a range 30/120 loading weapon. On a successful hit it deals 1d8+Dexterity modifier bludgeoning damage.
Korok:
* Your Wisdom score increases by 2.
* Forest Dweller: When you are in a forest you have advantage on Stealth, Investigation, Medicine, and Survival checks.
Gerudo
* Keywords: Gerudo, Human, Desert, Ganon, Ganondorf, Koume, Kotake, Nabooru
* Ability Score Adjustments: Your Strength score increases by 1, your Constitution score increases by 1, your Dexterity score increases by 1, and your Intelligence score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Horsemaster: You have proficiency in the Animal Handling skill. You can use your reaction to grant a horse within your reach advantage on an ability check, skill check, or saving throw.
Ghost
* Keywords: Ghost, Poe, Garo, Ghini, Phantom, Pols Voice, Immortal, Undead, Ikana
* Ability Score Adjustments: Your Constitution score increases by 2, and your Dexterity score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 25 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Float: You do not touch the ground when you walk, which makes you immune to terrain hazards like caltrops and slippery footing. You can use your reaction to hover in mid-air.
* Fade: You know the etherealness spell and can cast it at will as a 1st-level spell. Each round you are ethereal you take 1d6 points of damage. Charisma is your spellcasting ability for this spell. You cannot use this ability if you are standing in direct sunlight.
* Undead Creature: You are treated as both a humanoid and an undead for spells and effects. Cure wounds and similar spells and effects can heal you. You are immune to poison damage. You are immune to the poisoned condition. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Goron
* Keywords: Goron, Goro, Rocks, Mountains, Darunia, Darmani
* Ability Score Adjustments: Your Strength score increases by 2, and your Constitution score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 25 feet.
* Power Slam: Your melee weapon can deal one extra die of its damage when you hit with it. Once you use this ability you can't use it again until you take a short rest.
* Roll: As an action you can roll over an enemy. You move in a straight line up to twice your speed (but at least 10 feet) and stop adjacent to the target. The target must make a Dexterity saving throw (DC 8 + Strength modifier + proficiency modifier) or take 1d12+Strength modifier bludgeoning damage. If you roll downhill your base speed increases to 40 (for a total of 80 feet of movement).
* Stone Skin: While you are motionless and next to natural, unworked stone, you have advantage on Stealth checks.
* Lavaborn: You have resistance to fire.
Hylian
* Keywords: Hylian, Human, Elf, Elves, Hyrule, Link, Zelda, Raru
* Ability Score Adjustments: Your Dexterity score increases by 1, your Intelligence score increases by 1, your Wisdom score increases by 1, and your Charisma score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Grace of the Goddesses: You may either reroll a failed saving throw against a spell or regain the use of a 1st-level spell slot. Once you use this ability you can't use it again until you take a long rest.
Keaton
* Keywords: Keaton, Goriya, Fox, Kitsune, Thief
* Ability Score Adjustments: Your Dexterity score increases by 2.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.
* Subrace: Choose one of these subraces.
Ghost Fox:
* Ability Score Increase: Your Intelligence score increases by 1.
* Shapechange: As an action you can polymorph into a fox. (Tiny beast; AC 12; Speed 40'; Str 3 Dex 15 Con 10 Int 3 Wis 12 Cha 7; Bite melee weapon attack 1 slashing damage)
* Foxfire: You know the sacred flame and light cantrips. Intelligence is your spellcasting ability for these spells.
Goriya:
* Ability Score Increase: Your Strength score increases by 1.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Throwing Mastery: You always have proficiency with throwing weapons, including improvised ones.
* Curved Trajectory: When you attack with a thrown weapon and miss you may reroll the attack roll without your proficiency bonus. Once you use this ability you can't use it again until you take a short rest.
Kokiri
* Keywords: Kokiri, Forest Children, Skull Kid, Forest, Immortal, Elf, Elves, Deku Tree, Fairy Companion, Saria, Mido, Fado
* Ability Score Adjustments: Your Dexterity score increases by 2.
* Size: Your size is Small.
* Speed: Your base walking speed is 25 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Forest Dweller: When you are in a forest you have advantage on Stealth, Investigation, Medicine, and Survival checks.
* Subrace: Choose one of these subraces.
Fairy Child:
* Ability Score Increase: Your Wisdom score increases by 2.
* Fairy Companion: When you are in a forest you can summon a fairy companion once per week, as the find familiar spell. You do not need to spend the material component, but you can only summon a fairy. (Tiny fey; AC 11, HP 1; Speed fly 25 ft. hover; Str 1 Dex 12 Con 8 Int 3 Wis 14 Cha 12; sheds bright light in a 20-foot radius and dim light for an additional 20 feet)
Skull Kid:
* Ability Score Increase: Your Charisma score increases by 2.
* Nimble: You can take the Disengage or Hide action as a bonus action.
* Venomous Warrior: You have proficiency with the blowgun. You can apply poison to blowgun needles as a bonus action. When you are in a forest you can apply basic poison to blowgun needles from whatever sources are at hand, as long as you succeed on a DC 5 Investigation check.
Living Statue
* Keywords: Robot, Statue, Construct, Armos, Scrapper, Scervo, Dreadfuse
* Ability Score Adjustments: Your Constitution score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 25 feet.
* Construct Creature: You are treated as both a humanoid and a construct for spells and effects. Cure wounds and similar spells and effects can heal you. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
* Subrace: Choose one of these subraces.
Armos:
* Ability Score Increase: Your Strength score increases by 2.
* Stone Armor: You gain a +1 bonus to Armor Class.
* False Appearance: While you remain motionless you are indistinguishable from an inanimate statue.
Ancient Robot:
* Ability Score Increase: Your Dexterity score increases by 2.
* Smaller Size: Your size is Small.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Float: You do not touch the ground when you walk, which makes you immune to terrain hazards like caltrops and slippery footing. You can use your reaction to hover in mid-air.
* Grabby: You can extend your arms, doubling your normal reach. Any attack rolls, skill checks, and ability checks you make beyond your normal reach suffer disadvantage.
Monkey
* Keywords: Monkey, Baboon, Animal, Beast, Kiki, Ook
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
* Size: Your size is Tiny. You suffer disadvantage when wielding non-light weapons or wearing medium or heavy armor. You are incapable of using heavy weapons. Your carrying capacity is halved.
* Speed: Your base walking speed is 40 feet.
* Tail: You have a prehensile tail. As a bonus action you can use it to support your weight for a round, transfer a small item to your hand, or grab a small item from your hand (but it's not strong enough to wield a weapon).
* Agile: You have proficiency in the Athletics skill. When climbing you may use your Dexterity modifier in place of your Strength modifier.
* Scamper: As a reaction you can move 10 feet, quick enough to make an attack miss if you move out of range. Once you have used this ability you cannot use it again until you take a short rest.
* Beast Creature: You are treated as both a humanoid and a beast for spells and effects.
Revenant
* Keywords: Stalfos, Gidbos, Garo, Skeleton, Mummy, Zombie, Immortal, Undead, Ikana
* Ability Score Adjustments: Your Constitution score increases by 2, and your Strength score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Implacable: If damage reduces you to 0 hit points, you may make a Constitution saving throw with a DC of 5 + the damage taken. On a success, you drop to 1 hit point instead. Once you have used this ability you cannot use it again until you take a short rest. You cannot use this ability if you are standing in direct sunlight.
* Undead Creature: You are treated as both a humanoid and an undead for spells and effects. Cure wounds and similar spells and effects can heal you. You are immune to poison damage. You are immune to the poisoned condition. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Rito
* Keywords: Rito, Bird, Medii, Quill
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Charisma score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Restricted Flight: You can fly at a speed of 50 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Strong Wings: Your maximum jump height is equal to your Strength score in feet.
* Talons: Your feet are sharp claws, which you can use in combat as two light finesse weapons. On a successful hit they deal 1d6 + Dexterity modifier slashing damage. As a bonus action you can firmly grasp and carry things with your feet.
* Windborn: You have resistance to electricity.
* Keen Sight: You have advantage on Wisdom (Perception) checks that rely on sight.
Sheikah
* Keywords: Sheikah, Human, Ninja, Sheik, Impa
* Ability Score Adjustments: Your Dexterity score increases by 1, your Constitution score increases by 1, your Intelligence score increases by 1, and your Wisdom score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Shadow Warrior: You have proficiency in the Deceive and Stealth skills.
Subrosian
* Keywords: Subrosian, Lava, Magma
* Ability Score Adjustments: Your Charisma score increases by 2, and your Wisdom score increases by 1.
* Size: Your size is Small.
* Speed: Your base walking speed is 35 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Metal Scent: Your nose is extremely sensitive to metals. You instantly know the location of metal or ore within 5 feet of you, and as a bonus action you can determine the exact composition and purity of any metal. You have advantage on Intelligence and Wisdom ability checks and skill checks related to items made of metal.
* Magma Dweller: You are immune to nonmagical fire, and actually find it very comfortable. You have resistance to magical fire.
Twili
* Keywords: Twili, Human, Shadow, Twilight Realm, Midna, Zant
* Ability Score Adjustments: Your Dexterity score increases by 1, your Constitution score increases by 1, your Intelligence score increases by 1, and your Charisma score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Shadow Magic: When you are standing in dim light or darkness, you can command the shadows to aid you as a bonus action. You have advantage on all attack rolls, ability checks, and saving throws for one round. When you cast a spell and the spell requires a saving throw, targets of the spell have disadvantage on their saving throws against the spell's effects. Once you have used this ability you cannot use it again until you take a long rest.
* Interloper's Curse: You suffer disadvantage on saving throws against effects that deal radiant damage. Direct sunlight on your bare skin deals 1d6 points of radiant damage per round.
Wolf
* Keywords: Wolfos, Dog, Animal, Beast
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Strength score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 35 feet.
* Keen Hearing And Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
* Bite: You can bite as a melee attack, which is treated as a heavy two-handed finesse weapon. On a successful hit you deal 2d4 + Dexterity modifier piercing damage.
* Trip: When you hit a creature with your bite attack, the target must make a Strength saving throw (DC 8 + proficiency bonus + Strength modifier) or be knocked prone. Once you have used this ability you cannot use it again until you take a short rest.
Zora
* Keywords: Zora, Zola, Aquatic, River, Sea, Ocean, Ruto, Mikau, Lulu, Laruto, Rutela, Ralis, Oren
* Ability Score Adjustments: Your Dexterity score increases by 2.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Amphibious: Your base swimming speed is 30 feet. You can breath air and water.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Wet Skin: You can give yourself advantage on a check to escape a grapple or a Dexterity (Acrobatics) check to slip through small spaces. Once you have used this ability you cannot use it again until you take a short rest. If you have not immersed yourself in water in the last 24 hours you lose this ability, and you can no longer heal hit points and regain Hit Dice from long rests.
* Subrace: Choose one of these subraces.
Sea Zora:
* Ability Score Increase: Your Charisma score increases by 1.
* Swift Swimmer: Your base swimming speed increases to 40 feet.
* Blindsight: In water you have blindsight with a range of 5 feet.
* Electricity Resistance: You have resistance to electricity.
River Zola:
* Ability Score Increase: Your Strength score increases by 1.
* Fire Spit: As an attack you may spit a ball of energy, which is treated as a range 30/120 loading weapon. On a successful hit it deals 1d10 + Constitution modifier fire damage.
* Fire Resistance: You have resistance to fire damage.