Yuki Akuma
2014-08-29, 06:45 AM
Because I got it in my head to make a Legend of Zelda campaign setting for 5e. Whyyyyy
Note that these aren't meant to be balanced with the core races, just with each other (not that I expect them to be balanced with each other yet either).
HUMAN
Humans are the most common people found in Hyrule and its neighbouring countries. In the ancient past, humanity was reduced down to only a few hundred individuals, but time has allowed them to flourish and fill all four corners of the world.
Ability Score Increase: You may add +1 to two different ability scores of your choice.
Age: Humans reach adulthood in their late teens and usually live less than a century.
Alignment: Hylians and members of the Wind Tribe can be any alignment. Gerudo tend to be drawn to extremes and are very rarely Neutral, while Sheikah are usually Lawful, although exceptions exist.
Size: Humans are medium.
Speed: Your base walking speed is 30 feet.
Languages: Humans speak the language of their home country (usually some form of Hylian), plus one other. Humans generally learn the languages of those they deal with, including obscure dialects. Examples include Goron, Zora and Moblin.
Subraces
Hylian
Hylians are descendents of the Skyloftians blessed with the Goddess Hylia's blood. It's said that their long ears allow them to hear the voices of the gods. Many Hylians have fair skin and hair, but darker hair isn't unheard of. Those with red hair are usually related to the Gerudo.
Classes: Hylians find themselves most attracted to 'civilised' places, and hence are rarely Barbarians, Druids or Rangers. Most spellcasting Hylians are Clerics or Wizards, while Fighters and Paladins are also common.
Ability Score Increase: Your Wisdom score increases by 1.
Blessing of Hylia: You may, as an action, cast the Bless spell, without providing material components. You must target yourself, but may also target up to two allies. Once you have done this, you must take a short or long rest before doing it again.
Long Ears: Hylians have Advantage on Wisdom (Perception) checks to hear noises due to their sensitive ears.
Gerudo
The Gerudo descend from Skyloftians inflicted with the curse of the Demon King Demise. While the abyssal taint has mostly vanished from their blood by now, they are known for having elongated lifespans. Almost all Gerudo are women. Gerudo have dark skin, and generally red hair, with smaller, rounder ears than Hylians.
Classes: Gerudo are drawn to the Sorcerer and Warlock classes, as far as spellcasting is concerned. Many Gerudo with a more martial bent opt to be Barbarians, Rangers or Rogues, while Fighters aren't unheard of. Most Gerudo don't have much truck with divine magic, feeling that the gods have abandoned them.
Ability Score Increase: Your Constitution score increases by 1.
Age: Gerudo have been known to live up to four centuries, although most die due to misfortune much sooner.
Desert Born: You may add your proficiency bonus to Wisdom (Survival) checks made in arid climates. If you already have proficiency in Wisdom (Survival) checks, you instead have Advantage on such checks. You need only half as much water as other races.
Fireproof Skin: Through a combination of fiendish heritage and natural desert adaptation, you have resistance to fire damage.
Gerudo Weapon Training: You are proficient in the scimitar, spear and shortbow.
Sheikah
The Sheikah have close ties to the Royal Family. Their clan is sworn to protect Hylians in general, and the Royal Family in particular. Sheikah, officially, don't actually exist, although it's something of an open secret among Hylians. Sheikah look almost indistinguishable from Hylians.
Classes: Sheikah are commonly Monks or Rogues. Their preferred spellcasting class is generally the Bard. Of course, as Sheikah try to intigrate with Hylian society, they often adopt other classes as well.
Ability Score Increase: Your Dexterity score increases by 1.
Darkvision: Sheikah can see in the dark out to a distance of 60 feet, seeing in dim light as though it were bright light and pitch darkness as though it were dim light.
Speed: Your base walking speed is 35 feet.
Bodyguard: You may declare someone to be under your protection. This declaration doesn't require the target to approve, but it does require a spoken oath of protection spoken in their presence. Once declared, you gain a secondary Bond which states "I will protect <person> with my life."
Additionally, whenever your see the target of your protection being attacked within your base movement distance, you may interpose yourself between your target and their attacker as a reaction. The attack roll is resolved as if it had targeted you, and you wind up adjacent to your protection target.
You may not intentionally harm the target of your protection. If you unintentionally harm them, you gain disadvantage on all attack rolls, saving throws and ability checks not related to protecting your target, until you somehow atone.
Changing your target requires a week of meditation to revoke your old target, and then another spoken oath in the presence of your new target.
Hidden Identity: No official records exist of your existence. It is also impossible to discover your identity through magical means. If you create a fake identity, such as using the Assassin subclass or Charlatan background, magical investigation reveals it to be your true identity, although investigators can make an Intelligence (Investigation) check with a DC equal to 8 + your Charisma modifier to recognise it as fraudulant.
Shadow Arts: You gain proficiency in Dexterity (Stealth) checks.
Wind Tribe
The Wind Tribe descends from those Skyloftians who preferred to stay in the sky rather than descend to the ground. They have a strong connection to their roots, and believe themselves to be close to the gods. They tend to have somewhat darker skin than their ground-bound cousins, although not as dark as Gerudo. Their facial features somewhat resemble birds, if you squint.
Classes: The Wind Tribe produces a lot of Bards, Druids and Rangers, as well as their fair share of Clerics and Paladins. Wind Tribe Paladins and Rangers often choose large birds - called Loftwings - as their mounts, to honour their Skyloftian ancestors.
Ability Score Increase: Your Charisma score increases by 1.
Glide: Long jumps you make have their distance increased by 10 feet.
Speak With Birds: Through the use of gestures and vocalisations, you can communicate with birds as though using the Speak With Animals spell, and can also understand them as though they spoke a language you understand.
Obedient Winds: You know the Mage Hand cantrip, although it manifests as a localised gust of air rather than telekinetic force, and may cast Feather Fall without providing material components. When you reach 3rd level, you may cast Gust of Wind. Your ability score for these spells is Charisma, and you must finish a long rest before you can cast Feather Fall or Gust of Wind again.
Wing Rider: You gain Advantage on Wisdom (Animal Handling) checks to control a winged mount.
ZORA
The aquatic Zora simply appeared one day, in the ancient past. No one really knows where they come from, although it's possible they descended from the Water Dragon Faron.
Ability Score Increase: You increase your Constitution score by 2.
Age: Zoras reach adulthood at the same rate as humans, and live for around two centuries.
Alignment: Ocean Zoras and Rito tend toward Good, while River Zoras tend toward Evil.
Size: Zoras are medium.
Speed: Your base walking speed is 30 feet.
Water Adaptation: All Zoras feel at home in aquatic environments, gaining advantage on Wisdom (Survival) checks in them.
Languages: All Zoras speak Zora and the language of their native country (usually some form of Hylian). Zora is a melodic language, designed to be just as audible underwater as it is in open air.
Subraces
Ocean Zora
Despite the name, Ocean Zora can be found residing in rivers and lakes as well. Ocean Zora simply prefer wide open spaces in which to make their homes, where they live communally. Ocean Zoras have silver or blue scales and large black eyes. They stand at the same height as a human.
Classes: Ocean Zoras are drawn to the Bard class, as music is important to their society. Zoras are also known to be effective Fighters and Rangers. Some Zoras opt to train as Monks, instead, often choosing the Way of the Four Elements.
Ability Score Increase: Your Charisma score increases by 1.
Strong Swimmer: You have a swimming speed of 40 feet, and gain advantage on all Strength (Athletics) checks made underwater.
Amphibious: Ocean Zoras can breathe water just as easily as they can breathe air.
Fins: Ocean Zora fins are very sturdy. Unarmed strikes utilising them deal slashing damage instead of blugeoning damage, and increase the damage die to 1d4 if it isn't already higher. As a bonus action, you can instead deploy your fins as a shield, gaining a +2 bonus to AC but losing the ability to make slashing unarmed strikes. This doesn't stack with any bonuses from an actual shield. You can switch back to making slashing unarmed strikes with another bonus action.
Biolelectricity: You know the Shocking Grasp cantrip. Your spellcasting ability for this cantrip is Charisma.
River Zora
River Zoras are distrusted by most other races, for their tendency to pop out of the water and ambush people. River Zoras prefer enclosed spaces, and are often solitary. They tend to have green scales, shading to red around their lips and the tops of their heads.
Ability Score Increase: Your Strength increases by 1.
Speed: You have a swimming speed of 30 feet.
Partially Amphibious: River Zoras breathe water as well as a human breathes air. They may also survive outside of water for up to a week before needing to submerse themselves in water again. One day in an arid climate counts as two days out of water. Every day past a week without full submersion for at least an hour deals 1d6 damage, which can't be healed until full submersion is achieved.
Scales: You are covered in tough, inflexible scales, giving you an unarmoured AC equal to 12 + your Dexterity modifier. If you have the Unarmoured Defense class feature, you instead increase the AC of that feature by 2. You have resistance to slashing damage.
Aquatic Ambush: You can hide even when lightly concealed by water, and gain Advantage on Dexterity (Stealth) checks to remain unseen in the water.
Fire Spitting: You know the Firebolt cantrip, which you can cast without somatic or verbal components. You may use either Dexterity or Charisma as your spellcasting ability for this cantrip.
Rito
Rito are descendents of Ocean Zoras who made a pact with the Sky Dragon Valoo. While they have the same basic body shape as Ocean Zoras, they have a much more human-like appearance. They tend to have tanned skin, and beaks in the place of noses, as well as feathers. Child Rito are actually unable to fly, as their wings are a gift from the Sky Dragon.
Classes: Rito tend to prefer Ranger and Rogue to other martial classes. Their spellcasters tend to be Bards and Clerics.
Ability Score Increase: Your Dexterity increases by 1.
Hold Breath: While underwater, you may hold your breath for ten times as long as other characters - ten times your Constitution modifier in minutes, with a minimum of five minutes.
Wings: Your strong wings increase the distance of any long jumps you make by 20 feet, and the height of high jumps by 10 feet. At 3rd level, you gain the ability to fly with a speed of 60 feet for a number of rounds equal to your level before requiring an equal time spent resting. At 5th level, the time you can stay in the air increases to a number of minutes equal to your level before requiring rest. At 7th level, you can fly at a speed of 60 feet indefinately.
Know Direction: You can emulate the effects of the Find the Path spell, as long as you're trying to find a location you've been to before, for up to one hour. Once you do this, you must finish a long rest before you can do it again. You always know which direction is north.
Obviously, this isn't even close to being done - I'm also cooking up stats for Gorons (subraces: Mountain and Nomadic), Deku (which includes the Kokiri), as well as Moblins, Twili, and Fairies if I can work out how to make a tiny race.
Note that these aren't meant to be balanced with the core races, just with each other (not that I expect them to be balanced with each other yet either).
HUMAN
Humans are the most common people found in Hyrule and its neighbouring countries. In the ancient past, humanity was reduced down to only a few hundred individuals, but time has allowed them to flourish and fill all four corners of the world.
Ability Score Increase: You may add +1 to two different ability scores of your choice.
Age: Humans reach adulthood in their late teens and usually live less than a century.
Alignment: Hylians and members of the Wind Tribe can be any alignment. Gerudo tend to be drawn to extremes and are very rarely Neutral, while Sheikah are usually Lawful, although exceptions exist.
Size: Humans are medium.
Speed: Your base walking speed is 30 feet.
Languages: Humans speak the language of their home country (usually some form of Hylian), plus one other. Humans generally learn the languages of those they deal with, including obscure dialects. Examples include Goron, Zora and Moblin.
Subraces
Hylian
Hylians are descendents of the Skyloftians blessed with the Goddess Hylia's blood. It's said that their long ears allow them to hear the voices of the gods. Many Hylians have fair skin and hair, but darker hair isn't unheard of. Those with red hair are usually related to the Gerudo.
Classes: Hylians find themselves most attracted to 'civilised' places, and hence are rarely Barbarians, Druids or Rangers. Most spellcasting Hylians are Clerics or Wizards, while Fighters and Paladins are also common.
Ability Score Increase: Your Wisdom score increases by 1.
Blessing of Hylia: You may, as an action, cast the Bless spell, without providing material components. You must target yourself, but may also target up to two allies. Once you have done this, you must take a short or long rest before doing it again.
Long Ears: Hylians have Advantage on Wisdom (Perception) checks to hear noises due to their sensitive ears.
Gerudo
The Gerudo descend from Skyloftians inflicted with the curse of the Demon King Demise. While the abyssal taint has mostly vanished from their blood by now, they are known for having elongated lifespans. Almost all Gerudo are women. Gerudo have dark skin, and generally red hair, with smaller, rounder ears than Hylians.
Classes: Gerudo are drawn to the Sorcerer and Warlock classes, as far as spellcasting is concerned. Many Gerudo with a more martial bent opt to be Barbarians, Rangers or Rogues, while Fighters aren't unheard of. Most Gerudo don't have much truck with divine magic, feeling that the gods have abandoned them.
Ability Score Increase: Your Constitution score increases by 1.
Age: Gerudo have been known to live up to four centuries, although most die due to misfortune much sooner.
Desert Born: You may add your proficiency bonus to Wisdom (Survival) checks made in arid climates. If you already have proficiency in Wisdom (Survival) checks, you instead have Advantage on such checks. You need only half as much water as other races.
Fireproof Skin: Through a combination of fiendish heritage and natural desert adaptation, you have resistance to fire damage.
Gerudo Weapon Training: You are proficient in the scimitar, spear and shortbow.
Sheikah
The Sheikah have close ties to the Royal Family. Their clan is sworn to protect Hylians in general, and the Royal Family in particular. Sheikah, officially, don't actually exist, although it's something of an open secret among Hylians. Sheikah look almost indistinguishable from Hylians.
Classes: Sheikah are commonly Monks or Rogues. Their preferred spellcasting class is generally the Bard. Of course, as Sheikah try to intigrate with Hylian society, they often adopt other classes as well.
Ability Score Increase: Your Dexterity score increases by 1.
Darkvision: Sheikah can see in the dark out to a distance of 60 feet, seeing in dim light as though it were bright light and pitch darkness as though it were dim light.
Speed: Your base walking speed is 35 feet.
Bodyguard: You may declare someone to be under your protection. This declaration doesn't require the target to approve, but it does require a spoken oath of protection spoken in their presence. Once declared, you gain a secondary Bond which states "I will protect <person> with my life."
Additionally, whenever your see the target of your protection being attacked within your base movement distance, you may interpose yourself between your target and their attacker as a reaction. The attack roll is resolved as if it had targeted you, and you wind up adjacent to your protection target.
You may not intentionally harm the target of your protection. If you unintentionally harm them, you gain disadvantage on all attack rolls, saving throws and ability checks not related to protecting your target, until you somehow atone.
Changing your target requires a week of meditation to revoke your old target, and then another spoken oath in the presence of your new target.
Hidden Identity: No official records exist of your existence. It is also impossible to discover your identity through magical means. If you create a fake identity, such as using the Assassin subclass or Charlatan background, magical investigation reveals it to be your true identity, although investigators can make an Intelligence (Investigation) check with a DC equal to 8 + your Charisma modifier to recognise it as fraudulant.
Shadow Arts: You gain proficiency in Dexterity (Stealth) checks.
Wind Tribe
The Wind Tribe descends from those Skyloftians who preferred to stay in the sky rather than descend to the ground. They have a strong connection to their roots, and believe themselves to be close to the gods. They tend to have somewhat darker skin than their ground-bound cousins, although not as dark as Gerudo. Their facial features somewhat resemble birds, if you squint.
Classes: The Wind Tribe produces a lot of Bards, Druids and Rangers, as well as their fair share of Clerics and Paladins. Wind Tribe Paladins and Rangers often choose large birds - called Loftwings - as their mounts, to honour their Skyloftian ancestors.
Ability Score Increase: Your Charisma score increases by 1.
Glide: Long jumps you make have their distance increased by 10 feet.
Speak With Birds: Through the use of gestures and vocalisations, you can communicate with birds as though using the Speak With Animals spell, and can also understand them as though they spoke a language you understand.
Obedient Winds: You know the Mage Hand cantrip, although it manifests as a localised gust of air rather than telekinetic force, and may cast Feather Fall without providing material components. When you reach 3rd level, you may cast Gust of Wind. Your ability score for these spells is Charisma, and you must finish a long rest before you can cast Feather Fall or Gust of Wind again.
Wing Rider: You gain Advantage on Wisdom (Animal Handling) checks to control a winged mount.
ZORA
The aquatic Zora simply appeared one day, in the ancient past. No one really knows where they come from, although it's possible they descended from the Water Dragon Faron.
Ability Score Increase: You increase your Constitution score by 2.
Age: Zoras reach adulthood at the same rate as humans, and live for around two centuries.
Alignment: Ocean Zoras and Rito tend toward Good, while River Zoras tend toward Evil.
Size: Zoras are medium.
Speed: Your base walking speed is 30 feet.
Water Adaptation: All Zoras feel at home in aquatic environments, gaining advantage on Wisdom (Survival) checks in them.
Languages: All Zoras speak Zora and the language of their native country (usually some form of Hylian). Zora is a melodic language, designed to be just as audible underwater as it is in open air.
Subraces
Ocean Zora
Despite the name, Ocean Zora can be found residing in rivers and lakes as well. Ocean Zora simply prefer wide open spaces in which to make their homes, where they live communally. Ocean Zoras have silver or blue scales and large black eyes. They stand at the same height as a human.
Classes: Ocean Zoras are drawn to the Bard class, as music is important to their society. Zoras are also known to be effective Fighters and Rangers. Some Zoras opt to train as Monks, instead, often choosing the Way of the Four Elements.
Ability Score Increase: Your Charisma score increases by 1.
Strong Swimmer: You have a swimming speed of 40 feet, and gain advantage on all Strength (Athletics) checks made underwater.
Amphibious: Ocean Zoras can breathe water just as easily as they can breathe air.
Fins: Ocean Zora fins are very sturdy. Unarmed strikes utilising them deal slashing damage instead of blugeoning damage, and increase the damage die to 1d4 if it isn't already higher. As a bonus action, you can instead deploy your fins as a shield, gaining a +2 bonus to AC but losing the ability to make slashing unarmed strikes. This doesn't stack with any bonuses from an actual shield. You can switch back to making slashing unarmed strikes with another bonus action.
Biolelectricity: You know the Shocking Grasp cantrip. Your spellcasting ability for this cantrip is Charisma.
River Zora
River Zoras are distrusted by most other races, for their tendency to pop out of the water and ambush people. River Zoras prefer enclosed spaces, and are often solitary. They tend to have green scales, shading to red around their lips and the tops of their heads.
Ability Score Increase: Your Strength increases by 1.
Speed: You have a swimming speed of 30 feet.
Partially Amphibious: River Zoras breathe water as well as a human breathes air. They may also survive outside of water for up to a week before needing to submerse themselves in water again. One day in an arid climate counts as two days out of water. Every day past a week without full submersion for at least an hour deals 1d6 damage, which can't be healed until full submersion is achieved.
Scales: You are covered in tough, inflexible scales, giving you an unarmoured AC equal to 12 + your Dexterity modifier. If you have the Unarmoured Defense class feature, you instead increase the AC of that feature by 2. You have resistance to slashing damage.
Aquatic Ambush: You can hide even when lightly concealed by water, and gain Advantage on Dexterity (Stealth) checks to remain unseen in the water.
Fire Spitting: You know the Firebolt cantrip, which you can cast without somatic or verbal components. You may use either Dexterity or Charisma as your spellcasting ability for this cantrip.
Rito
Rito are descendents of Ocean Zoras who made a pact with the Sky Dragon Valoo. While they have the same basic body shape as Ocean Zoras, they have a much more human-like appearance. They tend to have tanned skin, and beaks in the place of noses, as well as feathers. Child Rito are actually unable to fly, as their wings are a gift from the Sky Dragon.
Classes: Rito tend to prefer Ranger and Rogue to other martial classes. Their spellcasters tend to be Bards and Clerics.
Ability Score Increase: Your Dexterity increases by 1.
Hold Breath: While underwater, you may hold your breath for ten times as long as other characters - ten times your Constitution modifier in minutes, with a minimum of five minutes.
Wings: Your strong wings increase the distance of any long jumps you make by 20 feet, and the height of high jumps by 10 feet. At 3rd level, you gain the ability to fly with a speed of 60 feet for a number of rounds equal to your level before requiring an equal time spent resting. At 5th level, the time you can stay in the air increases to a number of minutes equal to your level before requiring rest. At 7th level, you can fly at a speed of 60 feet indefinately.
Know Direction: You can emulate the effects of the Find the Path spell, as long as you're trying to find a location you've been to before, for up to one hour. Once you do this, you must finish a long rest before you can do it again. You always know which direction is north.
Obviously, this isn't even close to being done - I'm also cooking up stats for Gorons (subraces: Mountain and Nomadic), Deku (which includes the Kokiri), as well as Moblins, Twili, and Fairies if I can work out how to make a tiny race.