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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.

linklele
2014-09-06, 04:09 PM
This is a very nice project!
Keep going!

About the Rito, with permanent flying at lv7 you could consider using level adjustment or put the ability at higher levels.

Other races you could do: Ancient robots (skyward sword), Anouki, the esquimese race that never lies (Phantom hourglass and spirit track), Korkos, Kiwi (maybe as deku rubraces?), The lava-loving Subrosian (of oracle of season), the minish (a fairy subrace?). Also don't forget the skull kids!

qazzquimby
2014-09-07, 01:19 AM
Can this be converted to 3.5, or is there a guide so I can do it myself?

Yuki Akuma
2014-09-07, 04:41 AM
New Race!

DEKU

The Deku are the spirits of forests and swamps. While some come under the care of specific deities such as the Great Deku Tree, others organise into tribes and live the same as mortal races. Dekus are not a common sight outside of their homes, but are not so uncommon that they would be mistaken for monsters.

Ability Score Increase: Your Wisdom increases by 2.

Age: Deku can live forever, barring accidents.

Alignment: Deku tend towards Neutral naturally, while those raised by the Great Deku Tree tend towards Good.

Size: Deku are small.

Speed: Your base walking speed is 25 feet.

Natural Being: Deku are part of the natural world. Beasts, plants and other natural creatures generally react to them one step more positive than normal. Additionally, Deku enjoy Advantage on Wisdom (Survival) checks made within heavily forested areas.

Languages: Deku speak the language of the forest, Fey, as well as Common.

Subraces

KokiriThe Kokiri are the children of the Deku Tree. While in truth they resemble humanoid plants, they are constantly veiled in a deific illusion that makes them resemble the children of Hylians. Many Kokiri don't even realise this isn't their natural appearance.

Ability Score Increase: Your Dexterity increases by 1.

Type: Kokiri are fey, not humanoids.

Natural Illusion: Kokiri are surrounded by an effect that resembles a Disguise Self spell, although it isn't magical, but instead the divine will of a god. The illusion is fully tactile, and even produces body heat appropriate to a small Hylian. True Seeing or similar magic can pierce it, however, revealing the Kokiri's true nature.

Fade Away: Kokiri can become transluscent as an action, becoming effectively (although not truly) invisible. This camoflage is far from perfect; moving or taking any action that isn't purely mental causes them to become visible again. This ability is explicitly magical and won't work in an antimagic field.

Fairy Companion: Every Kokiri shares a spiritual bond with a Fairy. Said Fairy has half the Kokiri's maximum hit points, and uses the Kokiri's mental ability scores in place of its own. The Fairy acts on its own initiative count, but is unable to attack or cast spells on its own.

The Kokiri and Fairy may communicate telepathically within a range of fifty feet. The Fairy is not truly an individual, but instead an extension of the Kokiri's soul, although the two often don't have identical personalities. A single Raise Dead spell is enough to restore both to life. If a Fairy Companion dies while its Kokiri survives, the Fairy reforms after a month.

A Find Familiar spell can imbue a Kokiri's Fairy Companion with all of the abilities of a familiar, except the ability to change its form or banish it to a pocket dimension.

KorokThe Korok are the true forms of the Kokiri. They are ambulatory plants resembling small trees. They do not have faces or any other identifying features beyond the colouration of their bark and leaves, so they tend to wear masks.

Ability Score Increase: Your Charisma is improved by 1.

Type: Korok are plants, not humanoids.

Hover Leaf: Korok cannot naturally fly. However, they are capable of building wondrous flying devices out of natural materials.

The Hover Leaf requires a week of work. One finished, it may be used to fly at a speed of 20 feet, up to an altitude of five hundred feet, for one hour before requiring refueling. While piloting the Hover Leaf, a Korok may hover and turn perfectly, as if walking on the ground.

Hover Leaves may only be used by the Korok who built them. They can be refueled simply by watering them or allowing them to soak in water for a few minutes. It takes one gallon of fresh water to completely refuel a Hover Leaf.

Hover Leaves have an Armor Class of 14 and 5 hit points. A Korok may repair a damaged Hover Leaf by 1 hit point per day of work, although if a Hover Leaf is completely destroyed the Korok must build a new one.

Speak With Plants: Korok can communicate with plants as if casting the Speak With Plants spell. This ability is always active and isn't actually magical.

Natural Botanist: Koroks have Advantage on Intelligence (Nature) checks regarding plants. They also gain Advantage on any checks related to giving care to a plant, such as Wisdom (Survival), or even Wisdom (Medicine).

Deku ScrubsDeku Scrubs are also ambulatory plants, although they're only distantly related to Koroks. Deku Scrubs usually have dark bark, and spring or autumnal leaves. They have yellow or orange eyes, and a combined mouth/nose structure.

Size: Most Deku Scrubs are small. However, some can grow to be medium or even large. The stats here are for small Deku Scrubs.

Ability Score Increase: Your Constitution score increases by 1.

Type: Deku Scrubs are plants, not humanoids.

Speed: Deku Scrubs have a burrow speed of 10 feet.

Symbiosis: Deku Scrubs grow large flowers called Deku Flowers, specifically bred to allow a Deku Scrub to climb into them. While inside a Deku Flower, a Deku Scrub doesn't require food or water as long as the flower is healthy. Deku Scrubs gain Advantage on Dexterity (Stealth) checks to remain undetected inside a Deku Flower.

A single adult Deku Flower can only hold one Deku Scrub, no matter its size. It takes a week for a Deku Flower to grow to maturity. They prefer damp soil and grow best in swamps or near rivers and lakes.

Launch: Deku Scrubs can burst out of a Deku Flower high into the air. As an action, they may make a Strength (Athletics) check to perform a high jump, and add 20 feet to the end result.

Glide: Deku Scrubs are very light, and can use their foliage to glide through the air at a speed of 15 feet per round. Each 15 feet forward also includes 5 feet of downward movement.

Nut Spitter: Deku Scrubs spit nuts at enemies as a natural defense. This is a ranged natural attack that deals 1d4+Dexterity blugeoning damage. Deku Scrubs only have enough nuts to spit ten times per day before their supplies are exhausted, although they can grow new nuts up to their capacity as part of a long rest.

Flexible: Deku Scrubs are incredibly flexible, capable of squeezing into spaces less than a foot across if they need to. Spending longer than a minute in such a tiny space will take its toll, however - every minute spent in a space smaller than its head, a Deku Scrub must make a DC 12 Constitution saving throw or take one level of fatigue. Each successful save increases the DC by 1. Each time a save is failed, the DC resets back to 12.


Can this be converted to 3.5, or is there a guide so I can do it myself?

This isn't likely to happen. I haven't homebrewed 3.5 in so long I doubt I could manage it. I also don't think Wizards is likely to write a 5e-to-3.5 conversion guide, although I guess if they write a 3.5-to-5e conversion guide you can reverse engineer it? Sorry for not being any help, here.


About the Rito, with permanent flying at lv7 you could consider using level adjustment or put the ability at higher levels.

Given Wizards have been flying for two levels by the time Rito get their permanent flight, I don't really think it's a big deal.

I'm trying to think of stats for Kikwi. It's been a while since I played Skyward Sword. Using Picori/Minish as a Fairy subrace is a good idea.

I have never played Oracle of Seasons, so I know absolutely nothing about Subrosians. I should fix this.

Thomar_of_Uointer
2014-09-07, 11:08 PM
How do you tag your posts with editions?

We should compare notes. (http://www.giantitp.com/forums/showthread.php?368875-D-amp-D-5e-Zelda-D20-Homebrew&p=18010043#post18010043) This is gonna be a popular topic in a few weeks when Hyrule Warriors comes out.

I like how you handled flight for Rito, I was planning to write up a weak magic item for Valoo's blessing (or a blessing from any powerful spirit) that could be used by all of the races with gliding abilities. I don't like how Koroks get the ability to fly from first level, it breaks many low-level adventures that assume that the party doesn't have access to flight.

Your kokiri fairy companions need stats. At the very least they need a fly speed, and definitely AC.

I've noticed that you don't use the normal conventions for ability scores. Most 5e races have +2 to one score and +1 to a second score (usually based on subrace). Is there any reason you didn't do that?


Can this be converted to 3.5, or is there a guide so I can do it myself?

Try this: http://pastebin.com/HcbcFtSw


Other races you could do: Ancient robots (skyward sword), Anouki, the esquimese race that never lies (Phantom hourglass and spirit track), Korkos, Kiwi (maybe as deku rubraces?), The lava-loving Subrosian (of oracle of season), the minish (a fairy subrace?). Also don't forget the skull kids!

Check out this thread (http://www.giantitp.com/forums/showthread.php?368875-D-amp-D-5e-Zelda-D20-Homebrew&p=18010043#post18010043), I've done some of those. Maybe I'll add the less popular races you mentioned after I've gotten a few magic items statted up.

Yuki Akuma
2014-09-08, 05:10 AM
How do you tag your posts with editions?

We should compare notes. (http://www.giantitp.com/forums/showthread.php?368875-D-amp-D-5e-Zelda-D20-Homebrew&p=18010043#post18010043) This is gonna be a popular topic in a few weeks when Hyrule Warriors comes out.

...Maybe we should just join forces or something. Otherwise it might feel like we're competing.


I like how you handled flight for Rito, I was planning to write up a weak magic item for Valoo's blessing (or a blessing from any powerful spirit) that could be used by all of the races with gliding abilities. I don't like how Koroks get the ability to fly from first level, it breaks many low-level adventures that assume that the party doesn't have access to flight.

Rito flight was based on a flying race from 3.5, so I can't really claim credit for it~

As for Korok flight... maybe the refueling issue isn't enough of a limitation. I could just give it to them at a higher level, I suppose? Or it could be a racial feat or something...


Your kokiri fairy companions need stats. At the very least they need a fly speed, and definitely AC.

You're absolutely right. I was going to base them off the Fairy race's stats when I finally worked out how to do those.


I've noticed that you don't use the normal conventions for ability scores. Most 5e races have +2 to one score and +1 to a second score (usually based on subrace). Is there any reason you didn't do that?

I, uh... what? I did do that.

Thomar_of_Uointer
2014-09-08, 10:36 AM
I, uh... what? I did do that.

Oh, I see. It's unclear that they're all subraces. Looks fine. :)

AtlanteanTroll
2014-09-08, 10:46 AM
Oh, I see. It's unclear that they're all subraces. Looks fine. :)

Yeah, I thought the same thing.

Ninjadeadbeard
2014-09-08, 12:22 PM
I love everything that's going on in this thread.

Questions: Why no Skull Kid? And why does it seem like every race has some means of flight? Seems a bit much for the Deku Scrubs to have it.

Thomar_of_Uointer
2014-09-08, 12:44 PM
Questions: Why no Skull Kid? And why does it seem like every race has some means of flight? Seems a bit much for the Deku Scrubs to have it.

The other thread (http://www.giantitp.com/forums/showthread.php?368875-D-amp-D-5e-Zelda-D20-Homebrew&p=18010043#post18010043) has Skull Kids as a subrace of Kokiri.

Many races have a means of limited flight because that's how it worked in the games. Deku Scrubs, Rito, and Koroks could fly, and they're considered core races because of their role in the games. Link has access to lots of items that grant exceptional jumping or gliding abilities. Obviously you don't want to give this to those races at first level because it makes dungeon-building and encounter-building harder, but the Raptoran in 3.5 edition handled this pretty well and you can model your race off of that (either as simple gliding or flight scaling with levels).

Yuki Akuma
2014-09-08, 01:59 PM
I love everything that's going on in this thread.

Questions: Why no Skull Kid? And why does it seem like every race has some means of flight? Seems a bit much for the Deku Scrubs to have it.

I just happened to do all of the races shown to be able to fly/glide somehow first. :smallredface:

Gorons, obviously, won't be able to do that. I'll probably adjust the Korok flight to align more with the Rito flight, too...

ComatosePhoenix
2014-09-08, 03:03 PM
Aww, no mention of the deku scrubs bartering obsession? Or the auxiliary snot bubble attack?

Thomar_of_Uointer
2014-09-08, 03:43 PM
Aww, no mention of the deku scrubs bartering obsession? Or the auxiliary snot bubble attack?

Link couldn't spit snot bubbles until he got his magic meter, and no other deku is seen spitting bubbles. It's probably not a core ability of the race, while spitting seeds is.

Beige
2014-09-08, 05:41 PM
very nice -might have to ask my DM if I can try some of them out XD


Link couldn't spit snot bubbles until he got his magic meter, and no other deku is seen spitting bubbles. It's probably not a core ability of the race, while spitting seeds is.

no other zora was seen with the bio-electic ability either :smallwink:

Yuki Akuma
2014-09-08, 05:59 PM
The bioelectricity, at least, is something that Mikau explained to Link how to use, hinting that, you know, he could do it too.

The snot bubbles, meanwhile, seemed to be entirely due to the blessing of the Clock Town Great Fairy.

So I'm currently working on Gorons. Should be up tomorrow-ish? Maybe.

Landis963
2014-10-13, 02:37 PM
I've been looking for good 5e aquatic and avian races for so long. Thank you for your Zoras and Ritos.

flyenemu
2014-11-18, 01:33 PM
Oh my... might have to keep an eye on this thread... I have been thinking of doing something like this, but was waiting on the DMG.

**Edit**

Yuki,

I truly like where this is going, and how things are developing. I do have a few bits of input, but truly they are small.:smallsmile:

Gerudos: (in both OOT & MM) used glaives not spears; now I don't have a players HB on me, but I could have swore that they were in there. If not, I would simply mimic the stats of a halberd to make one. Though I might be a bit nit-picky with wording (please pardon if that is the perceived case), but rather than "most are woman" it could be stated that only one per hundred years are male, and that they get with Hylian men to reproduce because they breed true.

Kokire: Shouldn't they have proficiency with instruments? If I remember right most Kokire have been known for their instrument familiarity. I would also question the +1 dex. They seem a bit more hardy than dexterous; which is why I would change out the dex for con (switching Deku Scrub to the +1 dex).

Korok: Perhaps just a bit of flavor text preference, but I remember Kokire being the ancestors of the ones mentioned in WW and over the years they evolved (with the help of the deku) into the lovely little plant-people (much like the Rito to the Zoras).

Deku Scrub: As stated above, I would change out the +1 to con to a +1 to dex because they have proven to be quite 'soft and squishy', yet nimble (remember attempting to run after them once they popped out of their flower?) I would also like to point out that in MM that fire was an end-all for deku-link, and they also were able to skip on water (not swim).

intregus
2014-11-30, 07:26 PM
Hey guys I love everything that you're doing! Especially the races and items. I've been. Making my own zelda setting for awhile now only I took a different route then what you've been doing and what the guy in the other thread is doing as well.

Anyway just wanted to say thanks and I hope to see just how everything develops and works out!

Naanomi
2015-01-23, 08:56 PM
What domains are you giving the Goddesses?

Din - Light, Tempest
Nayru - Knowledge
Farore - Nature, Life

War, Death, and Trickery fit the Demon Lords or one of the vast list of lesser divine beings better

Are you doing Dark World/Lourule subraces (like Ku as a Zora subrace?)

Potential races: Anouki, Mogma, Subrosa, Yook

Thomar_of_Uointer
2015-01-23, 10:58 PM
What domains are you giving the Goddesses?

Din - Light, Tempest
Nayru - Knowledge
Farore - Nature, Life

War, Death, and Trickery fit the Demon Lords or one of the vast list of lesser divine beings better

Are you doing Dark World/Lourule subraces (like Ku as a Zora subrace?)

Potential races: Anouki, Mogma, Subrosa, Yook

War fits Din just fine.

The other thread has anouki and subrosians. http://www.giantitp.com/forums/showthread.php?368875-D-amp-D-5e-Zelda-D20-Homebrew&p=18010043#post18010043

Naanomi
2015-01-25, 01:09 PM
War fits Din just fine.
Fair enough. Looking at her traditiinal servants Naryu could get Trickery as well; leaving only death 'free floating'

Most of the other Gods (guardian spirits, wind fish, etc) seem more like Warlock Pact type entities than Gods. I'd be up for a Great Faerie-pact Warlock...

Maybe Malice could count though, getting Death and War?

Wartex1
2015-01-25, 01:49 PM
What about Hylia?

So, Great Fairy could easily be a mostly copy-paste of Archfey. Levias/Wind Fish/Valoo? Could be sort of like the Cleric Tempest. Maybe Majora or Fierce Deity could be another Patron. Great Deku Tree could be one as well. There could easily be tons of Warlock Patrons.

Ninjadeadbeard
2015-01-25, 02:08 PM
What about Hylia?

So, Great Fairy could easily be a mostly copy-paste of Archfey. Levias/Wind Fish/Valoo? Could be sort of like the Cleric Tempest. Maybe Majora or Fierce Deity could be another Patron. Great Deku Tree could be one as well. There could easily be tons of Warlock Patrons.

In the setting guide for 5e Zelda I made a while back, I originally had Hylia stat'd as a Knowledge Domain Deity. The Great Faeries and Deku Tree could serve as Archfey, Demons in general work for Archfiends, and I had listed the Gods of Twilight as Great Old Ones.

From the text itself:
Religion in the lands of Hyrule is of great
importance to her people. Most tend to
worship, or at lease pay homage to, the
Three Golden Goddesses, at least in some
form. The Gerudo are often considered the
only major exception to this rule.

The Hylians have always revered Hylia,
the Goddess for whom their people were
named, and in more recent years Zelda and
Link have been similarly venerated. The
Hero of Time has become something of a
Patron Saint to Lon Lon and the Wardens in
particular. Ganon, the third wielder of the
Triforce, is only worshiped by cults made up
of his former minions.

The Great Deku Tree, Lord Jaboon, and
Lady Vakii are worshiped by those races
whom they have guided and protected for
centuries. Rumor has it that the Sheikah, or
perhaps a splinter group, have returned to
the worship of a mysterious Raven-like deity
from before the unification of Hyrule.
Finally, there are those deities who do
not, technically, dwell within Hyrule nor
have had an active role in its existence until
this point. The Twilight Gods are the
mysterious benefactors of the Twili, and
presumably reside within the Twilight
Realm. Demons have always been the
enemy of humanity and life in general, and
so only the mad and the desperate have
traditionally served their interests on the
mortal plane. And the Great Faeries, though
often known to guide the Hero of Time, are
the most mysterious of the lot, as their true
motives remain unknown.

Wartex1
2015-01-25, 02:13 PM
Wouldn't Hylia make more sense for Light? Knowledge seems more like Nayru's thing.

You could always homebrew some stuff for other Patrons.

I made a Grim Reaper Patron recently which could work for some sort of Poe Patron.

Wartex1
2015-01-25, 05:33 PM
If you need help with this, I'm willing to do some design stuff, mainly for classes. I tend to design more than play anyways.

Ninjadeadbeard
2015-01-25, 08:20 PM
If you need help with this, I'm willing to do some design stuff, mainly for classes. I tend to design more than play anyways.

It's finished already. I keep starting and stopping on a MM, but the PHB and GM guide are done. If you want I can pm the link.

Wartex1
2015-01-25, 08:36 PM
A Link would be appreciated.

Thomar_of_Uointer
2015-01-26, 09:44 AM
I think you can use all the original 5e classes as-is, just changing some of their flavor. For example, we don't see much of anything like a cleric as a main character in the games, but we see plenty of spellcasters who use divine magic, healing magic, and light magic. We never are told where warlocks get their power from. In Zelda 2 Link is clearly an eldritch knight, even though he learns all his spells from NPCs. Bards fit into the setting with no changes necessary.

You can refluff all of the base 5e classes and their abilities will fit just fine into the setting. You just need to change where some of the spellcasters get their power from.

Ninjadeadbeard
2015-01-26, 12:22 PM
You can refluff all of the base 5e classes and their abilities will fit just fine into the setting. You just need to change where some of the spellcasters get their power from.

Not necessarily, or rather, you just have to specify. You may have to change the name "Clerics", but the idea is still there: someone casting Divine Magic with the blessing of a Deity. In the case of Warlocks, you could fluff them as being blessed by lesser deities, ones that don't have the raw power to grant their worshipers so many spells, or as spellcasters who alter themselves in order to cast magic. I believe Vaati did something similar, transforming himself from a Minish to a Hylian (though in this case he could have given his new form more natural magic to accommodate Invocations). Wizards are pretty simple, being learned spellcasters, and Druids make sense if you see them as Wizards of Nature magic.

Sorcerers are a bit problematic. Dragon-ancestry could be refluffed as Demon ancestry, perhaps? Wild magic is easy to explain, as random magic powers seems to be a thing on occasion.

Wartex1
2015-01-26, 03:17 PM
Ninja, your inbox is full so I can't PM you my reply.

The base classes should translate well, but specs (mainly for Paladin, Warlock, Sorcerer, and maybe Wizard) might need some changes.

Ninjadeadbeard
2015-01-26, 05:20 PM
Ninja, your inbox is full so I can't PM you my reply.

The base classes should translate well, but specs (mainly for Paladin, Warlock, Sorcerer, and maybe Wizard) might need some changes.

Fixed that. Sorry.

What about wizards needs to be changed? Seems like there are always wizards running around Hyrule. Paladins are merely warriors bound by an oath of significant resolve, and there are any number of Patron spirits which could serve for a Warlock's flavor. Honestly, I think that sorcerers would be the hardest to fit in, seeing as how their standard flavor is virtually nonexistent in Zelda.

Wartex1
2015-01-26, 05:26 PM
I'm mostly talking about mechanic changes.

To make things more fitting to the Zelda universe.

Like, Paladins have Oaths based on the Triforce. Warlock Patron spells are changed to better fit their Zelda patrons.

Ninjadeadbeard
2015-01-26, 06:46 PM
Like, Paladins have Oaths based on the Triforce.

...

[email protected]$#. That's good. Hell, Warlocks could also work based on that. Devotion Paladins are Courage Paladins, Ancients are Wisdom, and Vengeance is Power. That kind of rocks. Shouldn't be too hard to refluff Archfiends as Power, Archfey as Courage, and Old Ones as Wisdom.

I'm gonna go write some things. Might be a while.

Wartex1
2015-01-26, 07:09 PM
And Oathbreaker Paladins could be something like Fierce Deity or whatever.

I did like the Twilight, Demons, and Great Fairy for Warlocks though.

Ninjadeadbeard
2015-01-26, 07:11 PM
And Oathbreaker Paladins could be something like Fierce Deity or whatever.

I did like the Twilight, Demons, and Great Fairy for Warlocks though.

Always room for variant rules.

Wartex1
2015-01-26, 08:56 PM
Wait, so how would Warlocks get their powers?

I mean, Paladins would do it through devotion (maybe you could add Farore's Wind, Din's Fire, and Nayru's Love to them).

So, would a Warlock be touched by the Triforce or something?

Ninjadeadbeard
2015-01-26, 08:58 PM
Wait, so how would Warlocks get their powers?

I mean, Paladins would do it through devotion (maybe you could add Farore's Wind, Din's Fire, and Nayru's Love to them).

So, would a Warlock be touched by the Triforce or something?

*shrugs* Sure. Let's go with that.

Wartex1
2015-01-26, 09:05 PM
Also, the Archfey doesn't seem to fit in with Courage.

Wait a minute...

I smell opportunity.

What if the Warlock's Pacts were based off of the Lorulean Triforce? I mean, there aren't really "established" traits for that one, but they aren't the same as Hyrule's but are similar (hinted by Hilda).

So, we'd have:

Archfey: Cunning
Great Old One: Will
Fiend: Rage/Wrath/Dominance

AuraTwilight
2015-01-27, 02:19 AM
The Lorulean virtues are (through the characteristics of their counterpart keepers), implied to be Caution, Focus, and Ambition.

Wartex1
2015-01-27, 07:53 AM
Not really.

The virtues of the Lorulean Triforce were never implied, just that they were different from Hyrule's.

Remember, they never had any pieces of the Lorulean Triforce since it was gone.

Wartex1
2015-01-27, 08:53 PM
I'm excited for someone to DM a game using this.

Emmerlaus
2015-01-27, 09:27 PM
I wish you made the Dekus LOL

Me and my friends are planning a Zelda themed game and The dekus are giving us trouble to make. It will be in 3.5 but your builds coudl help us figure what makes the Dekus and a way to make it balanced. :)

Wartex1
2015-01-27, 09:32 PM
The Dekus (Scrubs, Koroks, and Kokiri) are all on the first page.

Keep in mind that these are supposed to be balanced in-setting and against each other, not against vanilla.