Exotic Races (Hyrule Supplement)

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Campaign Setting: Hyrule
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Classes
Fighter: brute, darknut, spellsword, archer, tunic
Opportunist: assassin, garo, mystic, skirmisher
Researcher: technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind
Scion: dragon, fairy, poe
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Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
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Subrosia
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Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
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Traps
Ruins, dungeons, and temples are littered with various hazards
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Exotic Races
Fragile Weapons
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Prestige Classes
Recovery Hearts
Revised Two-Weapon Fighting
Stacking Disadvantage
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

For a typical campaign, player-characters should be made from common races or sometimes uncommon races. The exotic races within this page are considered a variant rule, and should only be used in carefully-crafted or intentionally-erratic campaigns. The Hyrule campaign setting is not designed for their inclusion, but they can otherwise function as player-characters.

Races on this page can be used as player-characters, but require special consideration by the DM. Some backgrounds may be nonsensical for a member of an exotic race, among other potential problems.

Table: Exotic Races[edit]

Race Description Considerations
Fairy Fairies are tiny creatures that appear as a glow, but can be seen to look like incredibly small, winged hylians. Any fairy is of Tiny size, which is very unusual for a player-character.
Fairies are capable of unrestricted flight, which can be an overly powerful boon for a low-level player-character.
Goriya Furry and with wolf-like facial features, goriya are both pioneers and masters of combat via boomerang. Most humanoids consider goriya to be monsters, and will fight or flee from them on sight.
Kikwi Short, stout fur-covered creatures with plants on their back, renowned for their secretive and reclusive nature
Lizalfos Reptilian humanoids that are most often found in marshes and wetlands. They come in diverse varieties capable of flight, fire breath, and more. Most humanoids consider lizalfos to be monsters, and will fight or flee from them on sight.
Lynel A lynel has the head of a lion, the chest and arms of the strongest hylian you would ever meet, and the legs of draft horse. Facing one alone in combat is a death sentence. Most humanoids consider lynels to be fearsome monsters, and will fight or flee from them on sight.
Any lynel is of Large size, which is unusual for a player-character.
Minish Tiny and altruistic mouse-like humanoids that are so small they are virtually invisible. Any minish is of Tiny size, which is very unusual for a player-character.
Moblin Brutish and evil, moblins are disliked by almost all other races — even other monsters. They come in many varieties and sizes. Most humanoids consider moblins to be monsters, and will fight or flee from them on sight.
Some moblin subraces are of Large size, which is unusual for a player-character.
Mogma With their powerful upper bodies, these mole men burrow through dirt and sand at incredible speed. Mogma are capable of burrowing underground, enabling them to avoid many traditional hazards or obstacles.
Parella Aquatic creatures believed to share a common ancestor with zora Parella are aquatic creatures with no legs. It is very difficult for them to move on land.
Poe Floating, undead, legless ghosts who rarely remember anything from their former lives. Their souls are trapped in lanterns they are cursed to bear eternally in the afterlife. Most humanoids consider poes to be monsters, and will fight or flee from them on sight.
Poes are undead and lack legs, which is very unusual for a player-character.
Subrosian Small, mysterious, subterranean people who already wear robes and habitually bathe in lava — to them, sunlight and open skies are quite alien phenomena. Subrosians are foreign beings ill-suited to living above ground.
Any subrosian is immune to fire damage, enabling it to safely ignore many hazards that would be lethal.
Twili Hailing from the Twilight Realm, twili share ancient ancestors with hylians. Unlike their Light World counterparts, twili are still widely adept with magic. Twili hail from an alien dimension called the Twilight Realm, and do not normally exist in Hyrule.
Yeti Yooks and white yeti alike are known for their physical power and ability to withstand brutal cold — less so for their questionable intelligence. White Yeti are of Large size, which is unusual for a player-character.

Fairy[edit]

Ability Score Increase. Your Dexterity score increases by 2, but your Strength score decreases by 2.
Age. Unless a fairy is magically created (which is common for them), one reaches adulthood after about 10 years. A fairy rarely lives beyond 100 years, but retains its young adult appearance and demeanor for its entire life.
Alignment. Fairies have an extreme tendency towards good, and as a whole are among the most altruistic beings in Hyrule.
Size. A fairy usually stands around 6 inches, with a wingspan of as much as 8 inches. One typically weighs about 2 pounds. Your size is Tiny. As such compared to a Medium creature you require a quarter as much food and water, have half the normal carrying capacity or encumbrance for your Strength score, may require special equipment, and can only ride mounts of Small size.
Speed. You have a base walking speed of 15 feet, but a flying speed of 60 feet. You can hover in place effortlessly.
Hybrid Nature. You have two creature types: fey and humanoid. You are affected by a game effect if works on either of your creature types.
Tiny Equipment. As a Tiny fey, you have difficulty wielding normal-sized weapons, and are better off wielding weapons sized for you; see Weapons of Unusual Size. You can't wear normal armor or clothes, but instead must wear armor sized for a Tiny creature; such gear costs half as much and weighs ⅛th as much as normal.
Darting Reach. Unlike most Tiny creatures, your swift and agile movements facilitate your reach in combat. Unless you cannot use your fly speed, you have a reach of no less than 5 feet.
Illumination. Your body visibly glows. You shed bright light out to a radius of 5 feet, and dim light for an additional 5 feet. You can suppress this light if you are not incapacitated.
Languages. You can read, write, and speak both Common and Deku.
Subraces. Choose either fairy of life, or fairy of navigation.

Fairy of Life[edit]

Ability Score Increase. Your Intelligence and Wisdom scores both increase by 1.
Life Giver. You have mysterious knowledge of how to heal injuries and alleviate suffering. You are considered proficient in Medicine for any check made to provide care for another creature.
Revive. As an action, you can touch a creature to cause it to regain 3d6 hit points. The amount of hit points regained increases by 1d6 at 3rd level (4d6), and at 5th level (5d6). Also at 5th level, if the creature is dead but died less than 1 minute ago, and for reasons other than old age, the creature returns to life before regaining these hit points. This action has no effect on constructs or undead. Once you use this action, you must finish a long rest before you use it again.

Fairy of Navigation[edit]

Ability Score Increase. Your Wisdom and Charisma scores both increase by 1.
Keen Senses. You are proficient in the Perception skill.
Tattle. For reasons that are mysterious even to you, you have an unusual skill in analyzing other creature's physiological capabilities, and recall such knowledge easily. You have advantage on all Intelligence checks made to identify a creature's capabilities.

Goriya[edit]

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Source

Ability Score Increase. Your Dexterity and Constitution scores both increase by 2.
Age. A goriya reaches adulthood in about 10 years. Rarely does one live beyond the age of 50.
Alignment. Goriya have a strong tendency towards evil. They are unusually loyal and orderly for evil creatures, with a slight tendency towards law.
Size. A goriya is usually just under 6 feet tall, and on average weighs between 180 and 200 pounds.
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.
Ancestral Arms. Goriya have been wielding boomerangs for countless generations, and are said to be the progenitors of their use in combat. You are proficient in boomerangs. When you make a ranged attack with a weapon that has the returning property, you add a +1 bonus to the damage roll.
Keen Senses. You are proficient in the Perception skill.
Languages. You can read, write, and speak both Common and Blin.

Kikwi[edit]

Ability Score Increase. Your Constitution and Wisdom scores both increase by 2.
Age. A kikwi reaches adulthood in less than 10 years. They often succumb to diseases and other perils earlier than most races, but those who thrive can live to be as old as 200.
Alignment. Kikwi follow their elders and leaders without question. Although they fear most outsiders, they are altruistic to those they befriend. Kikwi have a slight tendency towards law and a stronger tendency towards good.
Size. A kikwi typically stands at a height of about 3 feet, but has a stout pear-shaped body. Your size is Small.
Speed. You have a base walking speed of 25 feet.
Naturalist. You are proficient in the Nature skill. You can survive without food so long as you have water, sunlight, and air.
Hybrid Nature. You have two creature types: humanoid and plant. You are affected by a game effect if works on either of your creature types.
Naturally Stealthy. Your herbivore ancestors survived primarily by hiding from predators. You are naturally proficient in the Stealth skill. When you make an ability check to Hide, you can choose to make a Wisdom (Stealth) check in place of a Dexterity (Stealth) check.
Forest Dweller. You have advantage on all Stealth and Survival checks made in natural forest terrain.
Languages. You can read, write, and speak both Common and Deku.

Lizalfos[edit]

Age. A lizalfos reaches adulthood in at most 10 years. Rarely does one live beyond the age of 50.
Alignment. Lizalfos as a whole have a strong tendency towards evil. Daira are inherently chaotic, while geru are relatively orderly, and most other lizalfos fall somewhere between.
Size. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Alkaline Scales. You have resistance to acid damage.
Standing Leap. If it would otherwise be lesser, your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
Languages. All lizalfos speak Lizal. A minority, including all lizalfos player-characters, speak Common as a second language.
Subraces. Lizalfos come in numerous subraces. Choose one from aeralfos, chameleon, daira, dinolfos, and geru.

Aeralfos[edit]

Ability Score Increase. Your Dexterity and Constitution scores both increase by 1.
Fly Speed. You have a fly speed of 40 feet. This speed increases to 50 feet at 3rd level, and 60 feet at 5th level.

Chameleon[edit]

Ability Score Increase. Your Dexterity and Wisdom scores both increase by 1.
Ambusher. You have advantage on attack rolls against any creature you have surprised.
Chameleon Cunning. You have advantage on saving throws against being charmed, and magic can't put you to sleep. You have no need to sleep, but you still must relax for the entirety of a long rest to gain the benefits of finishing one.
Chameleon Skin. You have advantage on any Dexterity (Stealth) check made to hide, but only if you remain motionless in the same spot for 12 seconds (two consecutive turns). You forfeit this advantage if you move.

Daira[edit]

Ability Score Increase. Your Strength score increases by 2.
Blood Frenzy. As a bonus action, you can detect without error whether one living creature you can see has half its hit points or fewer. After you use this bonus action on a creature with half its hit points or less, you have advantage on all melee weapon attack rolls made against that creature. This benefit lasts until the creature restores any hit points, drops to 0 hit points, or you use your Blood Frenzy on another creature.
Daira Scales. When you are hit by a nonmagical melee weapon, you can use your reaction to halve the damage you take from that attack. You must finish a short rest before you use this feature again.

Dinolfos[edit]

Ability Score Increase. Your Strength and Constitution scores both increase by 1.
Fire Resistance. You have resistance to fire damage.
Fire Breath. You can use your action to exhale a gout of flame in a 15-foot cone. Each creature in this area must make a Dexterity saving throw, with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this feature, you can't use it again until you finish a short or long rest.

Geru[edit]

Ability Score Increase. Your Strength score, Dexterity score, and one other ability score of your choice all increase by 1.
Swim Speed. You have a swim speed of 30 feet.
Hold Breath. You can hold your breath for 30 minutes, regardless of your Constitution score.
Keen Senses. You have proficiency in the Perception skill.
Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in terrain reminiscent of swamps, marshes, and wetlands.

Racial Feat: Swampfighter[edit]

You have trained to be an elite warrior among lizalfos, embodying traditional combat styles and tactics of your people. You gain the following benefits:
Martial Advantage. When you take the Attack action and hit a creature with a melee attack, if that creature is within 5 feet of your ally and that ally isn't incapacitated, you can use your bonus action to flourish the strike and deal an extra 1d6 damage to the hit creature.
Shield Breaker. If you score a critical hit hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use.
Skill Proficiency. You gain proficiency in your choice of either Athletics or Stealth.

Lynel[edit]

Ability Score Increase. Your Strength score and Constitution score both increase by 2.
Age. Lynels reach maturity quickly, and are considered adults by 10 years at the latest, though they may continue physically growing for decades after this. Although it is very common for lynels to live short and violent lives, the oldest among them can live to an age of up to 300.
Alignment. Lynels are murderously aggressive towards almost everything, and are ferociously independent of anything that would restrict their will or their freedom. As a whole, they have a strong tendency towards chaotic evil.
Size. A typical Lynel is about 10 feet tall and weighs in the neighborhood of 1800 pounds. Your size is Large. Due to your unusual centaur-like shape, you may be unable to benefit from gear designed for feet or humanoid legs. Compared to a Medium creature you require four times as much food and water, have double carrying capacity or encumbrance for your Strength score, may require special equipment, and can't ride mounts of Large size or smaller. In combat, you occupy a 10-foot square instead of a 5-foot square, but you have the same reach as a Medium creature.
Large Equipment. As a Large humanoid, you can wield normal-sized weapons, but are better off wielding weapons sized for you; see Weapons of Unusual Size. You can't wear normal armor or clothes, but instead must wear armor sized for a Large creature; such gear costs twice as much and weighs eight times as much.
Speed. You gallop like a horse and pounce like a jaguar. Your base walking speed is 50 feet.
Hybrid Nature. You have two creature types: giant and humanoid. You are affected by a game effect if works on either of your creature types.
Menacing. You are proficient in the Intimidation skill.
Cantrip. You know one cantrip of your choice from fire bolt, power beam, resistance, and step up. Charisma is your casting ability for this spell.
Languages. All lynels speak Blin. A minority, including all lynel player-characters, speak Common as a second language.

Racial Feat: Flame Evoker[edit]

Many lynels are capable of conjuring supernatural fire, but doing so takes immense training. You are one such lynel who has trained to this extent. As an action, you can do either of the following. Once you do so, you must complete a short or long rest before you benefit from this feat again.

  • Fire Breath. You exhale fire in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much on a success.
  • Flame Burst. Thrusting its weapon into the ground, you detonate a wave of flame that sweeps out from it. Each creature in a 10-foot circle originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d4 fire damage, is pushed 10 feet away from you, and is knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone.

The DC for either action equals 8 + your proficiency bonus + your Constitution modifier. The damage increases by one damage die at 6th level (3d4 or 3d6), 11th level (4d4 or 4d6), and 16th level (5d4 or 5d6).

Racial Feat: Resilient Lynel[edit]

It is common for lynels to push their already formidable bodies to the limits of mortal endurance and strength. You, in particular, have adapted to the harshest heat, the most brutal cold, and you are resolute in virtually any climate.

You gain resistance to cold, fire, and lightning damage.

Minish[edit]

Ability Score Increase. Your Dexterity, Wisdom, Intelligence, and Charisma scores all increase by 1. Your Strength score decreases by 2.
Age. Despite their size, minish live comparably to humanoids. One reaches adulthood in its late teens, and at most lives just shy of a century.
Alignment. Minish are inherently benevolent, and most of them are happy to aid creatures who don't even know they exist. They are almost universally good, and have a smaller tendency towards law.
Size. A typical minish is 3 inches tall at most, and weighs about 1 pound. Your size is, for most purposes, Tiny. You are however so diminutive that you can ride in the pocket of a Small or Medium humanoid. You can occupy and move through the space of any creature (excluding a creature that fills the entirety of its space, such as certain oozes). You can survive on what other creatures would consider crumbs; a mere drop of water is enough to quench your thirst for hours. Your carrying capacity or encumbrance is 1% what it would be for a Medium creature. If you were to ride a mount, the mount itself would likely need to be a Tiny creature, such as a squirrel or a frog.
Speed. Your size prevents very swift movement, but like an insect your weight is easy to carry even in hazardous terrain. Your base walking speed, climb speed, and swim speed are all 15 feet. You can move through land-based difficult terrain without reduced movement.
Minish Gear. You can only wield weapons and armor specifically designed for a minish-sized humanoid. Even Tiny equipment is too big for you. If it is readily available, minish-sized equipment costs half as much as normal, and weighs about 1% as much as normal, but it may need to be specially crafted.
Minish in Combat. Any nonmagical weapon you wield deals 1 damage if its damage die would normally be 1d6 or lower, 2 damage if it would normally be 1d8, and 3 damage if it would be 1d10 or higher. You still add the appropriate ability modifier to attack and damage rolls with weapons. Your reach is 0 feet (even if you wield a weapon that has the reach property), meaning you must occupy the same space as any creature to touch it or make a melee attack against it. (You still only provoke an opportunity attack when you leave a creature's reach.) The range of any ranged weapon you wield or spell you cast is halved. Despite the lack of power or reach behind your attacks, you strike swiftly. If you use your action to make at least one weapon attack, you can use your bonus action to make another attack with that same weapon. You lose the effect of this feature if your size increases to Small.
Tiny Agility. You have disadvantage on any ability check or saving throw that relies on Strength. You have advantage on any saving throw that relies on Dexterity. You lose the effect of this feature if your size increases to Small.
Minish Veil. Minish are supernaturally difficult to perceive and track by larger creatures. Any creature of Medium size or larger that attacks you from a range of 10 feet or more has disadvantage on the attack roll. When you Hide from creatures that are Medium or larger, you have advantage on the Dexterity (Stealth) check. You lose the effect of this feature if your size increases to Small.
Keen Senses. You are proficient in the Perception skill.
Languages. You can read, write, and speak both Common and Minish.

Moblin[edit]

Age. A moblin swiftly reaches adulthood in about 7 years. Bokoblins in particular can reach adulthood in as little as 2. Rarely does a moblin live beyond the age of 30.
Alignment. Moblins have a strong tendency towards evil. Though a few among them may be good, even these pretend to be evil among their peers just to fit in.
Size. A moblin's size is heavily dependent upon its subrace.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Ancestral Arms. Moblins are instinctively skilled at smashing things with blunt objects. You are always proficient with clubs, crushers, and greatclubs. If you become proficient with any martial weapon, you also become proficient with moblin spears.
Languages. All moblins speak Blin. A minority, including all moblin player-characters, speak Common as a second language.
Subraces. Moblins come in extremely diverse subraces. It is most common for a moblin's parents to be of the same subrace, but in cases of mixed lineage the offspring takes after the mother almost entirely. Choose one from big moblin, bokoblin, bulblin, and miniblin.

Big Moblin[edit]

Ability Score Increase. Your Strength score increases by 2.
Size. As its name implies, a big moblin has an imposing figure usually between 8 and 12 feet in height, and usually weighs between 800 and 1600 pounds. Your size is Large. As such compared to a Medium creature you require four times as much food and water, have double carrying capacity or encumbrance for your Strength score, may require special equipment, and can't ride mounts of Large size or smaller. In combat you occupy a 10-foot square instead of a 5-foot square, but you have the same reach as a Medium creature.
Speed. You have a base walking speed of 30 feet.
Large Equipment. As a Large humanoid, you can wield normal-sized weapons, but are better off wielding weapons sized for you; see Weapons of Unusual Size. You can't wear normal armor or clothes, but instead must wear armor sized for a Large creature; such gear costs twice as much and weighs eight times as much.
Climate Endurance. You can endure any naturally-occurring hot, cold, dry, or humid climate without hardship, Constitution checks, or Constitution saving throws.

Bokoblin[edit]

Ability Score Increase. Your Strength, Dexterity, and Constitution scores all increase by 1.
Speed. You have a base walking speed of 30 feet.
Enduring. You have advantage on saving throws made to resist exhaustion, and can thrive on one-quarter of the food and water you would otherwise need.
Reckless. At the start of your turn, you can gain advantage on all melee weapon attack rolls you make this turn, but attack rolls against you have advantage until the start of your next turn.
Forage. Bokoblins are infamous for doing anything to survive. You have advantage on any Wisdom (Survival) check to find food or water in the wild.
Poison Resistance. As a bokoblin, your immune system is freakishly tolerant of everything from eating rotten meat to enduring venomous spider bites. You have resistance to poison damage, and have advantage on saving throws against poison.
Climate Endurance. You can endure any naturally-occurring hot, cold, dry, or humid climate without hardship, Constitution checks, or Constitution saving throws.

Bulblin[edit]

Ability Score Increase. Your Strength, Dexterity, and Intelligence scores all increase by 1.
Speed. You have a base walking speed of 20 feet.
Pack Tactic. On your turn if a creature is within 5 feet of your ally (excluding any animal or mount), you can choose to gain advantage on attack rolls you make against that creature until it or your ally moves more than 5 feet away from each other. Once you use this feature, you cannot use it again until you next roll initiative.
Beast Tamer. Bulblins are instinctively skilled with manipulating animals to their needs. You are proficient in the Animal Handling skill.
Armor Training. Unlike most moblins, bulblins are trained for armor usage from a young age. You are always proficient with light armor.
     If you would otherwise become proficient in light armor, you also become proficient in medium armor and shields (but not heavy shields).
     If you would otherwise become proficient in medium armor, you also become proficient in heavy armor and heavy shields.
     If you would otherwise become proficient in heavy armor, while wearing any heavy armor you can add your Dexterity modifier (max 1) to your AC.

Miniblin[edit]

Ability Score Increase. Your Dexterity score increases by 2.
Size. A typical miniblin stands just over 2 feet tall. Your size is Small.
Speed. You have a base walking speed of 20 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.
Da-Neh. You are proficient with spears and tridents. When wielding these weapons, you can choose to use your Dexterity modifier in place of your Strength modifier on attack and damage rolls with them.
Pack Tactic. On your turn if a creature is within 5 feet of your ally (excluding any animal or mount), you can choose to gain advantage on attack rolls you make against that creature until it or your ally moves more than 5 feet away from each other. Once you use this feature, you cannot use it again until you next roll initiative.
Spider Climb. Miniblins possess an uncanny, supernatural ability to climb. You have a climb speed of 20 feet, which you can use even if both your hands are occupied. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Mogma[edit]

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Mogma reach adulthood in their mid teens, and usually live to an age between 60 and 100.
Alignment. Mogma are somewhat greedy, and don't meld well into overly structured society. They tend towards chaos.
Medium. A mogma has a height of just over four feet, but its shoulders can be almost as wide as it is tall. Your size is Medium.
Speed. You have a base walking speed of 25 feet and a climb speed of 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.
Claws. Your unarmed strike inflicts slashing damage equal to 1d4 + your Strength modifier.
Tremorsense. You have tremorsense out to a range of 10 feet. Your tremorsense can detect and pinpoint the origin of vibrations within this radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures
Dig. As an action, you can gain a burrow speed equal to your base walking speed until the start of your next turn. While burrowing, you can move through sand, earth, mud, or ice, but not solid rock. When you use this action, you are incapacitated until the start of your next turn.
Nose for Treasure. You are always considered proficient in any ability check made to estimate the value of gemstones or treasure, or to identify the properties of magic items.
Languages. You can read, write, and speak both Common and Goro.

Parella[edit]

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A parella as it appears suspended in water.
Source

Ability Score Increase. Your ability scores all increase by 1.
Age. Parella reach adulthood at 20 at the latest, and can live to an age of 200 or more.
Alignment. Although their ways seem foreign to many, parella tend to be good natured. They tend towards good.
Size. While underwater, a parella's jellyfish-like body extends to a height of about 6 feet, but on land it is squished to a height of about 4 feet. Your size is Medium.
Speed. You have a base walking speed of 5 feet, and a swim speed of 60 feet.
Amphibious. You can breathe both air and water.
Invertebrate. You are a mucus-covered invertebrate, and your body is highly amorphous compared to most creatures. You can fit through a space as narrow as 1 foot without squeezing. You have advantage on any ability check or saving through to escape being grappled or restrained.
Languages. You can read, write, and speak both Common and Zoran.

Poe[edit]

Ability Score Increase. Your Dexterity and Charisma scores both increase by 1.
Age. As poes are not alive, they don't age. They are "born into undeath" with the same form and level of development they will always have. Although poes are eventually destroyed, they only "age" when they are not in a dormant state. An actual numerical age is almost meaningless to them.
Alignment. Poes are believed to be animated spirits formed through unanswered malevolence and hatred, and they feel no need to conform to the norms of any society. They have a strong tendency towards chaotic evil. Even in undeath, however, a rare few souls can overcome these urges.
Size. Although your body sometimes flickers mysteriously from view, and can appear gaseous, it is solid. You have no visible legs, and instead you seem to float above ground; the remainder of your body comprises a torso, arms, and head. Poes are anywhere between 3 feet and 7 feet, though on average they float at a height of just over 5 feet. You can choose to be either Small or Medium.
Speed. You have no legs, and you won't walk in the traditional sense. You can float in place effortlessly, and do so even if you are unconscious. You have a base walking speed and a flying speed of 30 feet, but you cannot use this speed to ascend more than 2 feet above ground. You can, however, maintain the same altitude if the ground beneath you falls away.
If you cannot use your flying speed, due to a spell or other effect, you are prone.
Poison Immunity. Poison rots flesh and steals life, neither of which are things you have. You are immune to poison damage, cannot be poisoned, and are immune to any disease which doesn't specifically affect undead.
Otherworldly Perception. You can sense any creature that is invisible or in the Silent Realm. You can pinpoint such a creature if it is moving.
Ghost Magic. You know your choice of one cantrip from either prestidigitation or produce flame. If you otherwise gain the Spellcasting feature, you can gain one of these cantrips in place of one you would otherwise be able to gain. Beginning at 3rd level you can cast the invisibility spell on yourself by expending 3 magic points. Charisma is your casting ability for these spells.
Undead. You are treated as an undead instead of a humanoid. You are not "alive," so effects which bring creature back to life will not affect you, nor will most effects that restore hit points.
Sunlight Weakness. While in sunlight, you have disadvantage on all attack rolls, ability checks, and saving throws.
Poe's Lantern. Your starting equipment includes a hooded lantern. While holding a lantern or similar object, you can ignite or extinguish it as a bonus action. If you are ever not within the light provided by a lantern you have ignited with this feature, you are afflicted as if you were in sunlight. You can use a lantern you have ignited as if it was a club, and on a hit it deals an extra 1 fire damage. If you are proficient with shields, you can gain a +2 bonus to your AC from this lantern while you hold it as if it was a shield.
Languages. All poes speak Stal. Some are also capable of speaking a language they knew in life. A minority of poes, including all poe player-characters, speak Common as a second language.

Racial Feat: Daybreaker[edit]

After brutal and arduous training, your undead physiology has become capable of enduring sunlight with negligible discomfort. You gain the following benefits:

  • Your Constitution or Wisdom score increases by 1, but does not exceed your maximum score for that ability.
  • While in sunlight or without the light of your Poe's Lantern, you still suffer disadvantage on Constitution and Wisdom saving throws, but may otherwise ignore the Sunlight Weakness feature.
  • If a spell or other magic would affect an undead but not a humanoid, you have advantage on any saving throw imposed by that effect.

Racial Feat: Incorporeal Specter[edit]

You have learned to use your spectral capabilities to fly to greater heights, and even pass through walls. You gain the following benefits:

  • You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.
  • You gain a fly speed of 50 feet, and can hover in place effortlessly. There is no limit to the distance you can ascend.

Subrosian[edit]

Ability Score Increase. Your Constitution score increases by 2. One score of your choice from Intelligence, Wisdom, or Charisma increases by 1.
Age. Subrosians reach adulthood in their late teens. They show practically no signs of aging, but live at most a century.
Alignment. Subrosians are reclusive and secretive, but trust those who break through their shell. They have a slight tendency towards good.
Size. A typical subrosian is a little over 3 feet tall. Your size is Small.
Speed. You have a base walking speed of 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.
Heatproof. You are immune to fire damage, and do not catch flame.
Secretive. You gain proficiency in your choice of one of the following skills: Deception, Insight, Sleight of Hand, or Stealth.
Subterranean. You have advantage on any Wisdom (Survival) check made in a completely underground environment.
Languages. You can read, write, and speak both Common and Subrosian.

Twili[edit]

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A twili of the elegant subrace.
Source

Ability Score Increase. Your Intelligence score, and one other ability score of your choice, both increase by 1.
Age. Twili age slowly. They may not reach full adulthood until 20 years or more, but can live to be nearly 200.
Alignment. Twili hail from usurpers and renegades who threatened to overthrow a kingdom and seize a dark, magical power. Like hylians, their alignments vary widely from one to another, but as a whole they have a slight tendency towards chaotic evil.
Size. Twili are tall and thin. One typically stands between 6 and 7 feet, yet only weighs between 150 and 220 pounds. Your size is Medium.
Speed. You have a base walking speed of 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.
Sunslight Sensitivity. Your people evolved to eternal twilight and darkness, and the bright light of the sun is extremely unpleasant to your senses. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Arcane Heritage. Your people are masters of what most Hyruleans call ancient magic, and what they consider arcane secrets is common knowledge in your homeland. You are proficient in the Arcana skill.
Languages. All twili read, write, and speak Twilit. A minority of twili, including all twili player-characters, are just as fluent in Common.
Subraces. Choose either elegant twili or usurper twili.

Elegant Twili[edit]

Compared to most twili, your facial features take a shape closest to hylians. If it wasn't for your smooth gray skin and abnormally colored eyes, someone could even mistake you for an unusually tall and slender hylian. In the Twilight Realm, your kind has traditionally comprised the ruling upper class. The few who have ventured into the Light World have had a relatively easier time adapting to the alien world and foreign cultures.

Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 1.
Magic Adept. Your people are unusually talented with spellcasting. Your magic point maximum increases by 2.
Cantrip. You know one cantrip of your choice from mage hand, minor illusion, message, and tear. Intelligence is your casting ability for this spell.
Twilit Magic. You know one spell of your choice from conjure spirit wolf, disguise self, and feather fall . At 3rd level you learn one spell from misty step, levitate, and split. You cast these spells by expending the normal amount of magic points, and Intelligence is your casting ability for these spells.

Usurper Twili[edit]

Compared to most twili, your facial features are abnormally flat and plain in appearance, to the extent even other twili may find them eerie. Your lineage links strongly to those who have attempted, and failed, to overthrow the norm. Although all twili hail from the ancient race that was banished to the Twilight Realm, your kind is often attributed as the renegades responsible.

Ability Score Increase. Your Strength, Dexterity, or Constitution score increases by 1.
Superior Darkvision. The range of your darkvision increases to 120 feet.
Twilit Resilience. Even more so than other twili, your people have adapted and evolved to the hardships of the Twilight Realm. You have advantage on ability checks or saving throws to avoid exhaustion or being frightened.
Cantrip. You know one cantrip of your choice from blade ward, death bolt, mage hand, and true strike. Intelligence is your casting ability for this spell.

Racial Feat: Daybreaker[edit]

After arduous training, your sight and other senses have become capable of enduring sunlight with negligible discomfort. You gain the following benefits:

  • You may ignore your Sunlight Sensitivity feature.
  • You have advantage on any saving throw against being blinded.
  • You gain proficiency in your choice of either the Perception skill or the Investigation skill.

Racial Feat: Trained Twili[edit]

You have trained under the tutelage of another twili whose subrace is opposite from yours, and have learned to emulate their capabilities. You gain the features of a twili subrace that is not your own.

Racial Feat: Sorcerous Twili[edit]

Prerequisite: Spellcasting feature

You have studied the depths of twilit magic, and empower your spellcasting capabilities. At appropriate points determined by your Spellcasting feature, you can learn the following spells in place of spells otherwise available to your class at the same spell level. When you cast any of these spells, you gain an additional benefit as noted in the following list.

2nd: misty step. If there is a willing creature of Medium or smaller size in your space or adjacent, you can teleport that creature with you. Its movement mirrors yours; if you teleport 20 feet north for instance, so does that creature.
3rd: fly. If you cast this spell on yourself, the duration increases to, "concentration, up to 1 hour."
4th: dimension door. If there is a willing creature of Medium or smaller in your space or adjacent, you can teleport that creature with you, in addition to any objects or creatures otherwise allowed by dimension door.
5th: arcane hand. You conjure two hands instead of one, both of which can appear anywhere in range. When you cast the spell and use a bonus action on your subsequent turns, you can still control only one hand at a time.

Your Intelligence score increases by 1, but cannot increase above your maximum for that score.

Yeti[edit]

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A white yeti wearing unusual headgear.
Source

Ability Score Increase. Your Strength score and Constitution score both increase by 1.
Age. A yeti is considered an adult around age 10, though many continue to grow into their late thirties. At best, one will live just under a century.
Alignment. Yeti organize themselves in loose and often tribes which have little desire for order and few strong loyalties. They have a tendency towards chaos.
Size. Your size depends on your subrace. If you are a yook, your size is Medium. If you are a white yeti, your size is Large.
Speed. Your base walking speed is 30 feet.
Languages. You can speak both Anook and Common, but cannot read or write.
Subraces. Choose either white yeti, or yook.

White Yeti[edit]

Size. A yeti is of great size, usually 10 to 12 feet in height, and weighs in the neighborhood of 1600 lbs. Your size is Large. As such compared to a Medium creature you require four times as much food and water, have double carrying capacity or encumbrance for your Strength score, may require special equipment, and can't ride mounts of Large size or smaller. In combat you occupy a 10-foot square instead of a 5-foot square, but you have the same reach as a Medium creature.
Large Equipment. As a Large humanoid, you can wield normal-sized weapons, but are better off wielding weapons sized for you; see Weapons of Unusual Size. You can't wear normal armor or clothes, but instead must wear armor sized for a Large creature; such gear costs twice as much and weighs eight times as much.
Cold Endurance. You are comfortable even in the coldest of climates, and do not need to make saving throws or ability checks for enduring nonmagical cold weather.
Long Strides. Your base walking speed increases by 5 feet.

Yook[edit]

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A yook wielding a club.
Source

Ability Score Increase. One ability score of your choice from Strength, Constitution, and Wisdom increases by 1.
Cold Resistance. You have resistance to cold damage.
Ice Breath. You can use your action to exhale a snowstorm of bitter cold in a 15-foot cone. Each creature in this area must make a Constitution saving throw, with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this feature, you can't use it again until you finish a short or long rest.
Ancestral Arms. You are proficient with clubs and greatclubs, and have +1 bonus on damage rolls made with these weapons.



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