Lynel (5e Race)

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Design Note: This race pulls most of the info from Lynel and from Exotic Races (Hyrule Supplement)

"These fearsome monsters have lived in Hyrule since ancient times. They possess intense intelligence, resilience, and strength, making them among the most dangerous monsters in all the land. This is compounded by the fact that they have a natural resistance to all elements. You would be wise to challenge a Lynel only if you're very well prepared."
—Hyrule Compendium, Legend of Zelda: Breath of The Wild

Physical Description

Lynel have the head of a lion, the horns of a goat, the torso and arms of a bestial human and the body of a four-legged stallion such as a horse or zebra. Their bodies are filled with muscle and mostly or entirely covered in fur. The race is renowned for its short temper and physical brutality. Despite their bestial appearance and nature, lynels are exceptionally cunning, and are known to be extraordinary craftsmen.

This file was retrieved directly by Wolfgerlion64 for Zelda Wiki.,


Lynels rarely tolerate another creature being close to it. Indeed, anything that wanders too close is quickly subjected to the creature's wrath in a most violent fashion. The lynel race seems to be filled almost universally with brutally powerful warriors who wear almost no clothing, but carry at least two different weapons on them at all times. The sheer combat prowess of a lynel is only enhanced by their race's occasional magic abilities. The weapons lynels craft and wield for themselves are valuable treasures, not only because of their unusually skilled craftsmanship, but the rarity and difficulty in obtaining them.


Lynels are drawn to open fields where their fleet feet can be put to good use, and the field a lynel chooses to occupy is usually vacated by anything that wishes to preserve its own life. A typical lynel requires an immense amount of nutrition to maintain its extremely athletic form, so it often travels from field to field—purging each one of prey, nuts, and fruits. Although most lynels are loners, occasionally a handful of eight or fewer will form a loose and often short-lived tribe to share resources, train together, or reproduce.

Lynel Traits

Ability Score Increase. Your Strength score increases by 2 and your choice of Constitution, Intelligence, or Wisdom score increases by 1.
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. Lynel are usually Chaotic Evil but some Lynels have broken there connection to evil and are known to be good or neutral,
Size. Lynels stand on average at 9 feet tall. Your size is Large.
Speed. Your base walking speed is 40 feet.
Gore Charge. On your turn if you move 20 feet in a strait line you make a ramming attack with your horns, the target make Dex saving throw (DC 8 + your proficiency bonus + your Strength modifier ) on failed save they take 1d8 + Strength modifier and knocked prone if the make the saving throw they take no damage and are not knocked prone, however if you still have movement you can keep charging in a strait line to hit more targets. Any target that you charge through make can make a opportunity attack whether there are knocked prone or not, you choose when to stop charging.
Beast Will. Do to your nature as a Lynel you have advantage on being charmed and frightened.
Fire Blast. You can use your action to exhale destructive Fire Blast, each creature in a 30 feet by 5 feet line must make a Dexterity throw The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one, The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level. After you use fire blast, you can't use it again until you complete a short or long rest.
Savage Attack. When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Smithing and Menacing. You gain proficiency with smith's tools and intimidation.
Lynel Gear. As a Lynel your stubbornness does not allow you to take any weak weapons or shields from weaker races so as a part of Lynel tradition you make your own gear which you are proficient with, Lynel gear can be made from any metal and be magically plus or enhanced by any race that the Lynel see as strong or powerful. All Lynel gear uses Strength modifier including the bow. you choose 3 Lynel gear instead of starting weapons (see detail for Lynel gear below)
Languages. You can speak, read, and write Common and Abyssal.

Design Note: The gear damage is following the rule of normal gear, as in you don't uses large weapon rule when making attacks. Any one can weld this gear as long the are proficient, they do same damage for medium races.(If Link can weld these items as the same as a Lynel then do the same damage)

Lynel Gear

Type DC check to make Sword Shield Spear Crusher Bow
Lynel 15 1d8 Slashing versatile (1d10) 2+ AC off-hand weapon attack 1d6 Slashing 1d6 Piercing Thrown (range 20/60), versatile (1d8) 2d6 Bludgeoning Heavy, two-handed 2d6 Piercing Ammunition (range 40/160), Heavy, two-handed
Mighty Lynel 21 1d10 Slashing versatile (1d12) 2+ AC off-hand weapon attack 1d8 Slashing 1d8 Piercing Thrown (range 20/60), versatile (1d10) 2d8 Bludgeoning Heavy, two-handed 3d6 Piercing Ammunition (range 40/160), Heavy, two-handed
Savage Lynel 27 1d12 Slashing versatile (2d6) 2+ AC off-hand weapon attack 1d10 Slashing 1d10 Piercing Thrown (range 20/60), versatile (1d12) 2d10 Bludgeoning Heavy, two-handed 4d6 Piercing Ammunition (range 40/160), Heavy, two-handed

Racial Feat: Lynel Roar

The power of you roar become more beastal, you gain the following when you gain this feat

  • Your Charisma score increases by 1.(if DM lets you start with is feat you don't get the score increase)
  • As an Action you let out a roar, any creature of your choice that can hear or see you make a Wis saving throw (DC 8 + your proficiency bonus + your Charisma modifier) all who fail are now frightened for 1 minute, targets automatically succeed if they can't see and hear you. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

It is the DM's discretion whether you can train for this feat, start with this feat, or take this at an ability score Improvement.

Racial Feat: Improved Fire Blast

Prerequisites: Level 19, 18 Constitution
The strength of the Fire Blast become stronger, you gain the following when you gain this feat.

  • Your Fire Blast increases by 2d6.
  • At the start of you turn roll a d6 when you get a 5 or 6 you gain back your Fire Blast.

It is the DM's discretion whether you can train for this feat or take this at an ability score Improvement.

Random Height and Weight

9′ 0″ +2d8 985 lb. × (5d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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