Rito (5e Race)

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Rito[edit]

Physiology[edit]

Avian humanoids covered in feathers, rito are particularly tall and thin compared to hylians. Their narrow bodies and hollow bones make them very lightweight for their height and arm span, which eases flight. Indeed, rito have arms that double as wings, and are able to fly as a bird does. Coastal rito have hylian-like arms that slide into "sleeves" they use as wings, whereas highland rito simply have functional hands on the tips of their wings.

Rito form families and raise their hatched young one at a time over many years, in a manner very similar to hylians. A rito usually doesn't gain flight until an age of about 10 years, although the means of gaining flight varies between different rito tribes. An adult rito that is unable to fly, a fokka, is usually banished from its tribe and alienated by most rito.

Society[edit]

Due to their ability to fly, rito villages are built on mountains, islands, or other locations where most predators have difficulty reaching. Such villages are usually situated near oceans, rivers, or other fish-filled reservoirs. Although rito are omnivorous, their tribes survive primarily from hunting and fishing, and usually only partake in farmed food when it is produced by other races.

Rito culture places a relatively high value on honor and order. Postmen in Hyrule are almost universally rito, and their villages rapidly and efficiently sort parcels for all the land.

Rito Names[edit]

A rito's name often ends in "-li," and is frequently comprised of three syllables.

Male: Gesane, Guy, Harth, Huck, Illari, Kaneli, Kass, Kogoli, Koboli, Komali, Mazli, Nekk, Quill, Revali, Teba, Verla

Female: Amali, Bedoli, Cecili, Cree, Frita, Genli, Kaneli, Kheeel, Kotts, Laissa, Medli, Misa, Molli, Namali, Notts, Saki

Rito Traits[edit]

kTNmLbj.png
Coastal rito often have tan feathers, and white or brown hair.
Source

This avian race comes in diverse varieties, and most are capable of winged flight.
Ability Score Increase. Your Dexterity score increases by 2.
Age. A rito reaches adulthood in its teens, and rarely lives to see a century.
Alignment. Rito are inherently dutiful, loyal, and stick to their convictions. They tend towards law.
Size. An adult rito has a height of about 5 to 7 feet. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Languages. You can speak, read, and write Common.
Subrace. Choose one subrace from coastal rito, highland rito, or fokka.

Coastal Rito[edit]

Coastal rito are visually distinguished by the color of their feathers, which is usually a pale brown, but can be a pure white in females. Unlike highland rito, they have separate "hair" on their scalps, which is usually of a brown or white color. A coastal rito is born with feathers and beak, but does not inherently grow wings. This variety of rito gains wings as a coming-of-age ritual performed in its early teens, which requires the direct magical blessing of either Valoo or another powerful supernatural being.

Labored Flight. As an action, you gain a flying speed of 50 feet until the start of your next turn. You can maintain uninterrupted flight by using this action on consecutive turns. While flying, you cannot attack or cast spells with somatic components.
Navigation. Coastal rito are unusually skilled at maintaining direction and creating mental maps. You have advantage on Wisdom (Survival) checks to navigate or avoid becoming lost.
Keen Senses. You are proficient in the Perception skill.
Extra Language. You can speak, read, and write either Deku or Zoran.

Fokka[edit]

200px-TAoL_Fokka_Artwork.png
Fokka usually have uniformly-colored feathers.
Source

Flightless rito, or "fokka," usually result from coastal rito who do not complete their coming-of-age ritual, but still age into adulthood. In some coastal rito tribes, refusing to complete this ritual is seen as sacrilegious. Regardless of why they are flightless, fokka are seen as inferior among other rito, and their inability to fly is considered shameful. Due to this disgrace, fokka have a tendency towards hate or other negative emotions, and are more prone towards evil than most rito. Despite their inability to fly, fokka retain the lightweight bodies of creatures adapted for flight. This, combined with increased leg strength, enables fokka to perform incredibly high jumps compared to most terrestrial humanoids. They are naturally faster on their feet, and have a particularly easy time adapting to lighter forms of armor.

Ability Score Increase. Your Strength score increases by 2.
Fleet of Foot. Your base walking speed increases by 5 feet.
Ancestral Arms. You have proficiency with light and medium armor, and with shortswords.
Cantrip. You know one cantrip from power beam, produce flame, and resistance. Charisma is your casting ability for this spell.
High Leap. Both your long jump and your high jump cover a number of feet equal to your Strength score if you move at least 10 feet immediately before the jump. As normal, a standing jump covers only half this distance.
Honed Skills. You are proficient in your choice of one of the following skills: Acrobatics, Athletics, Perception, or Survival.
Extra Language. You can speak, read, and write one language from Blin, Gerudo, and Zoran.

Highland Rito[edit]

6wk1kty.png
The arms of a highland rito also function as its wings.
Source

Unlike coastal rito, highland rito are completely covered in feathers of a uniform color. The colors of these feathers vary greatly from one highland rito to another, and can include colors as diverse as blue, green, pink, brown, white, and more, but these colors tend to become more saturated as the rito ages. A highland rito is born with wings that naturally form, and do not receive them from an external source. This variety of rito usually can only become a flightless fokka either by a birth defect, or a debilitating injury.

Labored Flight. As an action, you gain a flying speed of 50 feet until the start of your next turn. You can maintain uninterrupted flight by using this action on consecutive turns. While flying, you cannot attack or cast spells with somatic components.
Ancestral Arms. You have proficiency with shortbows.
Natural Acrobat. You are proficient in the Acrobatics skill.
Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally acclimated to extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Extra Language. You can speak, read, and write one language from Anook, Goro, or Zoran.

Random Height and Weight[edit]

Base Height Height Modifier Base Weight Weight Modifier
5′ 2" +2d12 60 lb. × (1d4) lb.


Racial Class: Rito Sharpshooter[edit]

Rito employ a variety of professions, including postmen, fishermen, merchants, and more. Perhaps none among them, however, bears the same weight and honor as hunter-warriors. These elites wield wing and bow in skillful unison, hunting with expertly aimed shots mid-flight. A sharpshooter's arrows rain upon foes below, all while he or she nimbly evades whatever retaliation less agile foes can return. Maintaining flight for a rito is usually so taxing a task that engaging in combat with wings spread is almost unfeasible, but for a rito sharpshooter it becomes second nature.

A member of the rito race can gain levels in rito sharpshooter class as if it were a normal class, but only if the rito has the Labored Flight racial feature. The rito must still meet multiclass requirements for gaining levels in this class or other classes, regardless of which one the rito first gains levels.

Multiclass requirements: 13 Dexterity, Labored Flight racial feature, rito race

Proficiencies. When you multiclass into the rito sharpshooter class, you gain the following proficiencies: light armor and shortbows

Quick Build. You can make a rito sharpshooter quickly by following these suggestions.

  1. Dexterity should be your highest ability score, followed by Constitution
  2. Choose the hunter background
  3. For your equipment, choose the shortbow and two daggers

Class Features[edit]

As a rito sharpshooter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per sharpshooter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per sharpshooter level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longbows, shortswords
Tools: Choose one from fishing tackle, any artisan’s tool, or any musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose two skills form Acrobatics, Athletics, Deception, History, Insight, Medicine, Nature, Performance, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Rito Sharpshooter

Level Proficiency
Bonus
Features
1st +2 Aerial Combat, Fighting Style, Stamina Meter
2nd +2 Swift Action
3rd +2 Aerial Combat (advanced)
4th +2 Ability Score Increase, Battle Instinct
5th +3 Extra Attack, Swift Action (advanced), True Flight

Aerial Combat[edit]

When you use your action to perform your Labored Flight, you can also use a bonus action to make one melee attack. The beating of your wings ceases while you attack, but you strike so swiftly your flight is not significantly interrupted.

Starting from 3rd level, you can instead perform your Labored Flight as a bonus action.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Improvised Fighting: You are talented with turning anything into a weapon, and can surprise your foes with underhanded tactics. You add your proficiency bonus to attack rolls with improvised weapons. If you acquire and use a new improvised weapon in the same turn, you gain a +2 bonus to attack rolls with that weapon until the start of your next turn.
Opportunity Attacker: You excel at finding openings in your foes' guard. As a bonus action, you can enter a reactive stance that lasts until the start of your next turn. While in your reactive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Shoving: When you use your action to make at least one melee attack, you can use your bonus action to attempt to shove a creature you hit with your attack.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Stamina Meter[edit]

At 1st level, your stamina point maximum increases by 2, and it increases by an additional 2 for every level you gain in this class. You can expend your stamina points for various actions. Normally all of your stamina points are replenished when you complete a short or long rest.

Called Shot

Whenever you make a weapon attack, but before you making the attack roll, you can expend 2 stamina points to make it a called shot. You can't do so if you would have disadvantage on the attack roll. If the weapon attack hits, it inflicts the maximum amount of damage for its damage dice. (For example, a weapon die of 1d8 would inflict 8 damage without rolling.) The damage dice critical hit, magic weapons, or class features are also maximized.

Your DM may allow alternative effects for a called shot.

Swift Action[edit]

Starting from 2nd level, you can push yourself to make swift use of your capabilities. As a bonus action, you can expend 1 stamina point to do one of the following:

  • Make a ranged weapon attack with disadvantage on the attack roll. If the weapon has a normal range and a long range, you can only attack a target within its normal range.
  • Take the Disengage action.
  • Take the Dash action.

Starting at 5th level, you can expend 3 stamina points to do one of the following as a bonus action:

  • Make a ranged weapon attack.
  • Gain advantage on Dexterity (Acrobatics) checks you make until the start of your next turn.
  • Expend one of your Hit Dice. Roll the Hit Die and add your Constitution modifier to the result. You regain hit points equal to the total.
  • Expend one of your Hit Dice. Roll the Hit Die and add your Dexterity modifier to the result. You regain stamina points equal to the total.

Ability Score Increase[edit]

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Battle Instinct[edit]

Starting at 4th level, you add your proficiency bonus to your initiative rolls.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

True Flight[edit]

At 5th level, you master the art of aerial combat and can perform advanced aerial maneuvers. You gain a fly speed of 60 feet.

This effectively replaces your Labored Flight racial trait and your Aerial Combat feature.


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