The Legend of Zelda

Adapted Races (for 5e)

Hylian

Ability Score Improvement: Your Dexterity Score increases by 2 and your Charisma Score increases by 1.

Age: Hylians age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment: Hylians live in small communities, valuing their laws, as they keep them together as a culture. As such, they have a lawful bend. Many Hylians remain neutral, though some are explicitly good. Evil Hylians are rare, but they exist nonetheless.

Size: Hylians are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Though they live in well-lit towns and communities now, the Hylian ancestors favoured the twilit forests. As such, Hylians can still see in dim light within 30 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Keen Senses: You have proficiency in the Perception skill.

Languages: You can speak, read, and write Common and Elven.

Kokiri

Ability Score Improvement: Your Dexterity Score increases by 1 and your Intelligence Score increases by 2.

Age: Kokiri reach adulthood by the age of 30, but never physically age beyond apparent childhood. They live up to 500 years long.

Alignment: Kokiri are generally good. Due to living far away from most other civilisations, they also have a chaotic bend.

Size: Kokiri are between 3 and 4 feet tall. Your size is Small.

Speed: Your base walking speed is 25 feet.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fairy Companion: When a Kokiri reaches adulthood, a Fairy living in their community will bond to them. Such a friendship typically lasts for the Kokiri's entire life, the Fairy passing away along with them when their time has come. Your DM has the statistics for your Fairy Companion (See below). It acts on it's own turn immediately after your initiative and follows your suggestions if any are given.

Nimble You can move through the space of any creature that is of a size larger than yours.

Languages: You can speak, read, and write Common and Sylvan.


Goron

Ability Score Improvement: Your Strength Score increases by 2 and your Constitution Score increases by 1.

Age: Gorons reach adulthood around the age of 15 and live up to 250 years.

Alignment: Travelling the world as tourists and merchants, Gorons are usually friendly and peaceful, tending towards a good alignment.

Size: Gorons are taller than humans, averaging 6 to 7 feet. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Accustomed to a life in mines and mountain shafts, you have superior vision in dark and dim conditions. You can see in dim light within 30 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.

Resilient: You gain 2 additional hit points for each of your levels.

Stone Hide: When you aren't wearing armor, your base AC becomes 10 + your Dexterity modifier + your Constitution modifier.

Languages:

Zora

Ability Score Improvement: Your Intelligence Score increases by 1 and your Wisdom Score increases by 2.

Age: Though Zora reach adulthood around the same age humans do, they are very long-lived, the oldest of them living up to 300 years.

Alignment: Independent and self-reliant, Zora tend toward a neutral alignment.

Size: Most Zora are just as tall or slightly taller than humans, ranging from 5 to 7 feet. Your size is medium.

Speed: Your base walking speed is 25 feet.

Amphibious: You can breathe air and water and you have a swim speed of 50 feet. To use this speed, you can't be wearing heavy armor.

Call of the Wave: You know the shape water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Languages: You can speak, read, and write Common and Aquan.

Rito

Ability Score Improvement: Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.

Age: Rito reach maturity as soon as age 5, but live to only about 60 years old.

Alignment: The Rito live in small, usually trade-based communities, trading amongst one another and other people. They tend to remain neutral towards outward conflict if possible.

Size: Rito are on average slightly taller than humans, but stay within the same range of 5 to 6 feet. Your size is Medium.

Speed: Your base walking speed is 25 feet.

Flight: You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Languages: You can speak, read, and write Common and Auran.

Gerudo

Ability Score Increase: Your Strength Score increases by 1 and your Wisdom Score increases by 2.

Age: Gerudo age at the same speed as humans and live about as long, but they are considered adults at the age of 14.

Alignment: Living in walled cities and military communities, Gerudo have a strong lawful bend.

Size: Gerudo are tall, averaging 6 to 7 feet in height. Your size is medium.

Speed: Your base walking speed is 30 feet.

Intimidating Presence: No matter where you go, people are intimidated by your appearance and mannerisms by reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Combat-Trained: You are proficient in the Acrobatics and Athletics skills.

Gerudo Weapons: You are proficient with scimitars, glaives and longbows.

Languages: You can speak, read, and write Common and one extra language of your choice.


Twili

Ability Score Improvement: Your Dexterity Score increases by 1 and your Charisma Score increases by 2.

Age: Twili reach adulthood at the age of 15 and live long lives, often exceeding 200 years.

Alignment: For their appearance and origin, Twili are often stereotyped as evil. In truth, however, they are a lawful people, seeking to protect their heritage.

Size: Twili are often taller than humans, averaging around 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Having spent their entire lives in a darker atmosphere with only low natural light, Twili are accustomed to dark and dimly lit places. 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.

Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Twilight Magic: You know the Minor Illusion cantrip. When you reach 3rd level, you can cast Cause Fear once, and it recharges after a long rest. When you reach 5th level, you can cast Blur once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.

Trance: Twili do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Languages: You can speak, read, and write Common and Undercommon.


Fairy Companion

Tiny fey, neutral good


  • Armor Class 14
  • Hit Points Xd4+X (X = Player Level)
  • Speed 10ft., fly 30ft.

STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 13 (+1) 10 (0) 14 (+2) 17 (+3)

  • Skills Perception +2+X, Stealth +4+X
  • Senses passive Perception 12+X
  • (X = Player Profidiency Bonus)
  • Languages Common, Sylvan

Magic Resistance. The Fairy Companion has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Fairy Companion's innate spellcasting ability is Charisma (spell save DC= 8 + Charisma modifier + proficiency bonus). It can innately cast the following spells, requiring only its Fairy Dust as a component:

At will: druidcraft

1/day each: animal friendship, detect magic, cure wounds, faerie fire

Superior Invisibility. The Fairy Companion can use an action to turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the Fairy wears or carries is invisible with it.