Okay, I've set and mulled over the race options for a few days. I think I've managed to get them a little closer to cannon feel while taking into consideration previous suggestions. Are they mostly balanced with other races? I'm open to criticism.
I feel like kokiri having a fairy is pretty important to their character, so I dropped all their other non-standard elf abilities and picked set spells for them just for that purpose. I also added in some sub races.
Deku Scrub
Attributes: +2 Wis
Size: Small
Speed: 25'
Darkvision: 60'
Languages: Common, Deku
Ptui!: As an attack, you can spit any rock, seed, or similar item, roughly the size of a sling bullet at a velocity equivalent to that of a sling: d4 bludgeoning. Ammunition (30'/120'). Light.
Deku Defense: You are a Plant. Congratulations, you are immune to 'x person' spells that target humanoids. On the flip side, watch out for those spells that affect plants.
Burrow: As an action, you can burrow straight down into soil or sand about 5' leaving only the shrubbery on your head exposed. You are indistinguishable from a normal shrub. As a move action you may move to any of the positions described below. You can drop back down into the earth as part of the same move action.
Head is exposed. You have ¾ cover. You can make Ptui! attack(s) or cast spells that require only verbal components.
Upper torso is exposed. You have ½ cover. You can take your normal range of actions (besides movement).
Only your shrub is exposed. You have full cover, you are considered Blinded, and friend or foe can pass through your square unimpeded, you do not get to make AoO reactions.
While burrowed you have advantage on saves that would force you to move. Attacks originating from 5' away or less ignore any cover from Burrow and have advantage to hit you. While burrowed, you are effected by aoe attacks as normal. It takes ½ your movement to dislodge yourself from your burrow which refills as you exit.
Trance: Deku don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Preferably in a sunny place near water, but that's not required by law) While meditating, you can dream after a fashion; such dreams usually involve you becoming a filthy rich business tycoon or crushing the uppity humanoid fleshbags beneath your feet. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
- Business Scrub: +1 Charisma.
Salesman of the Year: You have proficiency in Persuasion, any one language, and one type of the following artisans tools or kits: Carpenters, Cobblers, Leatherworkers, Potters, Herbalism. - Mad Scrub: +1 Dexterity.
I'm always angry! Your walking speed becomes 30'. Your Ptui! Attacks deal d6 damage.
Elf (Gerudo)
Attributes: +2 Dex +1 Str
Size: Gerudo are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
Speed: 30'
Languages: Common, Elven
Darkvision: 60'
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Gerudo Weapon Training: You have proficiency with the spear, shortbow, longbow, and scimitar.
Desert Nomads: You have proficiency in either the Survival or Performance skill.
Amazon Warriors: Choose a Fighting Style from the Fighter class features.
Elf (Kokiri)
Attributes: +2 Dex +1 Wis
Size: Kokiri are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed: 25'
Darkvision: 60'
Languages: Common, Elven
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Kokiri Weapon Training: You have proficiency with the shortsword, shortbow, sling, and boomerang.
Faerie Companion: Every kokiri bonds with a sprite upon becoming an adult, if not sooner. Your sprite acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A sprite can't attack, but it can take other actions as normal. When the sprite drops to 0 hit points, it disappears in a puff of glitter, leaving behind no physical form. Your sprite reappears after eight hours of rest or meditation, during which you must burn 100 rupees (10sp) worth of charcoal, incense, and/or herbs. This ritual can coincide with a long rest.
If a kokiri casts Find Familiar, their faerie companion gains all the abilities of a normal familiar, including the cost of reagents to summon them.
A kokiri warlock that takes Pact of the Chain gains access to a noble sprite.
A kokiri that permanently dismisses their familiar does not automatically receive a new one, and is shunned by fellow Kokiri until they find a replacement. This should involve some role-playing and DM judgment.
Sprite:
Tiny Fey
Armor Class: 13
Hit Points: 2 (1d4)
Speed: 5', fly 30'
Str 3 (-4) Dex 16 (+3) Con 10 (-) Int 12 (+1) Wis 13 (+1) Cha 11 (+0)
Skills: Perception +3 Stealth +6
Senses: Darkvision 60', passive Perception 14
Languages: Common, Elven, Sylvan
Fairy Magic: While within 30' of their companion, a sprite can use the following spells: Light at 1st at will. Healing Word at 3rd once per long rest. Enhance Ability at 5th once per long rest. Intelligence is their spellcasting ability for these spells.
Noble Sprite:
Tiny Fey
Armor Class: 15 (leather)
Hit Points: 3 (1d4)
Speed: 5', fly 40'
Str 3 (-4) Dex 18 (+4) Con 10 (-) Int 14 (+2) Wis 13 (+1) Cha 11 (+0)
Skills: Perception +3 Stealth +8
Senses: Darkvision 60', passive Perception 14
Languages: Common, Elven, Sylvan
Fairy Magic: While within 100' of their companion, a sprite can use the following spells: Light at 1st at will. Healing Word at 3rd once per long rest. Enhance Ability at 5th once per long rest.
Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's characteristics (personality, ideals, bonds, flaws). Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
Goron
Attributes: +2 Con
Size: Gorons are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Speed: 25'
Languages: You can speak, read, and write Common and Goran.
Stone Connoisseur: Whenever you make an Intelligence (History, Investigation) or Wisdom (Perception) check related to stone, you are considered proficient in that skill and add double your proficiency bonus to the check, instead of the normal proficiency bonus.
Natural Armor: You have tough, rocky skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Boulder Brothers: As part of your move, you can curl into a ball and roll your speed +5'. Add +10' to your move instead if you are going down stairs, or a 25% (or more) grade/slope and descend for at least 10' (vertically or horizontally). This speed does not stack with bonus movement gained from classes like monk or barbarian which assume you are moving on your feet. You lose any bonus move if you begin your turn ascending. While engaged in this mode of travel it is difficult to see and hear, you have disadvantage on Perception or Investigation checks. You cannot make AoO reactions while in this mode, and can only move, dash, disengage, or make a single slam attack: d6 + Str bludgeoning. At 5th slam damage increases to 2d6 + str, at 11th to 3d6 + str, and at 17 to 4d6 + str. As part of a following move action (you cannot go boulder mode and back to normal during the same turn) you may return to your normal upright position (or go prone).
Goron Weapon Training: Maul, Greatsword, Greataxe, Bomb.
- Eldin: +1 Strength.
Igneous Embrace: You're acclimated to high altitude, including elevations above 20,000 feet. Adapted to even the most extreme hellish caldera, you have resistance to fire damage.
Tool Proficiency: You gain proficiency with the artisan's tools of your choice: Alchemist's, Brewer's, Jeweler's, Smith's, or Tinkers. - Snowhead: +1 Wisdom.
Icy Embrace: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, you have resistance to cold damage.
Survivor: You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Rito
Attributes: Dex +2
Size: Rito are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed: 25 ft'
Language: You can speak, read, and write Common and Ritan.
Talons: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Eagles Aerie: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Rito Weapon Training: You have proficiency with the spear, longbow, shortbow, and net.
Wings of the Rito: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level as long as you are not wearing medium or heavy armor.
At 3rd level, you gain the ability to glide, allowing you to move up to 2 feet horizontally for every 1 foot you descend as long as you are not wearing medium or heavy armor.
At 5th level you permanently replace your slow fall and glide abilities with a fly speed of 30' as long as you are not wearing medium or heavy armor.
- Sun: +1 Charisma.
Keen Senses: You have proficiency in the Perception skill.
Warbler's Roost: You have proficiency in Performance, and one musical instrument of your choice. - Moon: +1 Wisdom.
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Owl's Ossuary: You have proficiency in the Stealth skill, and can perfectly mimic the voice of any humanoid or cry of any beast that you have heard.
Zora
Attributes: +2 Con
Size: Medium
Speed: 30', Swim Speed 30'
Darkvision: 60'
Languages: You can speak, read, and write Common and Zoran.
Amphibious: You have a swim speed of 30' and can breathe air or water.
Zora Weapon Training: You have proficiency with the spear, trident, light crossbow, and net.
Guardians of the Deep: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Friend of the Sea: Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
Spawning Grounds: Your long jump is up to 20 ft. and your high jump is up to 10 ft. You are not hindered by water when jumping.
- River: +1 Strength.
Soldiers & Guards: You have proficiency with light and medium armor.
Natural Athlete: You have proficiency in the Athletics skill. - Lake: +1 Wisdom.
Guidance: You know the Guidance cantrip. Wisdom is your spellcasting ability for it.
Thinkers & Philosophers: You gain proficiency in one of the following skills: Arcana, History, Insight, Medicine, or Religion.
This message was last edited by the user at 04:26, Thu 23 May 2019.