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.