Difference between revisions of "Hylian (species)"
m (Guy moved page Hylian (race) to Hylian (lineage): updated term for PHB (2024)) |
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Revision as of 19:53, 26 March 2024
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Player's Guide |
System Reference |
Compendium |
This page or section is incomplete, and will eventually be expanded with more information. |
Contents
Character details
Alignment. Hylians vary wildly in alignment, but as a whole have a slight tendency towards lawful good.
Age. Hylians reach adulthood in their late teens and have a life expectancy of just under a century. A rare few, especially those of the Sheikah subrace, have lived to see 120 years or more.
Size. Adult hylians are usually between 5 and 6 feet. Your size is Medium.
Diet. As a Medium humanoid, each day you require at least 1 pound of food and 1 gallon of water to avoid exhaustion.
Names. Hylian names encompass many styles and originate from diverse cultures, but a name is most likely comprised of two syllables. Surnames are rarely used except for nobles. Male examples include Beedle, Dampé, Daphnes, Error, Gaepora, Groose, Gulley, Gustaf, Ingo, Jovani, Kafei, Link, Mutoh, Sakon, and Talon. Female examples include Agitha, Amei, Anju, Aryll, Cremia, Karane, Linkle, Irene, Marcy, Mallara, Malon, Peatrice, Romani, Telma, Tetra, and Zelda.
Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|
4′ 8" | +2d10 | 100 lb. | × (2d4) |
Character traits
Widespread and influential, the Hylia-blessed race is comprised of social creatures relatively advanced in the ways of magic and technology.
Speed. Your base walking speed is 30 feet.
Language. You can read, write, and speak Hylian.
Vocation. You have proficiency with one artisan's tool, musical instrument, or vehicle. Alternatively you can speak, read, and read one additional language of your choice.
Hylia's Chosen. The goddess Hylia has guided hylians since time immemorial, and her protection still subtly lingers in all modern hylians. When you make a saving throw in which you lack proficiency, add a +1 bonus to the roll.
Subrace. As they come from many varied backgrounds, hylians have many subraces. Choose one from common, divine, lorulean, outlander, sheikah, skyloftian, wind tribe, and yiga clan.
Common
Ability Score Increase. Each of your ability scores increases by 1.
Skilled. You have proficiency in any one skill of your choice.
These hylians are the most abundant and varied of all. Common hylians can be found not only across Hyrule but all across the entire Light World, even in regions remote as Holodrum and Termina where the term "hylian" is infrequently used.
Divine
Ability Score Increase. Your Constitution, Wisdom, and Charisma scores all increase by 1.
Hylia's Sword. You know one cantrip of your choice from any sage spell list. Wisdom is your casting ability for it.
Hylia's Shield. Whenever you roll a 1 on a saving throw, you can re-roll the die and use the new result.
The ancestry of a divine hylian has particularly strong connection to the goddess Hylia herself, whether they realize it or not. Consequently, these hylians often have features characteristic of Hylia's mortal incarnation such as particularly fair hair and skin, ears with prominent points, and remarkable kindness. These hylians are most abundant near Hyrule Castle.
Outlander
Ability Score Increase. Your Strength, Constitution, and Wisdom scores each increase by 1.
Tenacity. When you are reduced to 0 heart points but not killed outright, you can drop to 1 heart point instead. You can't use this trait again until you finish a long rest.
Improvised Skills. When you make an ability check that would use a skill in which you lack proficiency, add a +1 bonus to the roll if no other bonus applies to the roll.
These hylians live far from what most other hylians consider civilization, including remote farms or even dimly lit caves. Compared to other hylians, outlanders are particularly prone to hair colored black, brown, or red.
Sheikah
Ability Score Increase. Your Dexterity, Intelligence, and Wisdom scores each increase by 1.
Divinely Guided. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. You must complete a long rest before you can use this trait again.
Fleet of Foot. Your base walking speed increases to 35 feet.
Sheikah are an ancient race that was once considered separate from hylians—a tribe whose existence has been forgotten by many, perhaps including you. You are one of the few sheikah whose genes have not yet been completely diluted among hylians. Your silver hair and stark red irises signify this. Sheikah heritage is most abundant near Kakariko Village.
Lorulean
Ability Score Increase. Your Dexterity, Constitution, and Wisdom scores each increase by 1.
Darkvision. Accustomed to a realm of darkness, you can see in the absence of light better than most. 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.
Survivor. The population of your people has been dwindling since the decline of your kingdom, but you have learned to persevere better than most. You have proficiency in the Survival skill.
Loruleans hail from the dark, parallel realm known as the Dark World, where the Lorulean Kingdom is in decline. This dark and unforgiving world forces Lorulean hylians to be more resourceful than their Hyrulean counterparts. There are few ways for an individual to travel between Hyrule and Lorule, and most often it is a one-way trip resulting from an unintended magic effect.
Skyloftian
Ability Score Increase. Your Dexterity, Wisdom, and Charisma scores all increase by 1.
Animal Kinship. Universally, skyloftians rely on the aid of animals for life and for travel. You have proficiency in the Animal Handling skill.
Loftwing. You enjoy the faithful service of a loftwing, whom you cannot sell. You can ride your loftwing for travel and for mounted combat, but it will not accept another rider. If your loftwing is within hearing distance, it will come at your call. During combat, if you are not riding your loftwing it is controlled by your DM and will make every reasonable effort to escape the combat by itself, and will never willingly attack any creature. Your loftwing will not fly during nighttime, nor in dim light or darkness, and if forced to do so it will land at the earliest opportunity. Your loftwing can carry one more Medium object or creature weighting no more than 300 pounds, but while carrying an additional creature its movement is halved and attacks which target it have advantage. If your loftwing falls while you ride it, you fall too.
Since time immemorial, your people have lived on floating islands in the sky called Skyloft. Your kin relies on the giant birds, loftwings, for transport between islands. Even with their help, it is difficult for you to reach the surface—such a place may seem like a foreign, exotic land to you.
Your people share the same land once used by Hylia Herself to protect hylians from Demise. It is said by some that skyloftians are close to Hylia.
Wind Tribe
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider using the following trait in place of Magic Adept and Wind Magic. Wind Spells. You know the touch wind cantrip. You can cast feather fall as a 1st-level spell; you must finish a short or long rest to cast the spell again using this trait. |
Ability Score Increase. Your Intelligence, Wisdom, and Charisma scores each increase by 1.
Magic Adept. Members of the wind tribe are abnormally talented with spellcasting. Your magic point maximum increases by 2.
Wind Magic. You know the touch wind cantrip. You know the feather fall spell, and can cast it as normal using magic points.
This tribe is separated from most hylians generations ago. These scarlet-haired people primarily live in a magically enchanted region of the sky, known as Cloud Tops. Unlike most hylians, their hair is always of a pinkish-red hue, and they have inherent mastery over some wind-based magic.
Though they are amicable to skyloftians, these two sky-dwelling tribes live far away from each other and seem to have few relations.
Yiga Clan
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider using the following trait in place of Yiga Magic. Yiga Spell. You can cast warping step as a 1st-level spell; you must finish a short or long rest to cast the spell again using this trait. |
Ability Score Increase. Your Strength, Dexterity, and Charisma scores each increase by 1.
Yiga Training. You have proficiency in a disguise kit, a forgery kit, or a poisoner's kit.
Yiga Magic. Your magic point maximum increases by 2. You know the warping step spell, and can cast it as normal using magic points.
This sect of hylians are a secret society that works against the endeavors of the Hyrule Royal Family and therefore most other hylians, but especially against sheikah. Yiga symbols and culture are often inverted versions of traditional sheikah counterparts, intended to be both an insult and a mission statement.
Most yiga are trained from birth in the arts of disguise, subterfuge, and assassination for the sole purpose of taking down the royal family and those who support it. It's even common for them to practice magic. Despite their small numbers in the modern era, the yiga are one of the largest threats to the Kingdom of Hyrule. The spiteful culture among yiga seems to draw them towards evil.
The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.
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- Vocation trait
- Hylia's Chosen trait
- Skilled trait
- Cantrip trait
- Hylia's Shield trait
- Tenacity trait
- Improvised Skills trait
- Divinely Guided trait
- Fleet of Foot trait
- Darkvision trait
- Survivor trait
- Animal Kinship trait
- Loftwing trait
- Magic Adept trait
- Wind Magic trait
- Yiga Training trait
- Yiga Magic trait
- Races of Light
- Races
- Humanoids
- Hylian
- Common
- Content found throughout the Zelda series