Deku
Creature Type: Plant
Size: Small or Medium, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Deku reach maturity within 4 years and seldom live to be past 10.
As a Deku, you have the following special traits:
Darkvision: You have Darkvision with a range of 60 feet.
Wooden Heart: You are vulnerable to fire damage and proficiency in the Nature skill.
Floral Body: You can attempt to hide even when you are only lightly obscured by foliage. Taking the Hide action within a Deku Flower additionally makes you immune to all damage until you move or take a new action and grants you a fly speed equal to your walking speed until the end of your movement.
Deku Bloom: As a bonus action you create a permanent Deku Flower where you are currently standing. This feature cannot be used again until you finish a long rest and can only be used when standing on a solid surface.
Seed Sniper: You know the Seed Shot cantrip and deal bonus damage with this cantrip equal to your Dexterity or Spellcasting ability modifier, whichever is higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you create this character). You may also use this spell to fire slingshot ammunition instead of its normal damage type, transforming its properties based on the seed used but dealing the spell’s damage if the seed deals damage.
Season Affinity: Your birth determines how you grow. Choose one of the following options:
Size: Small or Medium, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Deku reach maturity within 4 years and seldom live to be past 10.
As a Deku, you have the following special traits:
Darkvision: You have Darkvision with a range of 60 feet.
Wooden Heart: You are vulnerable to fire damage and proficiency in the Nature skill.
Floral Body: You can attempt to hide even when you are only lightly obscured by foliage. Taking the Hide action within a Deku Flower additionally makes you immune to all damage until you move or take a new action and grants you a fly speed equal to your walking speed until the end of your movement.
Deku Bloom: As a bonus action you create a permanent Deku Flower where you are currently standing. This feature cannot be used again until you finish a long rest and can only be used when standing on a solid surface.
Seed Sniper: You know the Seed Shot cantrip and deal bonus damage with this cantrip equal to your Dexterity or Spellcasting ability modifier, whichever is higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you create this character). You may also use this spell to fire slingshot ammunition instead of its normal damage type, transforming its properties based on the seed used but dealing the spell’s damage if the seed deals damage.
Season Affinity: Your birth determines how you grow. Choose one of the following options:
- Spring: You are considered as having expertise in skill checks made to haggle with merchants.
- Summer: You are considered as having expertise in persuasion and insight skill checks when making these checks against woodland creatures.
- Autumn: Gain proficiency in the Intimidation skill.
- Winter: Gain proficiency in the Survival skill.
Fairy
Creature Type: Fey
Size: Tiny
Speed: 10 feet.
Life Span: Fairies do not age. They remain the same throughout their lives, born entirely of magic.
As a fairy, you have the following special traits:
Flight: You have a flying speed of 30 ft. and can hover. This flight is magical and does not require the use of your wings.
Bottle Mastery: The number of bottles you may hold increases by 1. In addition, if you choose so, you may remain in the bottle of another character. While in a bottle, you are immune to all attacks and damage but cannot move on your own or take any actions, bonus actions, or reactions except for exiting the bottle. You may choose to enter or exit a bottle as an action, however you cannot enter a bottle during combat. When exiting a bottle, you appear in the same space as the creature holding it. The creature holding a bottle may also use an action or their reaction if they take damage to remove you from their bottle.
Blessed Purpose: Fairies are given certain tasks when they leave their forest home. Choose one of the following options:
Size: Tiny
Speed: 10 feet.
Life Span: Fairies do not age. They remain the same throughout their lives, born entirely of magic.
As a fairy, you have the following special traits:
Flight: You have a flying speed of 30 ft. and can hover. This flight is magical and does not require the use of your wings.
Bottle Mastery: The number of bottles you may hold increases by 1. In addition, if you choose so, you may remain in the bottle of another character. While in a bottle, you are immune to all attacks and damage but cannot move on your own or take any actions, bonus actions, or reactions except for exiting the bottle. You may choose to enter or exit a bottle as an action, however you cannot enter a bottle during combat. When exiting a bottle, you appear in the same space as the creature holding it. The creature holding a bottle may also use an action or their reaction if they take damage to remove you from their bottle.
Blessed Purpose: Fairies are given certain tasks when they leave their forest home. Choose one of the following options:
- Enhance: You know the Magic Weapon spell and can cast it once per Long Rest using this feature.
- Guide: You may use the Help action to aid a target in attacking a creature within 30 feet of you. In addition, you are considered as having expertise when learning about creatures.
- Nurture: As a reaction when an ally within 30 feet of you (excluding yourself) is reduced to 0 hit points or fewer you may have that ally regain 1 hit point. You must use a long rest to use this feature again and you may use this reaction even when inside of a bottle, though you immediately free yourself from the bottle when doing so.
Kikwi
Creature Type: Plant
Size: Small, Medium, or Large, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Kikwi mature at 5 and can live for hundreds of years. They only die when they cannot synthesize nutrition from the sun anymore.
As a Kikwi, you have the following special traits:
Wooden Heart: You are vulnerable to fire damage and proficiency in the Nature skill.
Plant Body: You have advantage on Dexterity (Stealth) checks to disguise yourself as a large plant.
Rapid Photosynthesis: You regain hit points equal to your proficiency bonus when you end your turn in direct sunlight.
Nutrients: Healing done by spells you cast or feats you know is increased by your proficiency bonus.
Root Network: As an action you imbue all plants within 10 feet of you with limited sentience and animation for 1 minute or until you move. You can communicate with them as though you share a common language, question them about recent events in the area, and let them freely move their branches, tendrils, and stalks to create or remove difficult terrain for the duration. You may use this feature a number of times equal to your proficiency bonus and regain all uses of this feature after a Long Rest.
Size: Small, Medium, or Large, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Kikwi mature at 5 and can live for hundreds of years. They only die when they cannot synthesize nutrition from the sun anymore.
As a Kikwi, you have the following special traits:
Wooden Heart: You are vulnerable to fire damage and proficiency in the Nature skill.
Plant Body: You have advantage on Dexterity (Stealth) checks to disguise yourself as a large plant.
Rapid Photosynthesis: You regain hit points equal to your proficiency bonus when you end your turn in direct sunlight.
Nutrients: Healing done by spells you cast or feats you know is increased by your proficiency bonus.
Root Network: As an action you imbue all plants within 10 feet of you with limited sentience and animation for 1 minute or until you move. You can communicate with them as though you share a common language, question them about recent events in the area, and let them freely move their branches, tendrils, and stalks to create or remove difficult terrain for the duration. You may use this feature a number of times equal to your proficiency bonus and regain all uses of this feature after a Long Rest.
Kokiri
Creature Type: Humanoid
Size: Small
Speed: 35 feet.
Life Span: Kokiri age the same as a human until they hit their teens. After that they cease aging.
As a Kokiri, you have the following special traits:
Keen Senses: You have proficiency in the Perception skill.
Deku Tree's Ward: You have advantage on Charm saving throws and do not magically age.
Wild Walk: You ignore difficult terrain caused by plantlife, ivy, thorns, and underbrush. In addition you can move through spaces of hostile creatures larger than yourself, though you still cannot end your turn there.
Fairy Guide: You gain the Find Familiar spell and may cast it as a Ritual. You may only choose an Air Fey familiar when using the spell in this way.
Size: Small
Speed: 35 feet.
Life Span: Kokiri age the same as a human until they hit their teens. After that they cease aging.
As a Kokiri, you have the following special traits:
Keen Senses: You have proficiency in the Perception skill.
Deku Tree's Ward: You have advantage on Charm saving throws and do not magically age.
Wild Walk: You ignore difficult terrain caused by plantlife, ivy, thorns, and underbrush. In addition you can move through spaces of hostile creatures larger than yourself, though you still cannot end your turn there.
Fairy Guide: You gain the Find Familiar spell and may cast it as a Ritual. You may only choose an Air Fey familiar when using the spell in this way.
Korok
Creature Type: Plant
Size: Small or Medium, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Korok age slowly, living up to hundreds of years.
As a Korok, you have the following special traits:
Wooden Heart: You are vulnerable to fire damage and proficiency in the Nature skill.
Leaf Propeller: You have a flying speed equal to your walking speed when not wearing armor.
Ya-Ha-Ha!: You know the Druidcraft and Minor Illusion cantrips. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).
Size: Small or Medium, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Korok age slowly, living up to hundreds of years.
As a Korok, you have the following special traits:
Wooden Heart: You are vulnerable to fire damage and proficiency in the Nature skill.
Leaf Propeller: You have a flying speed equal to your walking speed when not wearing armor.
Ya-Ha-Ha!: You know the Druidcraft and Minor Illusion cantrips. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).
Minish
Creature Type: Fey
Size: Tiny
Speed: 20 feet.
Life Span: Minish age slowly, living about 750 years on average.
As a Minish, you have the following special traits:
Otherworldly Luck: When you roll a 1 on the d20 of a d20 Test, you can reroll the die, and you must use the new roll.
Object Hiders: You have proficiency in the Sleight of Hand skill. You may also take the Hide action when partially obscured by creatures larger than yourself.
Communal Learning: Minish live in three distinct communities that determine how they interact with the world around them. Choose one of the lineages below. You gain the 1st level cantrip of that lineage. Starting at 3rd level and again at 5th level, you also gain the ability to cast a Spell with this trait. Once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest; however, you can cast the Spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).
Size: Tiny
Speed: 20 feet.
Life Span: Minish age slowly, living about 750 years on average.
As a Minish, you have the following special traits:
Otherworldly Luck: When you roll a 1 on the d20 of a d20 Test, you can reroll the die, and you must use the new roll.
Object Hiders: You have proficiency in the Sleight of Hand skill. You may also take the Hide action when partially obscured by creatures larger than yourself.
Communal Learning: Minish live in three distinct communities that determine how they interact with the world around them. Choose one of the lineages below. You gain the 1st level cantrip of that lineage. Starting at 3rd level and again at 5th level, you also gain the ability to cast a Spell with this trait. Once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest; however, you can cast the Spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).
- Forest: Prestidigitation, Catapult at 3rd level, Diminish at 5th level
- Mountain: Magnesis, Identify at 3rd level, Shatter at 5th level
- Town: Mending, Purify Food and Drink at 3rd level, Pass Without Trace at 5th level
Monkey
Creature Type: Beast
Size: Small or Medium, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Monkeys age similarly to humans.
As a monkey, you have the following special traits:
Tree Climber: You have a climb speed equal to your speed. While climbing or hanging from a rope, vine, tree, or other plant-made structure you may speed 5 feet of your movement to hang with your feet, causing both of your hands to be free during this movement until you move again.
Running Leap: You may long jump up to 40 feet or high jump up to 20 feet when you have a running start.
Monkey Flip: When a willing ally of Medium size or smaller moves at least 10 feet forwards in a straight line and ends that movement within 5 feet of you, you may use your reaction to have that creature jump up to 15 feet in any direction. You must have your hands free to use this feature.
Size: Small or Medium, chosen when you select this lineage.
Speed: 30 feet.
Life Span: Monkeys age similarly to humans.
As a monkey, you have the following special traits:
Tree Climber: You have a climb speed equal to your speed. While climbing or hanging from a rope, vine, tree, or other plant-made structure you may speed 5 feet of your movement to hang with your feet, causing both of your hands to be free during this movement until you move again.
Running Leap: You may long jump up to 40 feet or high jump up to 20 feet when you have a running start.
Monkey Flip: When a willing ally of Medium size or smaller moves at least 10 feet forwards in a straight line and ends that movement within 5 feet of you, you may use your reaction to have that creature jump up to 15 feet in any direction. You must have your hands free to use this feature.
Skull Kid
Creature Type: Fey
Size: Small
Speed: 30 feet.
Life Span: Skull Kids do not age and are permanently stuck the same age they were when they first became a Skull Kid.
As a Skull Kid, you have the following special traits:
Darkvision: You have Darkvision with a range of 60 feet.
Arcane Born: You have proficiency in the Arcana skill.
Chaotic Soul: Rolling a 1 on a d20 roll causes chaotic magic to erupt from you, causing you to roll on the Magic Powder chart, targeting the creature nearest yourself within 30 feet. If no creatures are within 30 feet of you this instead targets yourself.
Manage Chaos: Whenever you would roll a die to determine a random effect for a spell, feat, feature, or item you may roll twice and use either roll.
Puppeteer: You know the Summon Puppet spell and may cast it a number of times equal to your proficiency bonus, regaining expended uses after a Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you select this lineage).
Size: Small
Speed: 30 feet.
Life Span: Skull Kids do not age and are permanently stuck the same age they were when they first became a Skull Kid.
As a Skull Kid, you have the following special traits:
Darkvision: You have Darkvision with a range of 60 feet.
Arcane Born: You have proficiency in the Arcana skill.
Chaotic Soul: Rolling a 1 on a d20 roll causes chaotic magic to erupt from you, causing you to roll on the Magic Powder chart, targeting the creature nearest yourself within 30 feet. If no creatures are within 30 feet of you this instead targets yourself.
Manage Chaos: Whenever you would roll a die to determine a random effect for a spell, feat, feature, or item you may roll twice and use either roll.
Puppeteer: You know the Summon Puppet spell and may cast it a number of times equal to your proficiency bonus, regaining expended uses after a Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose the ability when you select this lineage).