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Zora

Zoras are an aquatic folk who possess fish and amphibian like traits, including fins, webbed feet and gills, which allow them to swim and thrive underwater. Zoras are normally found in or near large bodies of water, and rarely stray far away from them. Zoras do not solely live in fresh water and can also thrive in salt water.   Most individuals (but not all) have fins attached to their limbs and a tail at the back of their head resembling a common aquatic creature, like a dolphin or manta. Zoras also come in various shapes and sizes, with some lacking the head fin and others having a very round body shape. Their skin color has a wide range, varying between white, light teal, light gray, light pink, maroon, brown, blue, dark blue, and green. Their skin texture ranges from scaly like a fish, to smooth like an eel, to rough like a shark.   Zoras are known to have long lifespans, with many Zoras being over fifty years old while still looking young. Zora children age in such a way where, even as young adults, they can still appear to be children before reaching a growth spurt. As Zoras age, they hold themselves to higher standards of speaking as a matter of pride.

Civilization and Culture

Interspecies Relations and Assumptions

On Gerudo:
On Gorons:
On Humans:
On Hylians:
On Kokiris:
On Koroks:
On Ritos:
On Sheikah:
On Zoras:

Portrait-Zora
A typical Zora

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Zora

Ability Score Increase +2 Con, +1 Wis
Size Medium
Speed 30 ft.

Aquatic Upbringing. You double your proficiency bonus on Wisdom (Survival) checks made in sea, river, lake, and coastal environments. Additionally, you ignore any drawbacks caused by a deep, underwater environment.   Natural Swimmer. You have a swimming speed equal to your base walking speed plus 15 feet.   Fluid Defense. While swimming, if you are targeted by an attack, spell, trap, or similar effects, you can use your reaction to quickly dart out of the way, moving in a straight line of 5 additional feet in a direction of your choice and gaining the benefits of the Dodge action.   Amphibious. You can breathe air and water.   Fighting Fins. You have one sharp fin on each arm that you can make rigid at will, allowing you to make unarmed strikes that deals a 1d4 base slashing damage each on a hit. Additionally, you can detach each fin to use as a thrown weapon with a range of 20/60 that deals 1d4 slashing damage on a hit. Each fin withers away after one round of detachment, becoming unusable. You grow back detached fins after a long or short rest. You are proficient with your fins, and they have the light, finesse, and thrown properties.   Alternatively, you can use a reaction to block attacks using your arm fins like bucklers. You can defend yourself using one or both attached fins, gaining a +1 to your AC per fin used in this way.   Shock Aversion. You are vulnerable to lightning damage.   Water Dependency. Once a day, you must completely flush yourself with water, tripling the amount of water you need daily if you do not have access to a body of water to wade in. Each day you do not, you gain a level of exhaustion as your skin begins to dry out. Additionally, if you have a level of exhaustion gained in this manner, you have disadvantage on Stealth checks relying on smell.   You can remove all exhaustion levels gained this way by submerging yourself in water for an entire short of long rest.   Zora Combat Training. You are proficient with halberds, glaives, and pikes.   Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: cobbler's tools or glassblower's tools.   Instrument Proficiency. You gain proficiency with an instrument of your choice: lute, lyre, or zora guitar.

Languages. You can speak, read, and write Zora and Common.

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