Rito
Ability Score Increase +2 Cha, +1 Con
Size Medium
Speed 30 ft.
High Life. You're acclimated to high altitude, including elevations above 20,000 feet.
Naturally Insulated. Your feathers provide you protection from icy effects. You have resistance to cold damage, and you have advantage on saving throws related to cold or ice effects (such as a freezard's breath or the ray of frost spell).
Additionally, you're naturally adapted to cold climates, as described in Chapter 5 of the Zelda Dungeon Master's Guide.
Glide. If you start your turn in the air, you can use a bonus action to glide. To be able to properly glide, you can’t be wearing medium or heavy armor, you must be able to freely use both of your arms, you can not have any levels of exhaustion, and you cannot be Grappled, Restrained, or Incapacitated.
You can glide a total number of rounds equal to your your Constitution modifier (minimum of 0) + your proficiency bonus. If you are still gliding after that number of rounds, at the beginning of your next turn you gain a level of exhaustion and begin falling uncontrollably. Once you glide the number of total allowed rounds, you must finish a short or long rest before you can use this feature again.
While gliding, you can move yourself in any direction (except up) at a rate up to your base walking speed, and you descend a minimum of 10 feet each round if there is no updraft to maintain your altitude. You can only wield shortbows, longbows, javelins, and weapons with the light property and cannot wield a shield. You have disadvantage on Strength checks and Strength saving throws. Using material or somatic components for spells while flying uses movement and altitude equal to 10 feet per component.
If you take damage while gliding, you must make a Dexterity saving throw to maintain your flight. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a spell attack, you make a separate saving throw for each source of damage. If you fail the saving throw, you begin uncontrollably falling to the ground. While falling, you can repeat the saving throw at the beginning of each of your turns until you regain your flight on a success, or until the fall ends.
You can use the Dash action to rapidly descend downward in a controlled dive. Dashing in this manner allows you to descend at a rate up to three times your base walking speed and does not count against the number of rounds you are able to glide.
Additionally, you can ascend or glide on any natural or magical effects that create significant updrafts of wind, such as strong winds in a storm or the spell gust of wind.. The DM may call for additional ability or skill checks to control gliding in these scenarios.
Danger Above. While gliding, you can use 5 feet of movement and use an action to perform a ranged attack. If you are gliding in the air at least 10 feet higher than the target, you have advantage on your ranged attack, even if the target is Prone. Your target also gains no benefits from cover that isn't total cover.
Rito Combat Training. You are proficient with shortbows, longbows, and javelins.
Instrument Proficiency. You gain proficiency with an instrument of your choice: concertina, dulcimer, and lyre.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: cartographer's tools or navigator's tools.
Far-Traveled. You can speak, read, and write two additional language of your choice.
Languages. You can speak, read, and write Zora and Common. Ritos speak a stylized version of Zora, which makes it distinct, even though it is the same language.
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