Homebrew Zora (DnD Conversion) Species Details

History and Life of the Zora

The Zora originate from the Kingdom of Hyrule, located in the Faeruns; more specifically, the Zora have their own domain in Hyrule accordingly named Zora's Domain. This Domain is connected to the Zora River which flows into Lake Hylia. Within the Kingdom of Hyrule, the Zora are known as the keepers and protectors of water and are typically warriors. Zora hold the ideals of duty, order and history very dear and aren't often seen far from their domain, no less the Faeruns nor sources of water. Due to this, they rarely interact with other species, no less common species. Within their community, Zora are very open and social, even to the point of the majority of Zora not having private dwellings and instead sharing communal pools as homes and places to sleep (the usual exceptions to this being high ranking individuals like royalty, priests and sages). On the rarer occasion that Zora interact with other species, it is usually for the sake of diplomacy and the occasional trade. Zora are very well known for their skills in fishing and their unique aquatic agriculture, and will typically send out a handful of merchants to trade their finest catches and unique goods for supplies. One of the most well known Zora in Hyrule is Prince Sidon, a Zora with characteristics of a red hammer-head shark, he is one of the first of Zora royalty to attempt expanding interaction and diplomacy with other species of Hyrule and the Faeruns. 
On the exceedingly rare occasions that Zora have traveled beyond the Faeruns, they tended to take on the life of an adventurer or attempt integrate into coastal societies as sailors and mercenaries. In the common world, Zora tend to have a hard time with being seen as social pariahs due to their origins, namely by Humans and Elves. However, Zora have found some companionship in the minority races of the common world, such as Tieflings, and also find companionship with dwarves due to their common enemy of the Elves. In the common world, there has only been one Zora so far to be renown as a near celebrity-like figure: Captain Tavon of the Golden-Crux, a Zora with characteristics of a indigo killer whale, whose claim to fame was saving a coastal kingdom from pirate invasion. 

Physical Appearance

Zora, despite being Fae by nature, more closely resemble a cross between humanoids and a variety of aquatic creatures. While all Zora tend to have fins on their limbs and smooth, almost amphibious type skin, the aquatic characteristics that are seen on the tops of their heads as a form of "tail" they can have vary greatly. However, most Zora tend to have characteristics of Chondrichthyes (cartilaginous fish like sharks, rays, skates and chimaeras) or aquatic Mammals. Other variant characteristics (though much rarer) can resemble aquatic creatures like Syngnathidae (such as seahorses, pipfishes and seadragons), Jellyfish, Cephalopods (such as octopods, squids and cuttlefishes), as well as Lobe-finned and Ray-finned fish (such as the unique lionfish or the simple tuna). Other than their aquatic characteristics, Zora can come in many different colors. While most Zora have the same or similar color palettes to their resembling aquatic species, Zora can also (on slightly rarer occasions) come in many different and much more vibrant colors like red, pink, blue, green and so on. As for their general size, Zora can vary greatly in size and this is based heavily on the aquatic creature they resemble. While the majority of Zora range from six to eight feet in height (Medium), there is the rare occasion that a Zora can reach from eight to upwards of sixteen feet in height (Large). One example of an exceedingly large Zora is King Dorephan who resembles a blue whale and stands somewhere around the sixteen foot mark.

Zora Names

Zora names are fairly simple. Male names are always 2 syllables long and they can start and end with either a vowel or a consonant. Female names can be longer, but still follow similar rules. Female names do tend to sound more melodic, but there are exceptions in both cases.
Male: Sidon, Dorephan, Tavon, Muzu...
Female: Mipha, Yona, Tula, Yaruta...

Zora (DnD Conversion) Traits

Zora have the following traits.

Ability Score Increase

Your Constitution score increases by 2 and two other ability scores of your choice increase by 1.

Age

Due to their Fae nature, Zora age at a de-accelerated rate. They reach adulthood at 70 but are still considered "young" until they reach 100. Zora can live upwards of 400 years old.

Alignment

Most Zora hold strong values of duty, order and history. Because of these deeply imbed principles, most Zora tend towards a Lawful alignment though it is not uncommon for a Zora to be Neutral as well.

Size

While most Zora range from 6 to 8 feet, there is the rare occasion a Zora can grow taller than 8 feet, even reaching upwards of 16 feet tall. Choose between Medium and Large.

Speed

Your base walking speed is 30 feet. In addition, you gain a base swimming speed of 40 feet.

Languages

You can speak, read and write Common and Sylvan.

Darkvision

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.

Fae Nature

Your creature type is Fae (not Humanoid). You can become the target of an ability, spell or effect that affects your creature type. 

Zora Skills

Due to your Zora heritage you gain newfound skills. You have proficiency in History, Nature and one other skill of your choice.

Protector of Water

You know the Shape Water cantrip. Once you reach 5th level you can cast Control Water a number of times equal to your Constitution modifier per short or long rest. In addition, casting Control Water in this way does not require material components. 

Zora Weapons Training

You are proficient with Spears, Tridents and Nets.

Thick Skin

Zora are naturally more hearty and durable than most races and can even withstand the force of the tides and waterfalls. You gain an unarmored defense bonus equal to your Constitution modifier. In addition, you also gain resistance to bludgeoning damage.

Aquatic Nature

When in water, you gain an additional bonus to all saving throws equal to your proficiency bonus as well as advantage. You are also considered proficient in Athletics and Perception while in water (if you are already considered proficient in these skills you double your proficiency bonus while in water). However, because of your aquatic nature it is hard to be without water for extended periods of time. If you have not been in a body of water or consumed water at least once before a long rest, you will gain one level of exhaustion after that can only be removed by soaking in a body of water for a 2 hour period. This effect can stack and for each stack you add on 2 more hours of soaking (maximum of 8/one long rest).