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Fantasy Hyrule Hunters Characters and Items

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Stok

The Mercenary
Please only post your character sheet here if I expressly tell you to do so.
 
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Just_Dragon

Looney Muscle
Roleplay Availability
Roleplay Type(s)
Character Name: Dragon
Race: Hylian
Level: 6
Class: Monk
HP: 45
AC: 16
Str: 14 (+2)
Dex: 17 (+3)
Con: 15 (+2)
Int: 10 (+0)
Wis: 9 (-1)
Cha: 15 (+2)

Ki points: 6

Walking Speed 45ft
+3 Initiative
+3 prof.bonus

Acrobatics (Dex) * (+6)
Animal Handling (Wis) (-1)
Arcana (Int) (+0)
Athletics (Str)* (+5)
Deception (Cha) (+2)
History (Int) (+0)
Insight (Wis) (-1)
Intimidation (Cha) (+2)
Investigation (Int) (+0)
Medicine (Wis) (-1)
Nature (Int) (+0)
Perception (Wis) (-1)
Performance (Cha) (+2)
Persuasion (Cha) (+2)
Religion (Int) (+0)
Sleight of Hand (Dex) (+3)
Stealth (Dex) (+3)
Survival (Wis) (+1)

(I put asterisks on the ones with black dots under "Prof")

Saving Throws
Strength (+4)
Dexterity (+4)
Constitution (+2)
Intelligence (+0)
Wisdom (-1)
Charisma (+2)

Passive Perception
Passive investigation
Passive Insight

Weapons: (unarmed) 6 1d6+1
(Shortsword) 1d6+3
(Shoetsword 1d6+3

Include spells and cantrips for spellcasters
Flurry of blows
Patient defense
Step of the wind
Ki-fuled attack
Stunning Strike
Extra Attack
Deflect missile
Focus aim
Detect Magic
Monk of the Blue flame:
[The Blue Flame of the Shiekah Tribe is the aura of all life given form. At one time the most practiced of Shiekah Mystics could harness their own spiritual power in conjunction with their martial arts to produce the Blue Flame from their very bodies.

All unarmed strikes delt by your character can be coated in Blue Flame. Attacks coated in Blue Flame now deal an extra 1d4 magic damage.

As a free action, you may coat your weapons (so long as you have proficiency) in Blue Flame anytime you spend a ki point. This effect will happen in addition to whatever you chose to spend the ki point on that turn.]



Character Background:
Dragon is a hylian who comes from The Lurelin Village. Unfortunately, he doesn't know who his parents are. They left him behind one day while he was still young, for reasons that he doesn't happen to know. What he does have is a foster family though. A family that consists of two loving parents (a mother and a father) and a brother. Granted, despite the fact that the three of them were related by blood, they treated Dragon like any other member of the family.
That father though? He was very close with Dragon's dear 'ol dad, best friends actually. While yes, he was hurt by the fact that the dude decided to up and leave one day and n e v e r come back.. he didn't let it get in the way of his day to day.

During his tween-teen years of life, though, he started taking an interest in one thing. Battle! On occasion, alongside his brother, he would venture outside of the village to try and hunt for monsters. Granted, he easily could've caught a few fish, like his Brother often prefered.. but defeating monsters in combat and coming home to tell the tale caught his interest waay more. His brother only came along in fear of the dude biting the dust.
It was at the age of 16 when he actually began to discover how to use the energy inside his body mid-combat. Not entirely on purpose, but he still figured it out. Unfortunately, he never ventured too far from home, and as a result, he only faced low-level monsters. Progress was indeed rather slow.


At the ripe 'ol age of 18, Dragon made the decision to head out. In hopes of being able to further his own progress as a Monk. His father, seeing a very clear pattern from father to son, tried to stop Dragon from leaving out. Explaining to him that Dragon's pop left out for the same reason. To further himself as a Monk, he took Dragon's mother with him since they're a pair. Not only romantically, but in combat as well. He practically begged the kid to stay, but he refused. He made up his mind already, and he.. by far, didn't want to spend his days in the Village. Despite the fact that he does indeed love his foster family

However, he fully understands how much his foster father was hurt by his blood parents leaving 'em behind. And so, he reassured the guy that he would try his hardest that he would come back, absolutely. Not only that, but he'll make sure to kick his blood fathers ass for leaving the village the way he did. Hell, he'll drag him right on back if he has to.
It wasn't the most convincing, but nobody was going to stop him. So instead of forbidding him and inadvertantly encouraging him to leave without sayinh goodbye? The family let 'dm go.
Besides, he's basically an adult, no point in keeping him home like he's some kid.


That's when Dragon left. His only primary goal is to further himself as a Monk, and a fighter. But if he ever *does* find his parents? He'll kick their asses to the curb and force a reuinion between old friends. 'Tis all.

Rupees- 0
Rations- 2
 
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Wernburger

New Member
Character Name: Garvii
Race: Rito (Aarakocra base DnD race)
Class: Barbarian / Path of the Totem Warrior (Eagle)
Level: 6
HP: 56/59 (Hit Die: 6 d12+2)
AC: 14
Str: 16
Dex: 15
Con: 14
Int: 12
Wis: 12
Cha: 9

Walking Speed: 35ft.
Flying Speed: 60ft.

Acrobatics (Dex): +2
Animal Handling (Wis): +1
Arcana (Int): +1
Athletics (Str): +3
Deception (Cha): -1
History (Int): +1
Insight (Wis): +1
Intimidation (Cha): +2*
Investigation (Int): +1
Medicine (Wis): +4*
Nature (Int): +1
Perception (Wis): +1
Performance (Cha): -1
Persuasion (Cha): -1
Religion (Int): +4*
Sleight of Hand (Dex): +2
Stealth (Dex): +2
Survival (Wis): +4*

Saving Throws
Strength: +6*
Dexterity: +2
Constitution: +5*
Intelligence: +1
Wisdom: +1
Charisma: -1

Passive Perception: 11

Weapons
  • The Roc Feather (Greatsword)
    • Hit +8, Dmg 2d6+3 Slashing
    • Ancestral Rito Greatsword forged in a special way that benefits from both Str and Dex for attack rolls
  • Boomerang
    • Hit +5, Dmg 1d4+2 Bludgeoning
    • Range: 60(120)
  • Talons (Unarmed - Race Trait)
    • Hit +6, Dmg 1d4+3 Slashing
Equipment
  • Clothes, Common
  • Herbalism Kit
  • Blanket
  • Backpack
    • Rations x4: Consume during short rest to recover HP with Hit Die
    • Bandages x2: Heal 1d10 + con
    • Bedroll
    • Rope, Hempen (50 ft.)
    • Tinderbox
    • Torch
    • Waterskin
Other Items
  • Rupees x80

Spells
  • Wing Flap (Racial Trait)
    • Gust spell
  • Speak with Animals (Spirit Seeker)
    • Ritual
  • Beast Sense (Spirit Seeker)
    • Ritual
Abilities
  • Rage
  • Unarmored Defense
  • Reckless Attack
  • Danger Sense
  • Totem Spirit (Eagle)
  • Fast movement
  • Aspect of the Beast: You gain a magical benefit based on the totem animal of your choice.
    • Eagle: You can see up to 1 mile away with no difficulty, and dim light doesn’t impose disadvantage on your Perception checks.


Character Background:

Garvii left Rito Village before reaching adulthood. The ease with which the other Rito found their inner song bewildered him. When he listened to his heart, he heard nothing but silence… and it infuriated him. Fearful for how his perspective would impact his family, he left the comfort of home and his beloved little sister Pella to wander alone in search of his song.

The first few years in the wilderness were strenuous but Garvii took to the hermetic lifestyle quickly enough and found a quiet serenity in the rocky bluffs and canyons of the southern Tabantha Frontier while not fighting for his life. He adopted a ferocious fighting style with his ancestral Greatsword, The Roc Feather, to combat the Blue Lizalfos & Black Bokoblin native to the area, channeling his inner frustrations.

Fighting monsters was always a secondary concern to Garvii who left on a spiritual journey to find peaceful locations to commune with nature. When disturbed, he would drive out the smaller monster groups and camps in a violent rage and then resume his meditation until deciding it was time to move on. This was Garvii’s familiar lifestyle until one day, while crossing the Tabantha Great Bridge to do some trading at the Tabantha Bridge Stable, he found himself ambushed on both sides. This was a new development. The monsters had never organized like this before and clearly he was being targeted as a priority enemy.
 
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StorytellerLathos

*autotuned screaming*
Roleplay Availability
Roleplay Type(s)
Basics
Character Name: Oro
Race: Deku Scrub
Class: Ranger (Fey Wanderer)
HP: 34/34
AC: 14
Str: 8 (-1)
Dex: 17 (+3)
Con: 10 (+0)
Int: 14 (+2)
Wis: 15 (+2)
Cha: 10 (+2)**

Skills
Acrobatics (Dex): +3
Animal Handling (Wis): +2
Arcana (Int): +2
Athletics (Str): +2*
Deception (Cha): +2**
History (Int): +2
Insight (Wis): +2
Intimidation (Cha): +2**
Investigation (Int): +2
Medicine (Wis): +2
Nature (Int): +5*
Perception (Wis): +5*
Performance (Cha): +2**
Persuasion (Cha): +5* and **
Religion (Int): +2
Sleight of Hand (Dex): +3
Stealth (Dex): +9* and ***
Survival (Wis): +5*

Passive Perception: 15

Saving Throws
Strength: +2*
Dexterity: +6*
Constitution: +0
Intelligence: +2
Wisdom: +2
Charisma: +0

Weapons
Fairy Slingshot: 1d6+3 x2 bludgeoning (40/160 ft.)
Deku Stick (Staff): 1d6-1bludgeoning (versatile; 1d8-1)
Deku Nut: 1d8+2 bludgeoning
Deku Bubble: 1d6 poison; additional 1d4 to those within 5 ft

Abilities
Deku Nut/Bubble
Deku Hide
Wanderer
Favored Foe
Deft Explorer
Canny
Fighting Style (Druidic Warrior)
Dreadful Strikes
Fey Wanderer Magic
Otherworldly Glamour
Primal Awareness
Extra Attack
Malice Born

Spells and Cantrips
Druidcraft
Shillelagh
Charm Person
Speak with Animals
Cure Wounds
Ensnaring Strike
Entangle
Misty Step
Beast Sense
Pass Without a Trace

Character Background: A singular seed, long preserved within the magical mists of the mud swamps and broken trees. As malice exacted its intense influence, even the sacred forests found the power far too much and it slowly seeped inwards. The seed, an undisturbed remain of a dead age forgotten in rumor and legend, shakes. Malice infects it and pulls on the will of the seedling that begins to grow its roots. It is born in a wake of nightmares, the same hateful malice that wielded the strength of his people long ago yet again seeking complete power and domination, if not, ruin. Yet seedling defies it and latches onto hope, it latches onto the magic of the Lost Woods, and then to the legacy of the forest spirits. It cries out for help. The Deku Tree answers.

Before the malice can take complete hold, koroks arrive to help it. It is brought to the inner sanctum of the sacred forests and before the Deku Tree. Although the koroks look upon the seedling with fear of what evil this child infused with malice could bring, the guardian of the forest knows better. He throws assumptions aside and allows for it to grow among the koroks as equal a child of him and of the forest. Finally, he names him Oro.

It wouldn't be long before Oro's growth and gleeful attitude would allow him to become a well liked part of the forest. Days were filled with games with the koroks, playing around with slingshots and weapons for fake adventures, and occasional chats with the Deku Tree to learn more of what he was. Why he was so different compared to other koroks. The spirit gladly answered, with this understanding soon the magic that naturally flowed through Deku Scrubs began to manifest in Oro. It was a peaceful existence, for the most part.

But something ate away at him. It'd been long since that nightmarish call, the malice that brought him to life, touched him. His "adventures" draw him further and further away from the family he'd found. At the edges of the mist that protect them, he could hear those soft whispers and touches of energy. He loves the life he's been given but still wonders if what is beyond the veil will offer him more. If that call is worth heeding.

Deku Hide
Deku Scrubs are naturally shy and in ancient times would hide away in Deku Flowers however these have largely gone missing but the natural burrowing ability of the Deku Scrub is not fully gone. Once per long rest, on grass, dirt, or any other surface deemed fair by DM, you can use your reaction when someone comes within 5 feet of you to gain 20 ft of burrowing speed that must be used to immediately go straight down, not provoking attacks of opportunity. At the start of your next turn, you use your movement to move back to the surface, the rest of your turn continues as normal.

Malice Born
When the Calamity came about there were those born under its evil and strange influence. Some died from the affliction, others went on without ever finding difference perhaps just drawn to its epicenter at the castle, but a select few found a well of dark magic within themselves.

You learn to twist your spells into malice infused versions of themselves, heightening their power. You gain a pool of 3 malice points which refresh after a long rest. Using 1 on a damaging spell will cause it to do an additional 1d4 necrotic damage. Using 2 will do an additional 2d4 necrotic damage. Using 3 will cast the spell at one slot higher transforming the spell's damage to necrotic if it is not already.

Deku Telepathy
Without magic, you cannot speak the languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to a willing creature you can see within 120 feet of you. A contacted creature does not need to share a language with your to understand your thoughts, but it must be able to understand at least one language. The link is broken if you and the creature move 120 feet apart, if either of you is incapacitated, or if either mentally breaks contact (no action required)

Remember Your Magic Dummy
This isn't homebrew but I keep forgetting my magic stuff so:
Ranger Spell Save DC: 13
Ranger Spell Attack Mod: +5
 
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Taleek

The Goof
Roleplay Availability
Roleplay Type(s)
Character Name: Rola
Race: Kokiri (Homebrew Race: Legend of Zelda Races by Aethelwolf)
Level: 6
Class: Bard / College of Eloquence / RogueRolaK.png
HP: 45/45 (Hit Die: 1d8+2)Kira.png
AC: 15
Str: 8
Dex: 16 (+2 Racial)
Con: 14
Int: 10
Wis: 10
Cha: 18 (+1 Racial + ASI)

Walking Speed: 25 Feet

Acrobatics (Dex) +4
Animal Handling (Wis) +1
Arcana (Int) +3*
Athletics (Str) +0
Deception (Cha) +10**
History (Int) +1
Insight (Wis) +1
Intimidation (Cha) +7*
Investigation (Int) +1
Medicine (Wis) +1
Nature (Int) +1
Perception (Wis) +6**
Performance (Cha) +5
Persuasion (Cha) +10**
Religion (Int) +1
Sleight of Hand (Dex) +4
Stealth (Dex) +9**
Survival (Wis) +1

Background: Criminal
Tools: Thieves’ Tools (Dex) +9** Dice Set (Dex) +6*
Instruments: Ocarina (Flute), Lute, Drums

Saving Throws
Strength -1
Dexterity +6*
Constitution +2
Intelligence +0
Wisdom +0
Charisma +7

Passive Perception: 13

Weapons
  • Kokiri Sword (Magical)
    • Hit +6, Dmg 1d8+3
    • Considered a treasure to the Kokiri people, it hasn’t seen much use and had been collecting dust in a chest for an unknown period.
    • This sword has the ability to summon spectral briars which lash out at an enemy from a distance, once per encounter (cast thorn whip as a bonus action)
  • Soldier's Longsword
    • Hit +6, Dmg 1d8+3 (1d10+3 Versatile)
    • A sword brandished by the soldiers who protect Hyrule Castle. Its durable blade is well tuned for slaying monsters.
    • The user may choose to apply either their strength or dexterity modifier when attacking with this weapon.
  • Yiga Clan Bow
    • Hit +6, Dmg 1d8+3 (2d8+3 if two arrows are fired)
    • A bow favored by the skilled archers of the Yiga Clan. It's been engineered to fire two arrows at once to ensure your target comes to a swift and none-too-pleasant halt.
    • It can be fired normally with a single arrow with zero penalty, dealing 1d8 damage. If the user fires two arrows, a natural roll of 3 or below will result in a misfire.
Equipment
  • Dark common clothes w hood
  • Dice Set
  • Thieves’ Tools
  • Backpack
  • Ball Bearings
  • 10 feet string
  • Bell
  • Candle x5
  • Crowbar
  • Hammer
  • Piton x10
  • Hooded Lantern
  • Oil Flask x2
  • Ration x3
  • Tinderbox
  • Waterskin (Filled)
  • 50 feet rope (Hemp)
  • Arrows x17

Abilities and Traits
  • Fairy Companion (Racial)
  • Forest Whisperer (Racial)
  • Forest Resilience (Racial)
  • Bardic Inspiration (D6)
  • Jack of All Trades (Class)
  • Song of Rest (Class)
  • Magical Inspiration (Class)
  • Silver Tongue (Class)
  • Unsettling Words (Class)
  • Sneak Attack (D6)
  • Thieves’ Cant (Class)
  • Cunning Action (Class)

Spells and Cantrips

Spell Save DC: 15
  • Cantrips
    • Mage Hand
    • Vicious Mockery
    • Prestidigitation

  • 1st Level
    • Silvery Barbs
    • Tasha’s Hideous Laughter
    • Healing Word
    • Detect Magic

  • 2nd Level
    • Invisibility
    • Knock
    • Phantasmal Force

Character Background:

Rola the mischievous young kokiri that lives within the forests along with the fellow scrubs and koroks has made quite the name for herself over the years, some good and some perhaps good to the right person. There aren’t that many kokiri along the forests, and Rola hasn’t been doing the race justice with her antics. Rumors spread through the forests about who she is spotted hanging around with and the types of schemes she’s allegedly involved in. Things like conning the wealthy folk, smuggling nefarious goods and even downright thievery to name a few things.

Rumor’s like these has all but alienated her from most denizens of the forest, but it doesn’t seem to bother the young kokiri at all. She found a calling that she’s good at and wants to perfect it into something that’ll prove fruitful in the future ahead. Many people would tell you that Rola simply put is an amazing people person bordering to downright manipulative even though she promises she doesn’t utilize magical charms, at least to those she likes.

Despite the complicated history and muddy rumors surrounding the kokiri Rola travels the lands proudly doing what she likes when she likes. Whether that’d be convincing a traveler that she is a blessed spirit of the forest requesting a healthy donation in exchange for great fortune or skulking about and nabbing something that might set her a little bit more ahead, the young kokiri is all about playing around with danger and making a healthy amount of friends and enemies along the way.
 
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JayGreen

New Member
Roleplay Availability
Roleplay Type(s)
Saife

Race: Gerudo
Class: Ranger (Horizon Walker)
HP: 46
Speed: 40 (walking, climbing, swimming)

AC: 15

Str: 0 (11)
Dex: +4 (18)
Con: +1 (12)
Int: +1 (12)
Wis: +3 (16)
Cha: -1 (8)

Acrobatics (Dex) +4
Animal Handling (Wis) +3
Arcana (Int) +1
Athletics (Str) +3
Deception (Cha) +2
History (Int) +1
Insight (Wis) +3
Intimidation (Cha) +2
Investigation (Int) +4
Medicine (Wis) +3
Nature (Int) +4
Perception (Wis) +3
Performance (Cha) -1
Persuasion (Cha) +2
Religion (Int) +1
Sleight of Hand (Dex) +4
Stealth (Dex) +7
Survival (Wis) +9


Saving Throws

Strength +3
Dexterity +7
Constitution +1
Intelligence +1
Wisdom +3
Charisma -1

Passive Perception 13

Weapons

Longbow +7 1d8+4 piercing
Heavy, two-handed, ranged (150/600)

Scimitar +7 1d6+4 slashing
Light, finesse

Cantrips: Guidance, Mending
1st lvl: Cure wounds, Protection from Evil and Good, Fog Cloud, Hail of Thorns
2nd lvl: Cordon of Arrows, Misty step
1/day Speak with Animals, Beast Sense

Favored enemy: Beasts, Lizalfos, Moblins


Family business comes with expectations you can't simply escape.
Fateku, Saife's mom spent many hopeless hours trying to raise a heiress out of her. The family's modest apothecary needed a firm hand to lead it into the future, someone with charm, business acumen and an expertise in tonics and potions.
Saife was not that person.
She learned enough about herbs, fruits and their properties, she was an excellent forager. She could whip up a simple lightning resistance potion if pressed. Even keeping the books was something she maybe could manage. What she was absolutely not made for was customers.
The girl froze around strangers, lost sense of words, if people started interrupting and couldn't upsell a glass of water to a dehydrated foreigner.
She almost accepted her miserable fate of becoming a saleswoman when Noora came in. A neighbor's daughter who ran into their house one day in tears, babbling something about a storm and her mother. The neighbor's body was found in the desert two days later and Futeko took Noora in.
Noora was the charming girl, who grew into a charming woman and a real sister to Saife. She took to working in apothecary like a seal to sand. Saife was free to roam the desert, gather fruit and hunt.
When Futako passed, there was no question of inheritance. Noora led the family business and Saife helped out. This suited them both just fine.
Then monsters came.
Saife's life changed in more ways than one, everyone's did. What she didn't expect was the wild exhilaration she found in fighting. Keeping people safe. Outsmarting the enemy.
For the first time she didn't feel like a failure. Not left behind, not serving her betters, she was exactly where she needed to be. The Huntress.
Saife left a note to her sister and walked out of the city. Her step was light as she ventured east.
She was going to do something great.
Saife.png
 

chargingdenki

I will adopt you. That is a threat
Roleplay Availability
Roleplay Type(s)
My Interest Check
Character Name: Nephillim
Race: Hylian
Class: Sorcerer
HP: 38
AC: 16 None equipped
Str: 12 (+1)
Dex: 17 (+3)
Con: 13 (+1)
Int: 10 (+0)
Wis: 14 (+2)
Cha: 13 (+1)

Acrobatics (+3)
Animal Handling (+5)
Arcana (+0)
Athletics (+1)
Deception (+1)
History (+0)
Insight (+5)
Intimidation (+4)
Investigation (+0)
Medicine (+2)
Nature (+0)
Perception (+5)
Performance (+1)
Persuasion (+1)
Religion (+0)
Sleight of Hand (+3)
Stealth (+3)
Survival (+5)

Saving Throws
Strength: +1
Dexterity: +3
Constitution: +4
Intelligence: +0
Wisdom: +2
Charisma: +4

Passive Perception: 15

Weapons
Dagger (2) +3 to hit, 1d4+2 damage
Properties: Finesse, Light, Thrown
Crossbow (20 arrows) +3 to hit, 1d8+2 damage
Properties: Ammunition, Loading, Range, Two-Handed

Cantrips
Frostbite
Mending
Minor Illusion
Mold Earth
Poison Spray

Spells
Earth Tremor
Shield
Blindness/Deafness
Snilloc’s Snowball Storm
Erupting Earth
Wall of Water

Character Background: Nephillim lost his family at a young age. His father left on a big fishing trip and was never seen from afterwards. His mother died giving birth to her second child, leaving Nephillim to fend for himself in the harsh world. These events led Nephillim to be untrustworthy of many people and to have little to no friends as he grew up

When the Great Calamity hit many years ago the village of Lurelin was greatly weakened. Due to the villages weakened state they were a prone target for wilderness attacks which caused many people to lose their families, even many years after the original attack. However Nephillim was insensitive to the mourning of the people around. He saw their mourning as insensitivity. He thought that the people of Lurelin should’ve been more upset by his families death and not only by the deaths of their own families, he thought that they weren’t deserving of his empathy

Years after the Great Calamity and Lurelin bring constantly attacked the elders decided that they needed to do something to be prepared. So they started a small group in the village teaching young children to fight. The children were mandated to attend to help save the village. Once Nephillim reached the age that was mandated in the group, like all the others he was forced to attend, much to his displeasure

Nephillim attempted to skip out on many of the practices, preferring the company of the forest and himself. He enjoyed to sit in the forest and practice his magic, he didn’t trust anyone in the village to teach him. He preferred the company of wild animals than the other Hylian’s. However every time he skipped out on a practice he was punished in some way

The punishments could vary but they often included putting in extra practice with whatever he had missed. This gave him plenty of practice with many simple melee weapons and fighting without weapons. Sometimes the punishments with include paying a fine or doing extra laborious tasks in hopes he would learn his lesson. He never did. He continued to skip out on the practices, however he works attend a majority of the time and he learned many useful skills
 

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