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Objects

  • Writer: Jake Cohen
    Jake Cohen
  • Jan 3
  • 21 min read

Updated: Jul 4

Basic Equipment

Below listed equipment are based on medium sized creatures.

Buckler

A light shield mounted on one's wrist.

Wearer Can Use Both Hands While Worn

Wearer Gains +1 To Armor Class While Worn

Wearer Has A Disadvantage On Attack Rolls With Attacks Using The Hand With The Buckler While Worn

1,000rp, 4lb, Shield

Basic Items

Digging Tools

Users gain advantage on Athletics skill checks to burrow. No standard weapon is considered a digging tool.

Rope

A standard rope can hold up to 720lb. before breaking.

Basic Weapons

Below listed weapons are based on medium sized creatures.

Blowgun

Adds 2.5 Or 1 To 4 (1d4) To The Initial Damage Of Ammunition Used

Bomb

A handheld explosive.

Attack Rolls With This Weapon Against Friendly Creatures Have Disadvantage

Can Destroy Certain Materials & Objects At The Dungeon Master’s Discretion

Considered A Tiny Sized Object

Destroyed After Detonation

Detonates After 6sc

Detonation Effects A 15ft Sphere

Effects All Creatures & Objects In Detonation Area

300rp, 1d4+Str Bludgeoning Damage On Hit Then 2.5 Or 1 To 4 (1d4) Fire Damage Plus 2.5 Or 1 To 4 (1d4) Force Damage Plus 2.5 Or 1 To 4 (1d4) Thunder Damage On Detonation, 1lb, Thrown 15ft/45ft, Simple, Sap

Bomb Barrel

A massive explosive.

Attack Rolls With This Weapon Against Friendly Creatures Have Disadvantage

Can Destroy Certain Materials & Objects At The Dungeon Master’s Discretion

Considered A Small Sized Object

Destroyed After Detonation

Detonates After 12sc

Detonation Effects A 45ft Sphere

Effects All Creatures & Objects In Detonation Area

2,500rp, 1d10+Str Bludgeoning Damage On Hit Then 5.5 Or 1 To 10 (1d10) Fire Damage Plus 5.5 Or 1 To 10 (1d10) Force Damage Plus 5.5 Or 1 To 10 (1d10) Thunder Damage On Detonation, 30 lb, Thrown 10ft/30ft, Heavy, Two-Handed, Martial, Push

Bombchu

A self propelled explosive shaped like a rodent.

Attack Rolls With This Weapon Against Friendly Creatures Have Disadvantage

Can Destroy Certain Materials & Objects At The Dungeon Master’s Discretion

Considered A Tiny Sized Object

Destroyed After Detonation

Detonates After 24sc Or On Impact With Any Creature

Detonation Effects A 18ft Sphere

Effects All Creatures & Objects In Detonation Area

Moves Forward In A Line On Land 25ft Per 6sc Starting At Wielder’s Location After Activation

700rp, 1d4+Dex Bludgeoning Damage On Hit Then 2.5 Or 1 To 4 (1d4) Fire Damage Plus 2.5 Or 1 To 4 (1d4) Force Damage Plus 2.5 Or 1 To 4 (1d4) Thunder Damage On Detonation, 0.5lb, Ranged 25ft/75ft, Martial, Sap

Deku Nut

A compressed seed that expands in a flash of light.

Destroyed After Use

On Successful Hit, Roll 1d6, Stunning The Target For 6sc On A Result Of 6

100rp, 1d4+Str Bludgeoning Damage Plus 2.5 Or 1 To 4 (1d4) Radiant Damage, 0.25lb, Thrown 10ft/20ft, Simple, Vex

Scythe

A thin, curved blade with a long, blunt handle.

On Successful Hit, Roll 1d6, Dealing Bludgeoning Damage On A Result Of 1 Or 2, Piercing Damage On A Result Of 3 Or 4, & Slashing Damage On A Result Of 5 Or 6

1,500rp, 1d6+Str (1d8+Str) Damage, 4lb, Melee 10ft, Versatile, Martial, Graze

Sling

0.1lb

Slingshot

A Y-shaped piece of wood that hurls small rocks and other projectiles.

900rp, 1d6+Dex Bludgeoning, 1lb, Ranged 35ft/140ft, Simple, Slow

Money

One Rupee is equal to one copper piece and weighs the same. They automatically convert themselves to exact change via magic.

Rare Equipment

Below listed equipment are based on medium sized creatures.

All-Night Mask

A strap-covered device that forces the wearers eyes open.

Wearer’s Required Long Rest Duration Requirement Is Quartered While Worn

Mask, 0.5lb

Amber Earrings

Two translucent orange earrings.

Wearer Gains +1 To Armor Class While Both Are Worn

Left & Right Earrings, 0.05lb Each

Assassin's Mask

A mask worn by those who acknowledge the covert arts.

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Against Non-Beast Type Targets Who Have 15 Or Higher Dexterity While Worn

Mask, 0.5lb

Blast Mask

An exploding mask that self regenerates.

Constitution Based Attack Rolls

Detonation Attack & Damage Rolls Against The Wearer Have Disadvantage

Mask Has The Same Effect As An Exploding Bomb With A Detonation Sphere Out To 5ft Of Wearer

Mask Requires 30sc To Recharge After Each Detonation Before Detonating Again

Mask, 0.5lb

Blin Mask

A disguise resembling a Blin which comes in Bokoblin, Bulblin, and Moblin styles.

Not Usable By Blins

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Involving Blins While Worn While (Other Affected Creatures Use First Roll Only)

Hood & Mask, 0.5lb

Blue Ring

A gaudy blue ring.

Reduces Bludgeoning, Piercing, & Slashing Damage Received By 1 To A Minimum Of 1 Unless The Damage Received Is Critical While Worn

Ring, 0.03lb

Bunny Hood

Cloth rabbit ears.

Walk Speed Is Increased By 10ft While Worn Unless The Base Walk Speed Is 0ft

Headband, 0.5lb

Captain's Hat

A literal skull-cap.

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Involving Undead Creatures While Worn (Other Affected Creatures Use First Roll Only)

Hat, 0.5lb

Climber’s Bandana

A sweat-resistant square of cloth.

Wearer Has Advantage On Athletics Skill Checks To Climb & Increases Climb Speed By 5ft While Worn Unless The Base Climb Speed Is 0ft

Headband, 0.25lb

Couple’s Mask

A hand-crafted token of love.

Wearer Has Advantage On Charisma & Wisdom Saving Throws & Skill Checks Involving Creatures With The Corresponding Stat Equal To Or Within 1 Of Wearer’s Corresponding Stat While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Dancer’s Mask

A disguise used by graceful performers.

Wearer Has Advantage On Acrobatics & Performance Skill Checks While Worn

Mask, 0.5 lb

Deku Mask

A round wooden mask.

Not Usable By Deku

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Involving Deku While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Detective Mask

An image of an inquisitive youngster.

Wearer Has Advantage On Investigation & Perception Skill Checks While Worn

Mask, 0.5lb

Diamond Circlet

A beautiful jeweled headpiece.

Construct Creatures Have Disadvantage On Attack & Damage Rolls Against The Wearer While Worn

Headband, 0.25lb

Doggie Mask

A furred canine disguise.

Wearer Has Advantage On Skill Checks Involving Beast Type Creatures Of Small Or Tiny Size While Worn

Mask, 0.5lb

Eagle Mask

Majestic feathers and a beak.

Wearer Has Advantage On Animal Handling & Persuasion Skill Checks While Worn

Mask, 0.5lb

Flamebreaker Helm

A cage-like container for one's head.

Wearer Has Resistance To Fire Damage While Worn

Hood & Mask, 1lb

Fool’s Mask

The likeness of a pathetic individual.

Wearer Has Advantage On Insight & Persuasion Skill Checks While Worn

Mask, 0.5lb

Frog Mask

The visage of an earthy-green frog.

Wearer Has Advantage On Animal Handling & Performance Skill Checks While Worn

Hood, 0.5lb

Gerudo Mask

A disguise depicting a Gerudo woman.

Not Usable By Gerudo & Piratians

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Involving Gerudo & Piratians While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Giant’s Mask

A formidable looking mask.

As A Bonus Action, Wearer & Worn Equipment Double In Size & Wearer Gains A +5 Bonus To Strength & Advantage On All Strength Attack Rolls, Damage Rolls, Saving Throws, & Skill Checks & Disadvantage On All Dexterity Attack Rolls, Saving Throws, & Skill Checks & Initiative

Mask Effects End As A Bonus Action, After 1mn, Or If Mask Is Removed

Mask Must Recharge For 5dy After Increasing Any Wearer’s Size Before Increasing Any Wearer’s Size

Mask, 0.5lb

Gibdo Mask

Face coverings made of old bandages.

Undead Creatures Will Not Make Attacks Against You Until You Attack Them

Wearer Has Advantage On Stealth Skill Checks Involving Undead Creatures While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Golden Gauntlets

A glorious arm-bracer.

Wearer's Carrying Capacities Are Quadrupled While Both Gauntlets Are Worn

Left & Right Gauntlets, 5 lb Each

Goron Mask

The stone face of a Goron.

Not Usable By Gor & Gorons

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Involving Gor & Gorons While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Goron's Bracelet

A thick golden bracelet emblazoned with the Goron emblem.

Wearer’s Carrying Capacities Are Doubled While Worn

Bracelet, 2lb

Goron Tunic

A heat-resistant red tunic.

Wearer Has Resistance To Fire Damage While Worn

Shirt, 2lb

Great Fairy Mask

A redheaded image of a Great Fairy.

Not Usable By Fairies

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Involving Fey Type Creatures While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Handy Glove

A destructive mitten.

Allows The User To Perform An Unarmed Strike That May Destroy Certain Non-Magical Non-Creatures At The Dungeon Master's Discretion While Worn

Wearer's Melee Attacks Gain 6.5 Or 1 To 12 (1d12) Bludgeoning Damage Against Objects & Construct Creatures While Worn

Reversible Glove, 2lb

Hawkeye

A bird-themed set of binoculars.

Wearer Has Advantage & Expertise On Perception Skill Checks (Not Passive Perception) To See While Worn

Mask, 0.5lb

Hero's Charm

A gem-laden gold mask depicting an eerie smile.

Once per 1hr, Wearer Can Ask Dungeon Master For A Creature’s Current Hit Points While Worn

Mask, 0.5lb

Keaton Mask

The visage of a fox-like creature.

Requires 2hr Recharge Time After Use

Wearer Has Advantage On One Arcana, History, Nature, Or Religion Skill Check While Worn

Mask, 0.5lb

Korok Mask

A large green leaf with eye and mouth holes.

Not Usable By Kikwi, Kokiri, & Koroks

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Involving Kikwi, Kokiri, & Koroks While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Lizalfos Mask

A scaled lizard mask.

Not Usable By Dinolfos, Lizalfos, & Tokay

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Involving Dinolfos, Lizalfos, & Tokay While Worn (Other Creatures Use First Roll Only)

Mask, 0.5lb

Lynel Mask

A mask of a mean looking horse with a mane encircling the face.

Wearer Has Advantage On Charisma & Wisdom Saving Throws & Skill Checks Involving Donkeys, Draft Horses, Lynels, Ponies, Race Horses, & War Horses While Worn (Other Creatures Use First Roll Only)

Mask, 0.5lb

Magic Cape

A shimmering blue cape.

As A Standard Action, Renders Wearer Invincible & Invisible, Excluding Their Shadows, For Up To 6 sc Per Wearer’s Character Level While Worn

Requires 3dy To Recharge After Use

Cape, 4lb

Magnetic Gloves

A pair of iron gloves, one red, one blue.

Has No Effect On Metal Further Than 50ft From Wearer

Wearer Cannot Be Disarmed While Using Metal Shields & Weapons (Material Determined At Dungeon Master’s Discretion) While Both Gloves Are Worn

Wearer Can Pull Or Push Metal Objects Weighing 20lb Or Less (Material & Weight Determined At Dungeon Master’s Discretion) Within 50ft Directly Towards Or Away From The Wearer At A Rate Of 10ft Per 6sc While Both Gloves Are Worn

Left & Right Gloves, 1.5lb Each

Mask Of Scents

A tusked boar mask.

Wearer Has Blindsight Out To 15ft While Worn

Mask, 0.5lb

Mask Of Truth

A white mask with a single tearful eye.

Wearer Has Advantage On Insight & Investigation Skill Checks While Worn

Mask, 0.5lb

Mirror Shield

An extremely shiny shield.

Any Magical Effects Unwanted By The Holder That Are Targeting The Holder Must Roll 1d6, Applying Any Possible Spell Effects Normally On A Result Of 1 To 3, The Spell Automatically Failing On A Result Of 4 Or 5, & Redirecting These Effects Towards A Hostile Creature With The Magical Effect Acting As If It Initially Targeted The Chosen Hostile Creature On A Result Of 6

Shield, 6lb

Moon Mask

A striking silvery mask.

Wearer Has Advantage On Charisma Based Checks While Worn Involving Creatures With Charisma Equal To Or Within 3 Of Wearer’s Charisma Score While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Opal Earrings

A perlescent set of white earrings.

Wearer Gains Advantage On Athletics Skill Checks To Swim & Increases Its Swim Speed By 5ft While Worn Unless The Base Swim Speed Was 0ft

Left & Right Earrings, 0.03lb Each

Pegasus Boots

A pair of winged leather boots.

Wearer’s Basic Land Speed Is Doubled If Traveling Only In A Straight Line While Both Boots Are Worn

Left & Right Boots, 1lb Each

Postman’s Hat

A red cap with a black rim.

Wearer Has Advantage On Initiative Rolls & Investigation Skill Checks While Worn

Hat, 0.5lb

Power Glove

A somewhat cumbersome looking mitten.

Wearer’s Drag, Lift Off Ground, & Push Capacities Are Tripled When Interacting With Any Singular Item While Worn

Reversible Glove, 3lb

Radiant Mask

The mask of an expert of subterfuge.

Wearer Has Advantage On Sleight Of Hand & Stealth Skill Checks While Worn

Hood & Mask, 0.5lb

Rancher’s Mask

A humble farmer's mask.

Wearer Has Advantage On Constitution Saving Throws While Worn

Mask, 0.5lb

Red Ring

A gaudy red ring.

Reduces Bludgeoning, Piercing, & Slashing Damage Received By 1

Ring, 0.05lb

Savage Helm

A skull helmet with crude leather.

Wearer Gains +1 To Melee Attack Rolls While Worn

Hat, 1lb

Sheikah Mask

A simple face covering.

Not Usable By Sheikah, Wizzrobe, & Yiga

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Involving Sheikah, Wizzrobe, & Yiga While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Silver Gauntlets

A shining arm-bracer.

Wearer’s Carrying Capacities Are Tripled While Both Gloves Are Worn

Left & Right Gauntlets, 3lb Each

Skull Mask

Part of a skull carved into a face covering.

Wearer Has Advantage On Deception & Performance Skill Checks While Worn

Mask, 0.5lb

Spooky Mask

A large peice of bark fashioned into a grimacing face.

Wearer Has Advantage On Intimidation & Persuasion Skill Checks While Worn

Mask, 0.5lb

Stone Mask

A rock with a blank look drawn on.

Wearer Has Advantage On Perception & Stealth Skill Checks While Worn

Mask, 0.75lb

Sun Mask

A striking golden mask.

Wearer Has Advantage On Wisdom Skill Checks & Saving Throws Involving Creatures With Wisdom Equal To Or Within 3 Of Wearer’s Wisdom Score While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Titan’s Mitt

A robust glove.

Wearer's Melee Attacks Gain 2.5 Or 1 To 4 (1d4) Bludgeoning Damage While Worn

Reversible Glove, 1.5lb

Zora Mask

The greenish-blue hued face of a Zora.

Not Usable By Rito, Zola, & Zora

Wearer Has Advantage On Investigation Skill Checks & Charisma & Wisdom Saving Throws & Skill Checks Involving Rito, Zola, & Zora While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Zora’s Flippers

A floppy pair of webbed foot coverings.

Not Usable By Anouki, Zola, & Zora

Swim Speed Is Increased By 10ft While Worn Unless The Base Swim Speed Was 0ft

Left & Right Flippers, 0.75lb Each

Zora Tunic

A deep blue skin-tight tunic.

Wearer Can Breathe Both Air & Water While Worn

Wearer Has Vulnerability To Lightning Damage While Worn

Shirt, 2lb

Rare Items

Blue Candle

A special blue candle with a decorative holder.

Can Penetrate Magical Darkness For 1mn, But Requires 12hr To Recharge After Doing So

Flame Deals 1d4+Str Fire Damage While Charged

Functions As A Normal Candle While Recharging

Provides Bright Light Out To 10ft & Dim Light Out To 20ft

0.1lb

Blue Crystal

An exquisite blue gem.

+1 To Dexterity

1.5lb, Binding Effects

Book Of Magic

A battered tome used to enhance spells.

As A Standard Action, Choose Any Single Numerical Value Of Your Next Cast Spell To Double Or Half (Quadruple Or Quarter For Spells Involving Flames)

Requires 1dy To Charge After Use

2lb

Book Of Mudora

A thick notebook filled to the brim with knowledge.

Grants A Single User Expertise On Arcana, History, & Religion Skill Checks & Advantage On History Skill Checks For 1mn

Requires 1dy To Recharge After Use

1.5lb

Compass Of Light

A deceptively simple looking compass.

After 10mn Of Concentration, It Will Point Towards Any Desired Location, Object, Or Person At Dungeon Master's Discretion For 12 hr

Requires 1dy To Recharge After Use

0.5lb

Din’s Fire

A glowing red and white jewel.

Once Per Rest, As A Standard Action, Create A Sphere Of Fire Ranging 15ft From Your Position That Deals An Automatic 6.5 Or 1 To 12 (1d12) Fire Damage To All Creatures & Objects Within Range

0.5lb, Binding Effects

Fairy Ocarina

A simple beige instrument.

Flute Instrument That Grants User Advantage On Performance Skill Checks While Used

1lb

Farore’s Wind

A glowing green and white jewel.

Once Per Long Rest, As A Standard Action, Teleport Yourself & Your Carried Equipment To A Nearby Recently Visited Location Of Safety (Chosen Location At Dungeon Master’s Discretion)

0.5lb, Binding Effects

Green Crystal

A green gem.

+1 To Intelligence

1.5lb, Binding Effects

Golden Scale

A shimmering gold fish scale.

Triples The Duration The User Can Hold Their Breath

0.5lb

Heart Container

An ornate crystal heart.

Permanently Increases Maximum Hit Points By 2.5 Or 1 To 4 (1d4)

0.2lb, Binding Effects

Heart Piece

A shining transparent crystal with a small red heart shape in the center.

Four Heart Pieces Can Be Combined To Create A Heart Container

0.05lb

Lens Of Truth

A purple magnifying glass with red trim.

Allows The User To See Through Visual Illusions At Dungeon Master’s Discretion

Reveals Invisible Creatures & Objects

Reveals The Contents Of Non-Magical Containers At Dungeon Master’s Discretion

1lb

Magic Container

A mysterious object that defies logic.

Effects Cannot Be Applied To Objects

Once Per Long Rest, As An Action Action, You May Regain One Spent Spell Slot Of Half Your Maximum Spell Slot Level (Rounded Up)

0.5lb, Binding Effects

Magic Mirror

A sparkling mirror that has a reflection that seems to phase in and out..

The User Can See Equivalent Location Of Current Location In Any Parallel Realms Previously Visited By The User As If Looking Through A Window

1lb

Moon Pearl

An abnormally large iridescent pearl that pulsates with what appears to be anti-magic.

Any Unwanted Magical Effects Targeting The Holder Automatically Fail After Rolling 1d12 With A Result Of 10 To 12

Any Desired Magical Effects Targeting The Holder Automatically Fail After Rolling 1d12 With A Result Of 12

3lb

Nayru’s Love

A glowing blue and white jewel.

Once Per Long Rest, Cast As A Standard Action, Renders The User Invincible & Unable To Cause Any Form Of Damage Or Harm For Up To 12sc Per Character Level (These Effects Can Be Canceled Early As A Bonus Action)

0.5lb, Binding Effects

Orange Crystal

An orange gem.

+1 To Charisma

1.5lb, Binding Effects

Purple Crystal

A purple gem.

+1 To Wisdom

1.5lb, Binding Effects

Red Candle

A special red candle with a decorative holder.

Flame Deals 1d4+Str Fire Damage

Flame’s Light Can Penetrate Magical Darkness

Provides Bright Light Out To 15ft & Dim Light Out To 30ft While Lit

0.2lb

Red Crystal

A red gem.

+1 To Strength

1.5lb, Binding Effects

Shard Of Agony

A shard of crystal that glistens in the light.

Expertise On Passive Perception To See

1lb, Binding Effects

Silver Scale

A shimmering silver fish scale.

Doubles The Duration The User Can Hold Their Breath

0.5lb

Spirit Flute

A bestial sounding flute that attracts animals.

Flute Instrument That Grants User Advantage On Animal Handling Skill Checks While Used

Grants User Permanent +6 Bonus To Animal Handling Skill Checks Against Any Single Beast Type Creature You Can See Within 120ft If Used Within 1min Of First Encountering Them

Requires 2dy To Recharge After Use

1lb

Stone Of Agony

A lump of rock that seems to pulsate ominously.

Expertise On Passive Perception To Hear

1lb, Binding Effects

Yellow Crystal

A yellow gem.

+1 To Constitution

1.5lb, Binding Effects

Rare Weapons

Below listed weapons are based on medium sized creatures.

Biggoron’s Sword

A hulking sword forged by a smithing master.

+1 To Attack & Damage Rolls With This Weapon

Greatsword, 2d8+1+Str Slashing, 8lb, Heavy, Two-Handed, 5ft Reach

Bow Of Light

A blessed bow of divine purity.

+2 To Attack & Damage Rolls With This Weapon

Arrows Can Made Into Light Arrows By Sacrificing User’s Movement Until Next Turn

Shortbow, 1d6+2+Dex Piercing, 2lb, Two-Handed, 80ft/320ft Range, Arrow Ammunition

Fairy Bow

An expertly crafted bow.

+1 To Attack & Damage Rolls With This Weapon

Shortbow, 1d6+Dex Piercing, 2lb, Two-Handed, 90ft/360ft Range, Arrow Ammunition, Simple

Fairy Slingshot

A simple looking slingshot.

Stuns Creatures Of Equal Size Tier To The Wielder For 6sc On Successful Hit After Rolling 1d10 With A Result Of 9 Or 10

Stuns Creatures Of Larger Size Tier Than The Wielder For 6sc On Successful Hit After Rolling 1d10 With A Result Of 10

Stuns Creatures Of Smaller Size Tier Than The Wielder For 6sc On Successful Hit After Rolling 1d10 With A Result Of 8 To 10

Slingshot, 1d6+Dex Bludgeoning, 1lb, 35ft/140ft Range, Simple

Fire Arrow

An arrow infused with flame.

Becomes A Normal Arrow After First Use

Upon Rolling Either A Critical Hit With This Ammunition Or A 4 On The Fire Damage Dice, The Target’s Takes 2.5 Or 1 To 4 (1d4) Fire Damage At The Start Of The Target's Next Turn

Arrow, Additional 2.5 Or 1 To 4 (1d4) Fire Damage, 0.05lb, Ammunition

Fire Rod

A magic orange staff, warm to the touch.

+1 To Attack & Damage Rolls With This Weapon

Functions As A Quarterstaff When Used As A Melee Weapon

On A Successful Hit, Add The Wielder’s Highest Ability Modifier Between Charisma, Dexterity, Intelligence, Or Wisdom To The Fire Damage

Ranged Weapon Attacks With This Weapon Have Up To Three Charges

Requires 4hr To Recharge Per Used Charge

Upon Rolling Either A Critical Hit With This Weapon Or A 4 On The Fire Damage Dice, The Target’s Takes 2.5 Or 1 To 4 (1d4) Fire Damage At The Start Of The Target's Next Turn

Use Highest Between Charisma, Dexterity, Intelligence, Or Wisdom For Ranged Attack Bonus

Quarterstaff, 6.5 Or 2 To 11 (1d10)+1 Fire Damage Plus 5.5 Or 1 To 10 (1d10) Force Damage, 4lb, 25ft/100ft Range, Simple

Giant’s Knife

A hulking sword forged by a smithing apprentice.

+1 To Attack & Damage Rolls With This Weapon

On An Attack Roll Of 1, This Giant’s Knife Breaks Permanently After Rolling 1d10 With A Result Of 1

Greatsword, 2d8+1+Str Slashing, 7lb, Heavy, Two-Handed, 5ft Reach

Gilded Sword

A fancy looking sword.

+1 To Attack & Damage Rolls With This Weapon

Shortsword, 1d8+Str Piercing Or Slashing (Announced By Wielder Before Each Attack), 3lb, 5ft Reach, Finesse, Light

Hero’s Bow

A masterfully crafted longbow.

+1 To Attack & Damage Rolls With This Weapon

Longbow, 1d8+Dex Piercing, 3lb, Heavy, Two-Handed, 160ft/640ft Range, Arrow Ammunition, Martial

Hookshot

An extending hooked chain.

Cannot Be Wielded By Creatures Bigger Than Its Intended Size Tier

Successfully Hit Targets Of Equal Weight To The Wielder May Be Treated As Either Heavier Or Lighter At The Wielder’s Discretion

Successfully Hit Targets Weighing Less Than The Wielder Are Pulled Adjacent To The Wielder

Upon Critical Hit, May Pull Target’s Held Item To The Wielder Pending A Successful Strength Checks Against The Targeted Creature Provided The Item Weighs Less Than The Wielder

Upon Successful Hit, Creatures Of Equal Size Tier To The Wielder Are Stunned For 6sc After Rolling 1d12 With A Result Of 12

Upon Successful Hit, Creatures Of Smaller Size Tier Than The Wielder Are Stunned For 6sc After Rolling 1d10 With A Result Of 11 Or 12

Wielder Is Pulled Adjacent To Successfully Hit Targets Heavier Than The Wielder

Staff, 1d4+Dex Piercing, 3lb, 30ft/90ft Range, Martial

Hyper Slingshot

A more robust slingshot.

Stuns Creatures Of Equal Size Tier To The Wielder For 6sc On Successful Hit After Rolling 1d8 With A Result Of 11 Or 12

Stuns Creatures Of Larger Size Tier Than The Wielder For 6sc On Successful Hit After Rolling 1d8 With A Result Of 12

Stuns Creatures Of Smaller Size Tier Than The Wielder For 6sc On Successful Hit After Rolling 1d8 With A Result Of 10 To 12

Slingshot, 3d4+Dex Bludgeoning, 1.5lb, 40ft/160ft Range, Simple

Ice Arrow

An arrow infused with ice.

Becomes A Normal Arrow After First Use

Upon Rolling Either A Critical Hit With This Ammunition Or A 4 On The Cold Damage Dice, The Target’s Takes 2.5 Or 1 To 4 (1d4) Cold Damage At The Start Of The Target's Next Turn

Arrow, Additional 2.5 Or 1 To 4 (1d4) Fire Damage, 0.05lb, Ammunition

Ice Rod

A magic blue staff, cold to the touch.

+1 To Attack & Damage Rolls With This Weapon

Functions As A Quarterstaff When Used As A Melee Weapon

On A Successful Hit, Add The Wielder’s Highest Ability Modifier Between Charisma, Dexterity, Intelligence, Or Wisdom To The Cold Damage

Ranged Weapon Attacks With This Weapon Have Up To Three Charges

Requires 4hr To Recharge Per Used Charge

Upon Rolling Either A Critical Hit With This Weapon Or A 4 On The Cold Damage Dice, The Target’s Takes 2.5 Or 1 To 4 (1d4) Fire Damage At The Start Of The Target's Next Turn

Use Highest Between Charisma, Dexterity, Intelligence, Or Wisdom For Ranged Attack Bonus

Quarterstaff, 6.5 Or 2 To 11 (1d10)+1 Cold Damage Plus 5.5 Or 1 To 10 (1d10) Force Damage, 4lb, 25ft/100ft Range, Simple

Kokiri Sword

A simple blade forged in the forest.

Shortsword, 1d6+Str Piercing Or Slashing (Announced By Wielder Before Each Attack), 2lb, 5ft Reach, Finesse, Light

Light Arrow

A specially blessed arrow.

+1 To Attack & Damage Rolls With This Ammunition

Advantage On Attack & Damage Rolls Against Evil Targets

Arrow, Additional 5.5 Or 1 To 10 (1d10) Radiant, 0.05lb, Ammunition

Longshot

A long-range extendable hooked chain.

Cannot Be Wielded By Creatures Bigger Than Its Intended Size Tier

Successfully Hit Targets Of Equal Weight To The Wielder May Be Treated As Either Heavier Or Lighter At The Wielder’s Discretion

Successfully Hit Targets Weighing Less Than The Wielder Are Pulled Adjacent To The Wielder

Upon Critical Hit, May Pull Target’s Held Item To The Wielder Pending A Successful Strength Checks Against The Targeted Creature Provided The Item Weighs Less Than The Wielder

Upon Successful Hit, Creatures Of Equal Size Tier To The Wielder Are Stunned For 6sc After Rolling 1d12 With A Result Of 12

Upon Successful Hit, Creatures Of Smaller Size Tier Than The Wielder Are Stunned For 6sc After Rolling 1d10 With A Result Of 11 Or 12

Wielder Is Pulled Adjacent To Successfully Hit Targets Heavier Than The Wielder

Staff, 1d4+Dex Piercing, 5lb, 50ft/150ft Range, Martial

Magical Boomerang

A magically imbued boomerang.

+1 To Attack & Damage Rolls With This Weapon

Automatically Stuns A Single Target On Hit For 12sc After Rolling 1d6 With A Result Of 6, Requiring 4hr To Recharge After First Success

Can Be Aimed Replacing The Wielder’s Movement At An Additional Visible Target Within Range

Can Carry Targeted Items Weighing 1lb Or Less Upon Return To Thrower

Boomerang, 1d4+1+Str, 1lb, 65ft/130ft Thrown, Simple

Magical Rod

A staff imbued with magic that seems to vibrate.

+1 To Attack & Damage Rolls With This Weapon

Functions As A Quarterstaff When Used As A Melee Weapon

On A Successful Hit, Add The Wielder’s Highest Ability Modifier Between Charisma, Dexterity, Intelligence, Or Wisdom To The Damage

Ranged Weapon Attacks With This Weapon Have Up To Three Charges

Requires 4hr To Recharge Per Used Charge

Upon Rolling Either A Critical Hit With This Weapon Or A 4 On The Force Damage Dice, The Target’s Takes 2.5 Or 1 To 4 (1d4) Force Damage At The Start Of The Target's Next Turn

Use Highest Between Charisma, Dexterity, Intelligence, Or Wisdom For Ranged Attack Bonus

Quarterstaff, 12 Or 3 To 21 (2d10)+1 Force Damage, 4lb, 25ft/100ft Range, Simple

Megaton Hammer

An extremely hefty hammer.

+1 To Attack & Damage Rolls With This Weapon

Warhammer, 2d10+1+Str Bludgeoning, 8lb, 5ft Reach, Heavy, Two-Handed

Noble Sword

A regal looking sword.

+2 To Attack & Damage Rolls With This Weapon

Longsword, 1d8+2+Str Slashing (One-Handed) Or 1d10+2+Str Slashing (Two-Handed), 3lb, 5ft Reach, Versatile

Razor Sword

A robust, yet elegantly designed sword.

+1 To Attack & Damage Rolls With This Weapon

On An Attack Roll Of 1, This Razor Sword Breaks Permanently After Rolling 1d10 With A Result Of 1

Shortsword, 1d8+1+Str Piercing Or Slashing (Announced By Wielder Before Each Attack), 3lb, 5ft Reach, Finesse, Light

Sage Sword

An enchanted silvery sword.

+1 To Attack & Damage Rolls With This Weapon

On Hit, Add The Wielder’s Highest Ability Modifier To The Radiant Damage

Rapier, 1d12+1+Str Piercing Or Slashing (Announced By Wielder Before Each Attack) Damage Plus 6.5 Or 1 To 12 (1d12) Radiant Damage, 3lb, 5ft Reach, Finesse

Silver Arrow

An arrow with an oddly shaped tip.

+1 To Attack & Damage Rolls With This Ammunition

Deals Critical Damage On A 19 Or 20

Ignores Magical Bonuses To Armor Class

Arrow, Piercing, 0.05lb, Ammunition

White Sword

An expertly smithed sword.

+1 To Attack & Damage Rolls With This Weapon

Any Attempted Attacks While The User Has Maximum Hit Points Will Shoot A 15ft Ranged Attack That Deals 3.5 Or 1 To 6 (1d6) Force Damage One-Handed Or 4.5 Or 1 To 8 (1d8) Force Damage Two-Handed

Longsword, 1d8+1+Str Slashing (One-Handed) Or 1d10+1+Str (Two-Handed) Slashing, 3lb, 5ft Reach, Versatile

Special Armor

Special armor is more expensive due to its various properties, but they are otherwise identical to normal armor. Any collected raw materials used weigh 0.4lb (assuming medium sized). 2lb of material is required to apply each property (assuming medium sized). Special armor can have multiple properties. Each individual property applied increases the price by half of its base cost.

Boko Bark: One Tier Of Lightning Resistance

Chu Jelly: One Tier Of Acid Resistance

Cloth Rags: One Tier Of Thunder Resistance

Dodongo Guts: One Tier Of Fire Resistance

Gohma Chitin: Advantage On Athletics Skill Checks To Climb

Golden Feathers: Advantage On Athletics Skill Checks To Jump

Gossip Granite: One Tier Of Psychic Resistance

Loach Scales: Advantage On Athletics Skill Checks To Swim

Pols Voice Skin: One Tier Of Force Resistance

Powdered Mushroom: One Tier Of Poison Resistance

Reflective Flakes: One Tier Of Radiant Resistance

Stal Remains: One Tier Of Necrotic Resistance

Wolfos Pelt: One Tier Of Cold Resistance

Spell Material Components

Spells with material components replace the required material with the cost of the item(s). Casters may not go into debt this way. Item cost is determined at Dungeon Master’s discretion.

Unique Equipment

Bombos Medallion

A powerful necklace with an ancient token.

Wearer's Melee Weapon Attacks Gain 2.5 Or 1 To 4 (1d4) Fire Damage While Worn

Any Sized Creature, Necklace, 1lb

Complete Fused Shadow

An ominous stone helmet pulsating with magical power.

As A Standard Action, The Wearer's Movement Speeds Are Doubled & The Wearer Gains A +5 Bonus To All Rolls For Up To 1mn Plus 6sc Per Character Level (These Effects Can Be Canceled Early As A Bonus Action) 

Can Be Split Into Five Fused Shadow Fragments

For 1hr Per 6sc Of Bonuses Gained Through This Item's Use, The Wearer's Movement Speeds Are Halved & The Wearer Has Disadvantage On All Rolls Immediately Following The Loss Of Applied Bonuses

Requires 2dy To Recharge After Use

Wearer Permanently Gains The Twilight Racial Variant Upon Rolling 1d4 With A Result Of 1 After Each Activation

Small Or Medium Creatures, Helmet, Mask, Neck, & Shoulders, 5lb

Ether Medallion

A powerful necklace with an ancient token.

Can Be Used Up To Four Times When Fully Charged

Requires 8hr Per Use To Recharge

While Worn, The Wearer May Cast A Standard Action Spell That Hits All Targeted Creatures Within 20ft Of The Wearer's Location With 7 Or 2 To 12 (2d6) Lightning Damage Plus 3.5 Or 1 To 6 (1d6) Thunder Damage

Any Sized Creature, Necklace, 1lb

Fierce Deity’s Mask

A mysterious mask that releases one's inner warrior.

As A Bonus Action, Wearer, Carried Objects, & Worn Equipment Increase Their Size To The Next Larger Tier & Wearer Has Advantage On All Attack & Damage Rolls While Active

Effects End As A Bonus Action, After 5mn, Or If Mask Is Removed

Must Recharge For 2dy After Being Activated Before Being Activated Again

Small Or Medium Creatures, Mask, 0.5lb

Fused Shadow Fragment

A mysterious fragment of a larger artifact.

As A Standard Action, The Wearer Gains A +1 Bonus To All Rolls For Up To 1mn Plus An Additional 6sc Per Character Level (These Effects Can Be Canceled Early As A Bonus Action)

For 10mn Per 6sc Of Bonuses Gained Through This Item's Use, The Wearer Has Disadvantage On Dexterity & Strength Saving Throws & Skill Checks Immediately Following The Loss Of Applied Bonuses

Requires 8hr To Recharge After Use

The Existing Five Fused Shadow Fragments Can Be Combined To Form The Complete Fused Shadow

Wearer Permanently Gains The Twilight Racial Variant Upon Rolling 1d20 With A Result Of 1 After Each Activation

Any Sized Creature, Necklace, 1lb

Majora’s Mask

A colorfully painted old wooden mask.

This Mask's Effects Cannot Be Determined Magically

While Worn, Any Critical Fails Or Critical Successes Permanently Add One Point To The Wearer’s Control Value Which, After Reaching Each Interval Of Three, Causes Permanent Disadvantage To A Skill (Chosen At Dungeon Master’s Discretion Based On Similar Recent Rolls)

While Worn, The Wearer Has Advantage On All Saving Throws & Skill Checks

Small To Large Creatures, Mask, 0.5lb

Quake Medallion

A powerful necklace with an ancient token.

Can Be Used Up To Three Times When Fully Charged

Chosen Targets Are Resistant To Quake Medallion’s Damage, Have Advantage Against Being Stunned By Quake Medallion, & Are Stunned For 6sc After Failing Against The Difficulty Check

Requires 8hr Per Use To Recharge

While Worn, The Wearer May Cast A Standard Action Spell That Causes All Grounded Creatures Excluding The Wearer Within 50ft To Be Stunned For 12sc Pending A Failed Saving Throw With A Difficulty Check Of 8 Plus The Wearer’s Proficiency Bonus Plus The Wearer’s Strength Modifier To Be Dealt 3.5 Or 1 To 6 (1d6) Bludgeoning Damage Plus 3.5 Or 1 To 6 (1d6) Force Damage Plus 3.5 Or 1 To 6 (1d6) Thunder Damage

Any Sized Creature, Necklace, 1lb

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