Objects
- 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
