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Objects

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 -1 Penalty 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 1d4 To The Initial Damage Of Ammunition Used

Bomb

A handheld explosive.

Attack Rolls With This Weapon Against Creatures That Regard The Attacker As Friendly 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 12ft 6in Sphere

Effects All Creatures & Objects In Detonation Area

300rp, 1d2+Str Bludgeoning On Hit Then 1d2 Fire & 1d2 Force & 1d2 Thunder On Detonation, 1lb, Thrown 45ft (15ft Increments), Finesse, Simple

Bomb Barrel

A massive explosive.

Attack Rolls With This Weapon Against Creatures That Regard The Attacker As Friendly 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 25ft Sphere

Effects All Creatures & Objects In Detonation Area

2,500rp, 1d8+Str Bludgeoning On Hit Then 1d8 Fire & 1d8 Force & 1d8 Thunder On Detonation, 30 lb, Thrown 30ft (10ft Increments), Heavy, Two-Handed, Martial

Bombchu

A self propelled explosive shaped like a rodent.

Attack Rolls With This Weapon Against Creatures That Regard The Attacker As Friendly Have Disadvantage

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

Considered A Tiny Sized Object

Destroyed After Detonation

Detonates After 18sc Or On Impact With Any Creature

Detonation Effects 7ft 6in Sphere

Effects All Creatures & Objects In Detonation Area

Moves Forward On Land 15ft Per 6sc Starting At Wielder’s Location After Activation

700rp, 1d2+Str Bludgeoning On Hit Then 1d2 Fire & 1d2 Force & 1d2 Thunder On Detonation, 0.5lb, Ranged 45ft (15ft Increments), Martial

Boomerang

Returns To Thrower After Attempted Attacks Regardless Of Hit Success

800rp, 1d4+Str Slashing, 1lb, Thrown 90ft (30ft Increments), Finesse, Simple

Deku Nut

A compressed seed that expands in a flash of light.

25% Chance To Stun Any Creature For 6 sc On Successful Hit

Destroyed After Use

100rp, 1+Str Bludgeoning & 1 Radiant, 0.2lb, Thrown 30ft (10ft Increments), Finesse, Simple

Heavy Crossbow

8lb

Longbow

3lb

Pike

8lb

Scythe

A curved blade with a long handle.

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

Sling

0.1lb

Slingshot

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

5% Chance To Stun Creatures Of Bigger Size Than The Wielder For 6sc On Successful Hit

10% Chance To Stun Creatures Of Equal Size To The Wielder For 6sc On Successful Hit

15% Chance To Stun Creatures Of Lesser Size Than The Wielder For 6sc On Successful Hit

900rp, 1d4+Dex Bludgeoning, 1lb, Ranged 75ft (25ft Increments), Simple

Warhammer

6lb

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 Is Quartered While Worn

Mask, 0.5lb

Amber Earrings

Two translucent orange earrings.

Wearer Gains +1 To Armor Class While Both Are Worn

Wearer Has Disadvantage On Initiative Rolls 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 Charisma Based Saving Throws & Skill Checks Against Non-Beast Type Targets Who Have 14 Or Higher Dexterity While Worn

Mask, 0.5lb

Blast Mask

An exploding mask that self regenerates.

Con Based Attack Rolls

Detonation Attack Rolls Against Wearer Have Double Disadvantage

Mask Has 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 Charisma & Wisdom Based 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.

Basic Land Speed Is Increased By 10ft While Worn

Headband, 0.5lb

Captain's Hat

A literal skull-cap.

Wearer Has Advantage On Charisma & Wisdom Based 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

Headband, 0.25lb

Couple’s Mask

A hand-crafted token of love.

Wearer Has Advantage On Charisma Or Wisdom Based Checks Involving Creatures With 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

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 Charisma & Wisdom Based 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 Double Advantage On Investigation Skill Checks While Worn

Mask, 0.5lb

Diamond Circlet

A beautiful jeweled headpiece.

Construct Creatures Have Disadvantage On Attack 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 Double Advantage On Animal Handling 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 Charisma & Wisdom Based 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 +4 Bonus To Strength & Has Advantage On All Strength Attack 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.

Wearer Has Advantage On Charisma & Dexterity Based 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 Doubled 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 Charisma & Wisdom Based 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 Multiplied By 1.25 While Worn

Bracelet, 2lb

Goron Tunic

A heat-resistant red tunic.

Wearer Has High Resistance To Fire Damage While Worn

Wearer Has Vulnerability To Cold Damage While Worn

Shirt, 2lb

Great Fairy Mask

A redheaded image of a Great Fairy.

Not Usable By Fairies

Wearer Has Advantage On Charisma & Wisdom Based 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 1d6 Bludgeoning Damage Against Objects & Construct Creatures While Worn

Reversible Glove, 2lb

Hawkeye

A bird-themed set of binoculars.

Wearer Has Advantage 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 6hr, Wearer Can Ask Dungeon Master For A Hostile Creature’s Current Hit Points While Worn

Mask, 0.5lb

Keaton Mask

The visage of a fox-like creature.

Requires 6hr Recharge Time After Use

Wearer Has Advantage On An 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 Forest Spirits

Wearer Has Advantage On Charisma & Wisdom Based Skill Checks Involving Forest Spirits While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Lizalfos Mask

A scaled lizard mask.

Not Usable By Reptilians

Wearer Has Advantage On Charisma & Wisdom Based Skill Checks Involving Reptilians 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 Based 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 The Scent Sense Out To 60ft 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 Roll Of 1 Through 3, The Spell Automatically Failing On A Roll Of 4 Or 5, & Redirecting These Effects Towards A Hostile Creature With The Magical Effect Acting As If It Originally Targeted The Chosen Hostile Creature On A Roll 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 & Can Swim Additional 5ft While Worn

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 For Full Distance 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 Double 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

Wearer Has Disadvantage On Sleight Of Hand Checks While Worn

Hat, 1lb

Sheikah Mask

A simple face covering.

Not Usable By Sheikah

Wearer Has Advantage On Charisma & Wisdom Based Skill Checks Involving Sheikah While Worn (Other Affected Creatures Use First Roll Only)

Mask, 0.5lb

Silver Gauntlets

A shining arm-bracer.

Wearer’s Carrying Capacities Are Multiplied By 1.5 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 Double Advantage On Intimidation Skill Checks While Worn

Mask, 0.5lb

Stone Mask

A rock with a blank look drawn on.

Wearer Has Double Advantage On Stealth Skill Checks While Worn

Mask, 0.75lb

Sun Mask

A striking golden mask.

Wearer Has Advantage On Wisdom Based Checks While Worn 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 1d2 Bludgeoning Damage While Worn

Reversible Glove, 1.5lb

Zora Mask

The greenish-blue hued face of a Zora.

Not Usable By Zora

Wearer Has Advantage On Charisma & Wisdom Based Skill Checks Involving 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 Zola & Zora

Swim Speed Is Increased By 10ft While Worn

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 1+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 A +6 Bonus On History Skill Checks, A +3 Bonus On Arcana & Religion Skill Checks, & A +1 Bonus On Nature 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 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 1d12 Fire Damage To All Creatures Within Range

0.5lb, Binding Effects

Fairy Ocarina

A simple beige instrument.

Flute Instrument That Grants User +3 To 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.

Quadruples The Duration The User Can Hold Their Breath

0.5lb

Heart Container

An ornate crystal heart.

Permanently Increases Maximum Hit Points By 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 At Half Maximum Spell Slot Level (Rounded Up)

0.5lb, Binding Effects

Magic Mirror

A sparkling mirror 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 Have A 15% Chance Of Failing

Any Desired Magical Effects Targeting The Holder Have A 5% Chance Of Failing

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 1d2+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.

+3 To 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 +3 To Performance 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.

+3 To 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 Rolls With This Weapon

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

Bow Of Light

A blessed bow of divine purity.

+1 To Attack Rolls With This Weapon

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

Shortbow, 1d6+Dex Piercing, 2lb, Two-Handed, Ranged 320ft (80ft Increments), Arrow Ammunition

Fairy Bow

An expertly crafted bow.

+1 To Attack Rolls With This Weapon

Shortbow, 1d6+Dex Piercing, 2lb, Two-Handed, Ranged 360ft (90ft Increments), Arrow Ammunition, Simple

Fairy Slingshot

A simple looking slingshot.

10% Chance To Stun Creatures Of Bigger Size Than The Wielder For 6sc On Successful Hit

20% Chance To Stun Creatures Of Equal Size To The Wielder For 6sc On Successful Hit

30% Chance To Stun Creatures Of Lesser Size Than The Wielder For 6sc On Successful Hit

Slingshot, 1d4+Str Bludgeoning, 1lb, Ranged 90 ft (30 ft Increments), Finesse, Simple

Fire Arrow

An arrow infused with flame.

Becomes A Normal Arrow After First Use

Upon Rolling Both A Critical Attack Roll With This Ammunition And A 4 On The Fire Damage Dice, The Target Takes 1d6 Fire Damage After 6sc And The Target’s Armor Class Is Lowered By 2 For 12sc

Upon Rolling Either A Critical Attack Roll With This Ammunition Or A 4 On The Fire Damage Dice, The Target’s Armor Class Is Lowered By 2 For 6sc

Arrow, Additional 1d4 Fire, 0.05lb, Ammunition

Fire Rod

A magic orange staff, warm to the touch.

+1 To Attack Rolls With This Weapon

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

Ranged Weapon Attacks Have Up To Five Charges

Requires 4hr To Recharge Per Used Charge

Upon Rolling Both A Critical Attack Roll With This Weapon And A 4 On The Fire Damage Dice, The Target Takes 1d6 Fire Damage After 6sc And The Target’s Armor Class Is Lowered By 2 For 12sc

Upon Rolling Either A Critical Attack Roll Or A 4 On The Fire Damage Dice, The Target’s Armor Class Is Lowered By 2 For 6sc

Use Highest Between Charisma Dexterity,, Intelligence, Or Wisdom For Attack Modifier

Magic Staff, 1d4 Fire & 1d4 Force, 2lb, Ranged 100ft, Simple

Giant’s Knife

A hulking sword forged by a smithing apprentice.

-1 To Attack Rolls With This Weapon

On An Attack Roll Of 1, This Giant’s Knife Has A 25% Chance Of Breaking Permanently

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

Gilded Sword

A fancy looking sword.

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

Hero’s Bow

A masterfully crafted longbow.

+1 To Attack Rolls With This Weapon

Longbow, 1d8+Dex Piercing, 3lb, Heavy, Two-Handed, Ranged 640ft (160ft Increments), 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 To The Wielder Have 5% Chance Of Being Stunned For 6sc

Upon Successful Hit, Creatures Of Lesser Size Than The Wielder Have 10% Chance Of Being Stunned For 6sc

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

Staff, 1d2+Dex Piercing, 3lb, Ranged 90ft (30ft Increments), Martial

Hyper Slingshot

A more robust slingshot.

-1 To Attack Rolls With This Weapon

15% Chance To Stun Creatures Of Bigger Size Than The Wielder For 6sc On Successful Hit

30% Chance To Stun Creatures Of Equal Size To The Wielder For 6sc On Successful Hit

45% Chance To Stun Creatures Of Lesser Size Than The Wielder For 6sc On Successful Hit

Slingshot, 3d4+Dex Bludgeoning, 1.5lb, Ranged 75ft (25ft Increments), Simple

Ice Arrow

An arrow infused with ice.

Becomes A Normal Arrow After First Use

Upon Rolling Both A Critical Attack Roll With This Ammunition And A 4 On The Cold Damage Dice, The Target Is Stunned For 6sc Followed By Having Its Move Speeds Lowered By 10ft For An Additional 6sc

Upon Rolling Either A Critical Attack Roll With This Ammunition Or A 4 On The Cold Damage Dice, The Target’s Move Speeds Are Lowered By 10ft For 6sc

Arrow, Additional 1d4 Cold, 0.05lb, Ammunition

Ice Rod

A magic blue staff, cold to the touch.

+1 To Attack Rolls With This Weapon

Functions As A Normal Quarterstaff As A Melee Weapon Attack

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 Five Charges

Requires 4hr To Recharge Per Used Charge

Upon Rolling Both A Critical Attack Roll With This Weapon And A 10 On The Cold Damage Dice, The Target Is Stunned For 6sc Followed By Having Its Move Speeds Lowered By 10ft For An Additional 6sc

Upon Rolling Either A Critical Attack Roll With This Weapon Or A 10 On The Cold Damage Dice, The Target’s Move Speeds Are Lowered By 10ft For 6sc

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

Quarterstaff, 1d10 Cold & 1d10 Force, 4lb, Ranged 100ft, Simple

Kokiri Sword

A simple blade forged in the forest.

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

Light Arrow

A specially blessed arrow.

+1 To Attack Rolls With This Ammunition

Advantage Against Evil Targets

Arrow, Additional 1d4 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 Check Against The Targeted Creature Provided The Item Weighs Less Than The Wielder

Upon Successful Hit, Creatures Of Bigger Size Than The Wielder Have 5% Chance Of Being Stunned For 6sc

Upon Successful Hit, Creatures Of Equal Size To The Wielder Have 10% Chance Of Being Stunned For 6sc

Upon Successful Hit, Creatures Of Lesser Size Than The Wielder Have 15% Chance Of Being Stunned For 6sc

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

Staff, 1d4+Dex Piercing, 3lb, Ranged 120ft (40ft Increments), Martial

Magical Boomerang

A magically imbued boomerang.

+1 To Attack Rolls With This Weapon

Automatic 10% Chance To Stun A Single Target On Hit For 6sc Until Successful, Requiring 1dy To Recharge After First Success

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

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

Boomerang, 1d4+Str Slashing, 1lb, Thrown 105ft (35ft Increments), Finesse, Simple

Magical Rod

A staff imbued with magic that seems to vibrate.

+1 To Attack Rolls With This Weapon

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

Ranged Weapon Attacks Have Up To Five Charges

Requires 4hr To Recharge Per Used Charge

Upon Rolling Both A Critical Attack Roll With This Weapon And An 8 On The Damage Dice, The Target Is Pushed Back 20ft

Upon Rolling Either A Critical Attack Roll With This Weapon Or An 8 On The Damage Dice, The Target Is Pushed Back 5ft

Use Highest Between Charisma Dexterity, Intelligence, Or Wisdom For Attack Modifier With This Weapon

Magic Staff, 1d8 Force, 2lb, Ranged 80ft, Simple

Megaton Hammer

An extremely hefty hammer.

-1 To Attack Rolls With This Weapon

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

Noble Sword

A regal looking sword.

+2 To Attack Rolls With This Weapon

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

Razor Sword

A robust, yet elegantly designed sword.

+1 To Attack Rolls With This Weapon

On An Attack Roll Of 1, This Razor Sword Has A 25% Chance Of Breaking Permanently

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

Sage Sword

An enchanted silvery sword.

+1 To Attack Rolls With This Weapon

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

Rapier, 1d12+Str Piercing Or Slashing (Announced By Wielder Before Each Attack) & 1d12 Radiant, 3lb, Melee 5ft, Finesse

Silver Arrow

An arrow with an odd shaped tip.

+1 To Attack Rolls & Damage With This Ammunition

Deals Critical Damage On A 19 Or 20

Ignores Magical Armor Class Bonuses

Arrow, Piercing, 0.05lb, Ammunition

White Sword

An expertly smithed sword.

+1 To Attack Rolls With This Weapon

Any Attempted Attacks While The User Is Has Maximum Hit Points Will Shoot A 15ft Ranged Attack That Deals 1d6 Force Damage One-Handed Or 1d8 Force Damage Two-Handed

Longsword, 1d8+Str Slashing (One-Handed) Or 1d10+Str (Two-Handed) Slashing, 3lb, Melee 5ft, 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 increases the price by ¼ of its base.

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 1d2 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 Multiplied By 1.5 & The Wearer Gains A +5 Bonus To All Rolls For Up To 1mn + 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 Incurs A -10 Penalty To All Dexterity & Strength Rolls Immediately Following The Loss Of Applied Bonuses

Requires 2dy To Recharge After Use

Wearers Have A 20% Chance To Permanently Gain Twilight Racial Variant Upon 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 Three Times When Fully Charged

Requires 12hr Per Use To Recharge

While Worn, The Wearer May Cast A Standard Action Spell That Hits All Hostile Creatures Within 10ft Of The Wearer's Location With 2d4 Lightning & 1d4 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 Double In Size & 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 1dy 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 Incurs A -2 Penalty To Dexterity & Strength Rolls Immediately Following The Loss Of Applied Bonuses

Requires 12hr To Recharge After Use

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

Wearers Have A 5% Chance To Permanently Gain Twilight Racial Variant Upon 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 Gains Advantage On All d20 Rolls

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

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

Requires 12hr Per Use To Recharge

While Worn, The Wearer May Cast A Standard Action Spell That Causes All Other Grounded Creatures Within 20ft To Be Stunned For 12sc Pending A Failed Saving Throw With A Difficulty Check Of 8 + The Wearer’s Proficiency Bonus + The Wearer’s Strength Modifier To Be Dealt 1d4 Bludgeoning Damage, 1d4 Force Damage, & 1d4 Thunder Damage

Any Sized Creature, Necklace, 1lb

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