Objects (Continued)
- Jake Cohen
- Jan 2
- 13 min read
Unique Items
Ancient Wood
A mysterious artifact from a set of eight.
+1 On History Skill Checks
Can Be Combined With Burning Flame, Echoing Howl, Eternal Spirit, Falling Star, Lonely Peak, Rolling Sea, & Sacred Soil For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Blowing Wind
A mysterious artifact from a set of eight.
+1 On Arcana Skill Checks
Can Be Combined With Bright Sun, Changing Seasons, Fertile Soil, Gift Of Time, Nurturing Warmth, Seeds Of Life, & Soothing Rain For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Bright Sun
A mysterious artifact from a set of eight.
+1 On Religion Skill Checks
Can Be Combined With Blowing Wind, Changing Seasons, Fertile Soil, Gift Of Time, Nurturing Warmth, Seeds Of Life, & Soothing Rain For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Burning Flame
A mysterious artifact from a set of eight.
+1 On Arcana Skill Checks
Can Be Combined With Ancient Wood, Echoing Howl, Eternal Spirit, Falling Star, Lonely Peak, Rolling Sea, & Sacred Soil For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Cane Of Byrna
An ancient sage's ornate staff.
As A Standard Action, For 6sc Per Character Level Halved (Rounded Up), The User Becomes Invincible & Deals 2.5 Or 1 To 4 (1d4) Force Damage To Any Creature That Directly Touches The Wielder
Requires 2dy To Recharge After Use
5lb
Cane Of Pacci
An ancient sage's ornate staff.
As A Standard Action, Flip Any Single Object Weighing Up To 800 lb & Up To 8 ft In Any Direction Upside-Down Provided There Is Enough Room To Levitate & Rotate The Object
3lb
Cane Of Somaria
An ancient sage's ornate staff.
As A Standard Action, Cast A Spell That Creates One Magical 4 ft Cube Weighing 200lb Which Ceases To Exist After 5mn Or Dispelled Through A Bonus Action By The Caster
Only One Cube May Exist At A Time
3lb
Changing Seasons
A mysterious artifact from a set of eight.
+1 On History Skill Checks
Can Be Combined With Blowing Wind, Bright Sun, Fertile Soil, Gift Of Time, Nurturing Warmth, Seeds Of Life, & Soothing Rain For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Complete Triforce
A set of three sacred golden triangles.
+8 To Charisma, Constitution, Dexterity, Intelligence, Strength, & Wisdom
Advantage On All Rolls
Complete Triforce Can Be Split Into Triforce Of Courage, Triforce Of Power, & Triforce Of Wisdom
36lb, Binding Effect
Conch Horn
A horn fashioned from a large snail shell.
Can Be Combined With Coral Triangle, Full Moon Cello, Organ Of Evening Calm, Sea Lily’s Bell, Surf Harp, Thunder Drum, & Wind Marimba For An Effect At The Dungeon Master’s Discretion
Horn Instrument That Grants User Advantage On Performance Skill Checks While Used
1lb
Coral Triangle
A beautifully crafted oceanic chime.
Can Be Combined With Conch Horn, Full Moon Cello, Organ Of Evening Calm, Sea Lily’s Bell, Surf Harp, Thunder Drum, & Wind Marimba For An Effect At The Dungeon Master’s Discretion
Chime Instrument That Grants User Advantage On Performance Skill Checks While Used
1lb
Din’s Pearl
A massive red pearl with the symbol of the goddess Din.
+1 To Constitution Or Strength
Can Be Combined With Farore’s Pearl & Nayru’s Pearl For An Effect At The Dungeon Master’s Discretion
2lb, Binding Effects
Earth Element
A token representing the ground beneath our feet.
Can Be Combined With Fire Element, Water Element, & Wind Element For An Effect At The Dungeon Master’s Discretion
Climb Speed Is Increased By Half Of Current Maximum Natural Climb Speed Rounded Up To Nearest 5ft Interval
1lb, Binding Effects
Echoing Howl
A mysterious artifact from a set of eight.
+1 On Religion Skill Checks
Can Be Combined With Ancient Wood, Burning Flame, Eternal Spirit, Falling Star, Lonely Peak, Rolling Sea, & Sacred Soil For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Eternal Spirit
A mysterious artifact from a set of eight.
+1 On History Skill Checks
Can Be Combined With Ancient Wood, Burning Flame, Echoing Howl, Falling Star, Lonely Peak, Rolling Sea, & Sacred Soil For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Falling Star
A mysterious artifact from a set of eight.
+1 On Religion Skill Checks
Can Be Combined With Ancient Wood, Burning Flame, Echoing Howl, Eternal Spirit, Lonely Peak, Rolling Sea, & Sacred Soil For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Farore’s Pearl
A massive green pearl with the symbol of the goddess Farore.
+1 To Charisma Or Dexterity
Can Be Combined With Din’s Pearl & Nayru’s Pearl For An Effect At The Dungeon Master’s Discretion
2lb, Binding Effects
Fertile Soil
A mysterious artifact from a set of eight.
+1 On Nature Skill Checks
Can Be Combined With Blowing Wind, Bright Sun, Changing Seasons, Gift Of Time, Nurturing Warmth, Seeds Of Life, & Soothing Rain For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Fire Element
A token representing the energy of a flame.
Can Be Combined With Earth Element, Water Element, & Wind Element For An Effect At The Dungeon Master’s Discretion
Walk Speed Is Increased By One Third Of Current Maximum Natural Walk Speed Rounded Up To Nearest 5ft Interval
1lb, Binding Effects
Fire Medallion
A red medallion with a symbol of fire emblazoned upon it.
+1 To Armor Class
Can Be Combined With Forest Medallion, Light Medallion, Shadow Medallion, Spirit Medallion, & Water Medallion For An Effect At The Dungeon Master’s Discretion
1lb, Binding Effects
Forest Medallion
A green medallion with a symbol of the forest emblazoned upon it.
Can Be Combined With Fire Medallion, Light Medallion, Shadow Medallion, Spirit Medallion, & Water Medallion For An Effect At The Dungeon Master’s Discretion
Gain 9 Skill Points To Be Applied As Desired
1lb, Binding Effects
Full Moon Cello
A gorgeously crafted twinkling cello.
Can Be Combined With Coral Triangle, Conch Horn, Organ Of Evening Calm, Sea Lily’s Bell, Surf Harp, Thunder Drum, & Wind Marimba For An Effect At The Dungeon Master’s Discretion
String Instrument That Grants User Advantage On Performance Skill Checks While Used
1lb
Gift Of Time
A mysterious artifact from a set of eight.
+1 On History Skill Checks
Can Be Combined With Blowing Wind, Bright Sun, Changing Seasons, Fertile Soil, Nurturing Warmth, Seeds Of Life, & Soothing Rain For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Goddess’ Harp
A harp said to be played by the goddesses themselves.
As A Standard Action, Grants The User Advantage On Arcana, History, Nature, & Religion Skill Checks For 1hr
Harp Instrument That Grants User Advantage On Performance Skill Checks While Used
Requires 1dy To Recharge After Use
2lb
Goron’s Ruby
A translucent red gem with gold trim from a set of three.
Advantage On Constitution Or Strength Saving Throws
Can Be Combined With Kokiri’s Emerald & Zora’s Sapphire For An Effect At The Dungeon Master’s Discretion
1.5lb, Binding Effects
Harp Of Ages
An ornamented blue and red instrument with golden strings.
As A Standard Action, The User Can Rewind Time By Up To 30sc Per Character Level If There Are No Hostile Creatures Nearby Detected By Or Detecting The User Or If A Hostile Creature Is Within 500ft
Harp Instrument That Grants User Advantage On Performance Skill Checks While Used
Requires 1dy To Recharge After Rewinding Time
2lb
Kokiri’s Emerald
A translucent green gem with gold trim from a set of three.
Advantage On Charisma Or Dexterity Saving Throws
Can Be Combined With Goron’s Ruby & Zora’s Sapphire For An Effect At The Dungeon Master’s Discretion
1.5lb, Binding Effects
Light Medallion
A yellow medallion with a symbol of light emblazoned upon it.
+2 To Any Three Saving Throws
Can Be Combined With Fire Medallion, Forest Medallion, Shadow Medallion, Spirit Medallion, & Water Medallion For An Effect At The Dungeon Master’s Discretion
1lb, Binding Effects
Lonely Peak
A mysterious artifact from a set of eight.
+1 On Arcana Skill Checks
Can Be Combined With Ancient Wood, Burning Flame, Echoing Howl, Eternal Spirit, Falling Star, Rolling Sea, & Sacred Soil For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Nurturing Warmth
A mysterious artifact from a set of eight.
+1 On Religion Skill Checks
Can Be Combined With Blowing Wind, Bright Sun, Changing Seasons, Fertile Soil, Gift Of Time, Seeds Of Life, & Soothing Rain For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Nayru’s Pearl
A massive blue pearl with the symbol of the goddess Nayru.
+1 To Intelligence Or Wisdom
Can Be Combined With Din’s Pearl & Farore’s Pearl For An Effect At The Dungeon Master’s Discretion
2lb, Binding Effects
Ocarina Of Time
A regal blue ocarina known well in certain circles.
Flute Instrument That Grants User Advantage On Performance Skill Checks While Used
Within The First 10mn Of Meeting, The Holder Has Advantage On Charisma & Wisdom Saving Throws & Skill Checks Against Any Individual Deemed By The Dungeon Master To Be Nobility Or Royalty
1lb
Ocarina Of Wind
An enchanted ocarina used for travel.
Flute Instrument That Grants User Advantage On Performance Skill Checks While Used
Requires 1dy To Recharge After Outside Use
When Used Outside, The User May Summon A Magic Bird That Transports The User And Their Carried Belongings To The Center Of Any Settlement Previously Visited Within 1mo
1lb
Organ Of Evening Calm
An instrument with a calming sound.
Can Be Combined With Coral Triangle, Conch Horn, Full Moon Cello, Sea Lily’s Bell, Surf Harp, Thunder Drum, & Wind Marimba For An Effect At The Dungeon Master’s Discretion
Keyboard Instrument That Grants User Advantage On Performance Skill Checks While Used
1lb
Pendant Of Courage
A symbolic token of one's inner courage.
+1 To Charisma & Dexterity
Can Be Combined With Pendant Of Power & Pendant Of Wisdom For An Effect At The Dungeon Master’s Discretion
3lb, Binding Effects
Pendant Of Power
A symbolic token of one's inner power.
+1 To Constitution & Strength
Can Be Combined With Pendant Of Courage & Pendant Of Wisdom For An Effect At The Dungeon Master’s Discretion
3lb, Binding Effects
Pendant Of Wisdom
A symbolic token of one's inner wisdom.
+1 To Intelligence & Wisdom
Can Be Combined With Pendant Of Courage & Pendant Of Power For An Effect At The Dungeon Master’s Discretion
3lb, Binding Effects
Phantom Hourglass
A time-pausing piece made from long ago.
As A Standard Action, The User May Stop Time For Everyone & Everything Except The User For Up To 6sc Plus 6sc Per The User’s Effective Character (This Effect Can Be Canceled Early As A Bonus Action)
Requires 1dy To Recharge After Use
4lb
Rod Of Seasons
A staff representing the seasons of the year.
As A Standard Action, The User May Cause A Sphere Out To 100ft Around The User To Rapidly Decrease In Temperature At The Dungeon Master’s Discretion, Returning To Normal After 1hr
As A Standard Action, The User May Cause A Sphere Out To 100ft Around The User To Rapidly Increase In Temperature At The Dungeon Master’s Discretion, Returning To Normal After 1hr
As A Standard Action, The User May Cause All Plants Within A Sphere Out To 25ft Around The User To Grow Rapidly At The Dungeon Master’s Discretion, Returning To Normal After 1hr
As A Standard Action, The User May Cause All Plants Within A Sphere Out To 25ft Around The User To Shrink Rapidly At The Dungeon Master’s Discretion, Returning To Normal After 1hr
Requires 6hr To Recharge After A Use
4lb
Rolling Sea
A mysterious artifact from a set of eight.
+1 On Arcana Skill Checks
Can Be Combined With Ancient Wood, Burning Flame, Echoing Howl, Eternal Spirit, Falling Star, Lonely Peak, & Sacred Soil For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Sacred Soil
A mysterious artifact from a set of eight.
+1 On Nature Skill Checks
Can Be Combined With Ancient Wood, Burning Flame, Echoing Howl, Eternal Spirit, Falling Star, Lonely Peak, & Rolling Sea For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Sea Lily’s Bell
A salty smelling bell.
Bell Instrument That Grants User Advantage On Performance Skill Checks While Used
Can Be Combined With Coral Triangle, Conch Horn, Full Moon Cello, Organ Of Evening Calm, Surf Harp, Thunder Drum, & Wind Marimba For An Effect At The Dungeon Master’s Discretion
1lb
Seeds Of Life
A mysterious artifact from a set of eight.
+1 On Nature Skill Checks
Can Be Combined With Blowing Wind, Bright Sun, Changing Seasons, Fertile Soil, Gift Of Time, Nurturing Warmth, & Soothing Rain For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Shadow Medallion
A purple medallion with a symbol of shadows emblazoned upon it.
+1 To Attack Rolls
Can Be Combined With Fire Medallion, Forest Medallion, Light Medallion, Spirit Medallion, & Water Medallion For An Effect At The Dungeon Master’s Discretion
1lb, Binding Effects
Soothing Rain
A mysterious artifact from a set of eight.
+1 On Nature Skill Checks
Can Be Combined With Blowing Wind, Bright Sun, Changing Seasons, Fertile Soil, Gift Of Time, Nurturing Warmth, & Seeds Of Life For An Effect At The Dungeon Master’s Discretion
0.5lb, Binding Effects
Spirit Medallion
An orange medallion with a symbol of spirit emblazoned upon it.
12 Plus Constitution Modifier (If Positive) To Maximum Hit Points
Can Be Combined With Fire Medallion, Forest Medallion, Light Medallion, Shadow Medallion, & Water Medallion For An Effect At The Dungeon Master’s Discretion
1lb, Binding Effects
Surf Harp
A majestic harp with a soothing sound.
Can Be Combined With Coral Triangle, Conch Horn, Full Moon Cello, Organ Of Evening Calm, Sea Lily’s Bell, Thunder Drum, & Wind Marimba For An Effect At The Dungeon Master’s Discretion
Harp Instrument That Grants User Advantage On Performance Skill Checks While Used
1lb
Thunder Drum
A loud and pounding drum.
Can Be Combined With Coral Triangle, Conch Horn, Full Moon Cello, Organ Of Evening Calm, Sea Lily’s Bell, Surf Harp, & Wind Marimba For An Effect At The Dungeon Master’s Discretion
Drum Instrument That Grants User Advantage On Performance Skill Checks While Used
1lb
Triforce Of Courage
A sacred golden triangle.
+5 To Charisma & Dexterity
Can Be Combined With Triforce Of Power & Triforce Of Wisdom To Make Complete Triforce
12lb, Binding Effects
Triforce Of Power
A sacred golden triangle.
+5 To Constitution & Strength
Can Be Combined With Triforce Of Courage & Triforce Of Wisdom To Make Complete Triforce
12lb, Binding Effects
Triforce Of Wisdom
A sacred golden triangle.
+5 To Intelligence & Wisdom
Can Be Combined With Triforce Of Courage & Triforce Of Power To Make Complete Triforce
12lb, Binding Effects
Water Element
A token representing the the flow of water.
Can Be Combined With Earth Element, Fire Element, & Wind Element For An Effect At The Dungeon Master’s Discretion
Swim Speed Is Increased By Half Of Current Maximum Natural Swim Speed Rounded Up To Nearest 5ft Interval
1lb, Binding Effects
Water Medallion
A round emblem adorned with the symbol of water.
Add Expertise To Initiative Rolls & Passive Insight, Passive Investigation, & Passive Perception
Advantage On Initiative Rolls
Can Be Combined With Fire Medallion, Forest Medallion, Light Medallion, Shadow Medallion, & Spirit Medallion For An Effect At The Dungeon Master’s Discretion
1lb, Binding Effects
Wind Element
A token representing the the rush of wind.
All Speeds Are Increased By One Quarter Of Current Maximum Natural Speed Rounded Up To Nearest 5ft Interval
Can Be Combined With Earth Element, Fire Element, & Water Element For An Effect At The Dungeon Master’s Discretion
1lb, Binding Effects
Wind Marimba
A tropical sounding marimba.
Can Be Combined With Coral Triangle, Conch Horn, Full Moon Cello, Organ Of Evening Calm, Sea Lily’s Bell, Surf Harp, & Thunder Drum For An Effect At The Dungeon Master’s Discretion
Xylophone Instrument That Grants User Advantage On Performance Skill Checks While Used
1lb
Wind Waker
A composer's tool imbued with the essence of wind.
As A Standard Action, User Can Change The Direction & Force Of The Wind Within A Sphere Out To 1ml Out From The User With A Successful Performance Skill Check With A Difficulty Check Of 3 Per Half Compass Direction Difference Adding 3 For Desired Level Of Wind Force Change Between No Wind, Calm Wind, Moderate Wind, Strong Wind, & Gale Force Wind That Lasts 1hr Than Returns To Natural Direction & Speed
Grants All Other Instruments Used By Allies Simultaneously Advantage On Performance Skill Checks
Requires 2hr To Recharge After Use
1lb
Zora’s Sapphire
A translucent blue gem with gold trim from a set of three.
Advantage On Intelligence & Wisdom Saving Throws
Can Be Combined With Goron’s Ruby & Kokiri’s Emerald For An Effect At The Dungeon Master’s Discretion
1.5lb, Binding Effects
Unique Weapons
Fierce Deity Sword
+2 To Attack & Damage Rolls With This Weapon
Any Attempted Attacks Will Shoot A 20ft Ranged Attack That Deals 5.5 Or 3 To 8 (1d6+2) Force Damage
Greatsword, Medium, 2d6+2+Str Slashing Damage, 7lb, 5ft Reach, Heavy, Two-Handed, Martial
Four 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 2 To 5 (1d4+1) Force Damage
As A Bonus Action, The User May Add +8 To Their Strength For 6sc Plus 6sc Per Character Level, Requiring 1dy To Recharge After Use
Longsword, Small, 1d6+1+Str Slashing Damage One-Handed Or 1d8+1+Str Slashing Damage Two-Handed, 2.25lb, Versatile, 5ft Reach, Martial
Gale Boomerang
An ornate winged boomerang.
+1 To Attack & Damage Rolls With This Weapon
Automatically Stuns A Single Target On Hit For 12sc After Rolling 1d4 With A Result Of 4, Requiring 3hr To Recharge After First Success
Can Be Aimed Replacing The Wielder’s Movement At Up To Two Additional Visible Target Within Range
Boomerang, Medium, 1d4+1+Str Slashing Damage Plus 2.5 Or 1 To 4 (1d4) Force Damage, 1lb, 70ft/140ft Thrown, Finesse, Simple
Great Fairy Sword
+2 To Attack & Damage Rolls With This Weapon
Wielder Automatically Avoids Being Blinded, Charmed, Deafened, Frightened, Paralyzed, & Stunned While This Weapon Is Held After Rolling 1d4 With A Result Of 4
Greatsword, Small, 1d12+2+Str Slashing, 6lb, Melee 5ft, Two-Handed, Martial
Koholint Sword
+1 To Attack & Damage Rolls With This Weapon
Any Attempted Attacks With This Weapon While The User Has Maximum Hit Points Will Shoot A 15ft Ranged Attack That Deals 3.5 Or 2 To 5 (1d4+1) Force Damage
Glows Out To 5ft With Dim Light
Shortsword, Medium, 1d6+1+Str Slashing Damage, 2lb, 5ft Reach, Finesse, Light, Martial
Lokomo Sword
+1 To Attack & Damage Rolls With This Weapon
Stuns Any Construct Type Creatures For 12sc On A Successful Hit With This Weapon After Rolling 1d4 With A Result Of 4
Advantage On Attack Rolls Against Any Non-Good Aligned Excluding Unaligned Creatures With Weapon
Shortsword, Medium, 1d6+1+Str Piercing, 2lb, 5ft Reach, Finesse, Light, Martial
Master Sword
+2 To Attack & Damage Rolls With This Weapon
Additional +1 To Attack & Damage Rolls With This Weapon Against Evil Aligned Creatures
Advantage On Attack Rolls With This Weapon Against Any Evil Aligned Creatures
Any Attempted Attacks With This Weapon While The User Has Maximum Hit Points Will Shoot A 20ft Ranged Attack That Deals 4.5 Or 3 Or 8 (1d6+2) Force Damage One-Handed Or 6.5 Or 3 To 10 (1d8+2) Force Damage Two-Handed
Glows Out To 5ft With Dim Light
Longsword, Medium, 1d8+1+Str Slashing Damage One-Handed Or 1d10+1+Str Slashing Damage Two-Handed, 3lb, 5ft Reach, Versatile
Phantom Sword
+1 To Attack & Damage Rolls With This Weapon
As A Standard Action, The Wielder Of This Weapon May Stop Time For Everyone & Everything Except The User For Up To 6sc Plus 6sc Per The User’s Effective Character Level Halved (Rounded Down), Requiring 2dy To Recharge After Use(This Effect Can Be Canceled Early As A Bonus Action)
Longsword, Small, 1d6+1+Str Slashing Damage One-Handed Or 1d8+1+Str Slashing Damage Two-Handed, 2.25lb, 5ft Reach, Versatile
Weapon Sizes
Weapons are designed for specific sized creatures. Any creature can use a weapon made for creatures one size larger or smaller with disadvantage on attack rolls. Any creature can use a weapon made for creatures two sizes larger or smaller with disadvantage on attack and damage rolls. No creature can use a weapon made for creatures three or more sizes larger or smaller.