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Objects (Continued)

  • Writer: Jake Cohen
    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

Can Carry Targeted Items Weighing 2.5lb Or Less Upon Return To Thrower

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.

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