LoZ - DMG

by CarlDnDPA

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Obligatory Disclaimer

None of this has been playtested. Things will be unbalanced - probably most things, actually. The point of this is to create a base to build off of, and to provide creativity-fuel. Things could (and should) be changed to be a better fit for your table.

Last Updated

8/23/2021

Future Plans

  • Correct formatting. Some descriptions went past the page end and show up in the upper right. Need to fix that.
  • Change out Rarity for Power. While in D&D, "rarity" often is a good measurement for "item power," it isn't universal. E.g. A Cloak of Protection and Ring of Protection are mechanically identical. Both offer +1 and both require attunement. However, the cloak is "uncommon" and the ring is "rare." Why? I would like to create a better system that more accurately denotes a magic item's strength.
  • Item Refernence Chart. Some items are just reskinned D&D items or spells. It could be helpful for DMs to know which are.

Adventure Environment

Environmental Hazards

Blue Fog. Blue fog is a wispy, unnatural fog that affects magic and minds. It is a pale, cobalt blue with an indigo lining.

Blue fog gathers in a variety of sizes. A typical patch covers a 20-foot square along the ground, billowing up to a height typically between 5-10 feet. Anything inside of blue fog is lightly obscured.

Each time a creature enters an area with blue fog on a turn or starts its turn there, the creature must succeed on a DC 15 Constitution saving throw or become confused. While confused, a creature has disadvantage on all ability checks, can't make any attack actions, can't cast any spells, can't use any magic items, and must move half its movement in a random direction - even if that movement is towards a hazard.

A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature has exited the blue fog, the creature makes the saving throw with advantage. Magic such as the remove curse spell can also end the confusion.

Dark Fog. Dark fog is a thick, magical fog, native to the Twilight Realm. Black in color with small pinpoints of light that wink in and out, dark fog transforms creatures that wander into it. It is said that it contains faint traces of the essence of the Dark Interlopers.

Dark fog is heavy, flowing and falling like water and pools in the lowest points. A typical patch can cover 900 square feet, but typically only billows up to a height of 3 feet. Anything inside the fog is heavily obscured.

Each time a creature enters an area with dark fog on a turn or starts its turn there, the creature must succeed on a DC 17 Wisdom saving throw or become transformed into an incorporeal wisp.

Once transformed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Magic such as the remove curse spell can also end the confusion.

Blade Trap

Simple trap (level 1-4, dangerous threat) Blade Traps are mechanized obstacles equipped with spikes or blades. They come in a variety of types, with some either staying dormant until approached, and others moving in a set path.

Trigger. A creature stepping in the path of the blade triggers the trap

Effect. Any creature in the path must make a DC 12 Dexterity saving throw or take 5 (1d10) slashing damage.

Countermeasures. A DC 10 Wisdom (Perception) check reveals the trap. A DC 10 Dexterity check made with thieves' tools disables it.

Door Mimic

Simple Trap (level 1-4, moderate threat) Door Mimics resemble normal doors, but fall down when approached, potentially crushing anything that does not move out of the way quickly enough.

Trigger. When the doorknob is touched, the trap activates.

Effect. The door mimic falls forward, and any creature directly in front of it must succeed a DC 13 Dexterity saving throw or be crushed under the door mimic, taking 3 (1d6) bludgeoning damage and being knocked prone. The door mimic then resets itself.

Countermeasures. A DC 15 Intelligence (Investigation) check reveals flattened dirt in front of the door. A DC 14 Wisdom (Perception) check reveals the door mimic for what it really is. The door mimic has an AC 10 can be destroyed if it takes 5 points of bludgeoning or thunder damage.

Laser Eye

Trap type (level #-#) Laser eyes look like large, metal eyes that are closed. When something passes in front of them, the eyelid opens, releasing a deadly beam of magical energy.

Trigger. Anyone moving directly in front of the eye

Effect. A 100-foot line of magical energy blasts out of the eye's pupil. Each creature in the line must make a DC 15 Dexterity saving throw or take 21 (6d6) force damage.

Countermeasures. A DC 15 Intelligence (Investigation) check reveals charring on anything directly opposite of the laser eye.

Whirling Scythe

Simple trap (level 1-4, deadly threat) Two ominous looking rotating statues of cloaked figures, standing back to back and holding large-bladed scythes, creating an area of death.

Trigger. This trap is already triggered and running. The statues and blades are already constantly rotating.

Effect. Each round, the blades travel for half of a circle. The blades have a 20-foot radius. Any creature that starts or ends it turn in the half-circle that the blades travel must make a DC 12 Dexterity (Acrobatics) saving throw or take 14 (4d6) slashing damage.

Countermeasures. There is no apparent way to stop the blades from rotating. Any area outside of the blades' reach is safe.

Treasure

Canonical Magic Items

Adventure Pouch

Wondrous item, uncommon

"It's an Adventure Pouch. It's for adventurers..."

This pouch has an interior space considerably larger than its outside dimensions, roughly 1 square foot at the mouth and 1 foot deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the pouch requires an action.

If the pouch is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered to random planes. If the pouch is turned inside out, its contents spill forth, unharmed, but the pouch must be put right before it can be used again. Breathing creatures inside the pouch can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing an Adventure Pouch inside an extradimensional space instantly destroys both items and opens a gate to the Silent Realm. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Silent Realm. The gate then closes. The gate is one-way only and can’t be reopened.

Ancient Arrow

Weapon (arrow), very rare

The hafting of this arrow has metal clockwork cogs and gears. Nocking the arrow causes a blue, glowing arrowhead made of magical energy to form. In addition to the standard piercing damage taken when you hit a target with this arrow, the target takes an extra 3d8 force damage, or an extra 8d8 force damage if the target is a construct. Once this arrow hits a target, it's magic is spent, and the arrow is destroyed and cannot be recovered.

Ancient Sword

Weapon (longsword), rare

This sword's blade is made of pure magical energy and hums when swung. This weapon has 6d6 charges. In order to make an attack with this weapon, you must use a charge. On a successful hit, the target takes 1d8 slashing damage plus the target takes an extra 2d8 force damage, or an extra 4d8 force damage if the target is a construct.

When you expend the sword’s last charge, the sword shatters apart into non-magical shards, destroying the sword. If you hit a target while using the last charge, the target takes 1d8 slashing damage plus 2d8 force damage.

Ball and Chain

Weapon (flail), uncommon

This chain and heavy spiked metal ball combination smashes foes and objects. It is a martial weapon with heavy, reach, and two-handed properties.

You can use your action to swing the spiked ball in circles around you in a 5-foot radius. If a creature is in the spinning ball's radius, or if a creature enters the ball's area or starts its turn there, the creature must make a Dexterity saving throw equal to 12 + your Strength bonus (minimum 0) or take 2d4 bludgeoning damage and 1d4 piercing damage and be knocked back 5 feet from the outer radius of the spinning ball, landing Prone. While you are spinning the ball around you, your movement becomes 0, you can’t benefit from any bonus to your speed, and you have disadvantage on Strength and Dexterity saving throws. Once you are spinning the ball around you, you can use your action to continue spinning the ball around you. You stop spinning the ball and chain if you take damage or if you suffer a condition that would cause to you to not be able to spin the ball (such as being Paralyzed, Stunned, being knocked Prone, etc.).

Additionally, while the ball is spinning around you, you can use a bonus action to launch the ball in a 15-foot line originating from you. You make an attack role for each creature in that 15-foot line. Any targets you hit with an attack roll takes 2d4 bludgeoning damage and 1d4 piercing damage. The ball and chain then returns to your hands.

Alternatively, you can use an action to try to break an object you can see within 15 feet of you. The ball and chain makes a Strength check with a +5 bonus and deals double damage to objects and structures.

Biggoron's Sword

Weapon (Greatsword), uncommon

"They say that Biggoron’s Sword is super sharp and will never break."

This large sword is the work of a goron master smith, and has the large, heavy, and two-handed properties. On a hit, the sword deals 2d10 slashing damage.

Blue Candle

Wondrous item, common

"Some of the rooms inside of the labyrinths are really dark. So, use these to brighten them up."

This candle is made of blue wax, and the flame has a blue hue to it. You can use a bonus action to speak the command word, which ignites the candle. When this candle is lit, it emits a bright light for 20 feet and dim light for an additional 20 feet. It can’t be snuffed by winds of any speed, and the wax does not melt as a normal candle's wax would. The candle can be extinguished by using a bonus action to speak the command word.

Blue Potion

Potion, very rare

"It goes down easy and gets right to work."

When you drink this bubbling, blue-colored potion, you regain 8d4+8 hit points and you recover expended spell slots. The spell slots can have a combined level that is no greater than 10, and none of the slots can be 5th level or higher.

Blue Ring

Ring, rare (requires attunement)

You have a +1 bonus to your AC while wearing this ring.

Bomb

Wondrous item, uncommon

"I BET YOU'D LIKE TO HAVE MORE BOMBS."

Using an action, you can ignite the fuse of the bomb and throw it up to 20 feet. The bomb will detonate at a time you designate within 3 rounds. You must declare when the bomb will detonate by the time the bomb is no longer in your possession. Upon detonation, any creature in a 5-foot radius of the bomb must make a DC 12 Dexterity saving throw or else take 1d10 fire damage, 1d10 thunder damage, as well as be knocked back 5 feet in the opposite direction of the bomb and land in a Prone position. On a successful save, the creature takes half of each damage type and is not knocked Prone. The bomb deals double damage to objects and structures.

Removing an ignited fuse, dousing it with water or other non-flammable liquids, or snuffing the fuse by other means prevents the bomb from detonating. A bomb submerged in water or another non-flammable liquid will not explode. The bomb will instantly explode if it takes any amount of fire damage.

Bomb Arrow

Weapon (arrow), rare

In addition to the standard piercing damage taken when you hit a target with this arrow, the target takes 1d6 fire damage and 1d6 thunder damage. The bomb arrow deals double damage to objects and structures. Once this arrow is fired, it cannot be recovered.

Additionally, anything within a 5-foot radius of the target must make a DC 12 Dexterity saving throw, taking 1d4 fire damage and 1d4 thunder damage on a failed save, or half as much damage on a successful one. A bomb arrow will instantly explode if it takes any amount of fire damage. A bomb arrow that lands or is submerged in water or another non-flammable liquid will not explode.

Bomb Bag

Wondrous item, rare

This bag has 3 charges. You can use a bonus action to spend a charge and reach into the bag and pull out a bomb.

A bomb pulled from this bag lasts 1 hour. After 1 hour if the bomb is not detonated, it vanishes.

The bomb bag regains 1d3 expended charges daily at dawn.

Bomb Flower

Wondrous item, common

Despite its name, a bomb flower is not flower but instead is an explosive fruit, found in the wild growing in rocky terrains. Using an action, you can pluck a bomb flower from its peduncle, which removes the bomb flower's stem and causes it to start sparking and smoking from where the stem was and throw it up to 20 feet. The bomb flower detonates at the end of your turn. Upon detonation, any creature in a 5-foot radius of the bomb must make a DC 12 Dexterity saving throw or else take 1d6 fire damage, 1d6 thunder damage (objects and structures take double damage). Additionally, creatures within a 30-foot must make a DC 12 Dexterity saving throw or else take 1d4 piercing damage from shrapnel-like seeds that are ejected during the bomb-flowers explosion. The seeds implant into solid surfaces within a 30-foot range. The seeds bloom into new bomb flowers after 1 growing season.

You can also use an action to make a DC 10 Dexterity (Sleight of Hand) check to remove the bomb flower with the stem intact, allowing you to pluck the bomb flower without activating it. The bomb flower will remain inactive until you spend an action ripping out the stem, activating the bomb flower (you can throw the bomb flower up to 20 feet as part of the same action). The bomb flower behaves and detonates as described above.

Dousing the bomb flower with water or another non-flammable liquid prevents the bomb from detonating. A bomb flower submerged in water or another non-flammable liquid will not explode. The bomb flower will instantly explode if it takes any amount of fire damage, regardless of whether its stem is intact or not.

Bomb, Super

Wondrous item, very rare

Using an action, you can ignite the fuse of the bomb. The bomb will detonate at a time you designate within 3 rounds. You must declare when the bomb will detonate by the time the bomb is no longer in your possession. Upon detonation, any creature in a 15-foot radius of the bomb must make a DC 18 Dexterity saving throw or else take 4d12 fire damage, 1d12 thunder damage, as well as be knocked back 20 feet through the air in the opposite direction of keg and land in a Prone position. On a successful save, the creature takes half of each damage type and is not knocked Prone. The bomb deals double damage to objects and structures.

Removing an ignited fuse, dousing it with water or other non-flammable liquids, or snuffing the fuse by other means prevents the bomb from detonating. A bomb submerged in water or another non-flammable liquid will not explode. The bomb will instantly explode if it takes any amount of fire damage.

Bomb, Water

Wondrous item, uncommon

Using an action, you can ignite the fuse of the water bomb and throw it up to 20 feet. The water bomb will detonate at a time you designate within 3 rounds. You must declare when the water bomb will detonate by the time the water bomb is no longer in your possession. Upon detonation, any creature in a 5-foot radius of the water bomb must make a DC 12 Dexterity saving throw or else take 1d8 fire damage, 1d8 thunder damage, as well as be knocked back 5 feet in the opposite direction of the water bomb and land in a Prone position. On a successful save, the creature takes half of each damage type and is not knocked Prone. The water bomb deals double damage to objects and structures.

Removing an ignited fuse or snuffing the fuse by other means prevents the after bomb from detonating. A water bomb submerged in water or other non-flammable liquid will still explode as if it were on dry land. The water bomb will instantly explode if it takes any amount of fire damage.

Bombos Medallion

Wondrous item, very rare (requires attunement)

"Its magic makes the ground explode with power!"

While wearing this medallion, you can use an action to touch a wielded melee weapon to the ground and speak the medallions command word. Small columns of fire will flare up and disperse sequentially outward in a spiral along the ground out to a 60-foot radius, followed by several explosions of fire. Any creature of your choosing within the 60-foot sphere takes 12d6 fire damage (Dexterity save DC 16 for half). Any creature reduced to 0 hit points by the fire is disintegrated to ashes. Once used, the medallion shouldn’t be used again until the next dawn. Each time it is used before then, it has a cumulative 33 percent chance of not working and disappearing in a wake of fire, dealing 2d6 fire damage to the one attempting to use it.

Book of Mudora

Wondrous item, uncommon

This old tome has a worn-out green cover and smells musty. The pages have ancient glyphs and runes inscribed on them. While holding this book, you can use an action to cast the comprehend languages spell from it at will.

Bracelet of Wall Merging

Wondrous item, rare (requires attunement)

"Pretty neat that you can turn into a painting. Wowie-wow!"

This bracelet has 1d3 charges. While wearing this bracelet and standing next to a wall, you can use an action to speak its command word to expend one of its charges. For up to 1 minute, you turn into a two-dimensional painting on the wall.

While in painting form, you can only move along the wall and objects flush to the wall at half your normal walking speed. You cannot interact with any objects that are not touching the wall you are merged with. You can fit through any cracks in the wall or spaces between the wall and object as long as the cracks or spaces that have a height greater than or equal to your height. You can't use bonus actions, and the only combat actions you can take while in painting form are Hide, Ready, and Search. You cannot apply your Dexterity bonus to your AC while in painting form, and you have disadvantage on Dexterity saving throws.

Additionally, while in painting form, you are immune to the following conditions: grappled, petrified, prone, restrained. You also have resistance to piercing and slashing damage.

If, for any reason, you are forcefully brought out of painting form, such as getting Stunned, falling Unconscious, becoming Paralyzed, becoming Incapacitated, or some other means, you fall to a spot right next the wall you were on. If there is solid ground beneath you, you fall Prone.

The bracelet regains 1d3 charges daily at dawn.

Bug-Catching Net

Weapon (net), uncommon

You are considered proficient with this net even if you lack proficiency with nets. You can use an action to make a melee attack to a Large or smaller creature within 10 feet of you. A creature hit by the bug-catching net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. If a creature succeeds by 10 or more, the net rips apart and becomes unusable. You can release a creature at any time without having to use an action.

Cane of Byrna

Rod, rare (requires attunement)

This mysterious blue cane has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cause a magical barrier, centered around your body, in a 5-foot radius. The barrier lasts a number of rounds equal to the number of charges you spent, until you dispel it, or until you are knocked unconscious or killed. If the magic is stopped prematurely, it still uses all the charges initially spent.

While the magical barrier surrounds you, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, a creature takes 2d8 force damage when it enters the magic barrier's area for the first time on a turn or starts its turn there.

The cane regains 1d6+1 charges at dawn. If you expend the cane’s last charge, roll a d20. On a 1, the cane disappears in a bright flash of magic and teleports to an unknown location.

Cane of Somaria

Rod, uncommon

This strange, red cane has 3 charges. While holding it, you can use an action to expend 1 of its charges to create a magical red cube on the ground within 30 feet of you. The cube is 5 feet on each side, weights 50 lbs. and gives the appearance that it is made of glowing hot metal, even though it is cool to the touch. The cube can be pushed, pulled, carried, stood on, or otherwise treated like a normal mundane object of similar size and weight. The cube has a has AC 20 and 20 hit points and is immune to damage from nonmagical attacks. If the cube drops to 0 hit points, it vanishes. Only one of these cubes can exist at a time. If you create another one, the first one vanishes.

While still holding the cane, you can use a bonus action to cause the created red cube to transform and burst out into 4 small fireballs that each travel in 4 perpendicular directions for 120 feet. Any creature or object in the way of the fire must succeed a DC 14 Dexterity saving throw or take 1d6 fire damage. Each ball of fire can only hit 1 target.

Alternatively, while holding the cane, you can use an action to expend 1 of its charges to create a square, horizontal, red-colored plane of force, 15 feet on each side and 1 foot thick, that rests on the ground or solid surface in an unoccupied space of your choice that you can see within 30 feet of you. The plane of force can hold up to 300 pounds. If more weight is placed on it, the plane vanishes, and everything on it falls to the ground. If you move more than 100 feet from the plane, it vanishes. If you already have a plane created and create another one, the first one vanishes. The plane can be moved at a rate of 5 feet per round with a successful DC 20 Strength (Athletics) check.

The cane regains 1d3 charges at dawn. If you expend the cane’s last charge, roll a d20. On a 1, the cane disappears in a bright flash of magic and teleports to an unknown location.

Champion's Tunic

*Armor (chain shirt), very rare (requires attunement)

"In ancient Hyrule, this garment could only be worn by one who had earned the respect of the royal family."

While wearing this armor, you gain a +2 bonus to AC. In addition, you can pick one creature and know all damage immunities, resistances, and vulnerabilities it has, as well as how many hit points it currently has. This property of the tunic can’t be used again until the next dawn.

Clawshot

Wondrous item, uncommon

This item appears to be an oversized gauntlet with a metal spike-claw in place of the hand. The claw is attached to a chain which is housed in the gauntlet. As an action, you can propel the claw at a creature or object up to 60 feet away, making a ranged attack with an attack bonus of +5. On a hit, you can choose if the target takes 1d4 piercing damage. Additionally, on a hit, the target becomes Grappled, and operates under normal grappling rules. You can only grapple one target at time with the clawshot. You cannot attempt to grapple another target with the clawshot until the claw is fully reeled in with a bonus action, resetting the clawshot. Releasing the claw's grip can be performed at any time without using an action.

While a target is grappled by the clawshot, you can attempt to reel in the claw and bring the target towards you as a bonus action. The target must be no more than one size larger than you. You make a Strength (Athletics) check contested by the target's Strength (Athletics) check. If you win the contest the target is dragged in the most direct path towards you until the chain is fully reeled in. Inanimate object reeled all the way in are considered held and in your possession. If the object being pulled is a creature, it stops in a space within 5 feet of you. If you fail the contest, you are pulled in the most direct path towards the target until the chain is fully reeled in or the claw is no longer gripping the target.

A generally immovable object, such as a tree or castle wall, automatically wins the Strength contest and you are pulled in the most direct path towards it where the claw is attached, stopping once the chain is fully reeled in or the claw is no longer gripping the target. Anything being pulled by the clawshot stops being pulled if you release the claw's grip.

While wearing the clawshot, the hand that is using it can't be used for any other purposes, such as holding a weapon, somatic components, etc. The claw automatically reels in if you drop the clawshot but does not automatically release the claw's grip.

Clock

Wondrous item, very rare

As a bonus action, you can press the button on this stopwatch and briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1 turn, during which you can use actions and move as normal.

At the end of this turn, the clock crumbles into ashes and is destroyed.

Compass

Wondrous item, rare

While holding this compass, you can use an action to cast the locate plants or animals, locate object, or locate creature spells from it. Once used, the compass shouldn’t be used again until the next dawn. Each time it is used again before then, the DM rolls a d6. On a 1, it breaks apart into nonmagical pieces. On a 2 or 3, it guides you in an incorrect direction. On a 4, 5, or 6, it functions correctly.

Deku Nut

Wondrous item, common

These brown, lemon-sized nuts can often be found in various deku plants. You can use a bonus action to throw one against a solid surface up to 15 feet away, causing it to burst in a bright flash of light. Any creature in a 5-foot radius of where it impacts must make a successful DC 12 Constitution saving throw or be Stunned for 1 round.

Deku Shield

Armor (shield), uncommon

This shield looks as if it was made from a giant piece of bark pulled from an ancient tree. It has been imbued with magic by the Kokiri and has 3 charges. While brandishing the shield, you can use a bonus action to speak its command word and cast barkskin on yourself.

If the shield takes fire damage or if you take fire damage while the shield is in your possession, the shield becomes engulfed in flames and instantly burns into ashes.

The shield regains 1d3 charges at dawn.

Digging Mitts

Wondrous item, rare

These gloves have long sharp steel claws, and always smell of overturned earth. While wearing these mitts, you have a burrow speed of 20 ft. Tunnels created with these mitts collapse behind the you. While burrowing underground, there is no breathable air. Suffocating and hold-breath rules apply.

Additionally, the gloves can deal 1d6 slashing damage.

Dominion Rod

Rod, very rare (requires attunement)

This rod has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the animate object spell on a single object.

The rod regains 1d3 expended charges daily at dawn. If you expend the rod’s last charge, roll a d20. On a 1, the rod loses its magical abilities until it is recharged somehow.

Elixir of Electricity

Potion, common

When you drink this potion, it lowers your electrical conductivity for 1 hour. During that time, you have resistance to lightning damage, and any additional effect of lightning damage does not affect you (such as being unable to take a reaction from the shocking grasp spell). Additionally, during this time, lightning from natural storms will not strike you. The potion is a cloudy yellow colored, and tiny, white lightning bolts arc through the liquid when it is agitated.

Elixir of Endurance

Potion, common

When you drink this potion, you have advantage on Constitution checks and saving throws for 1 hour. Additionally, during this time, it prevents you from taking 1 level of exhaustion or, if you already have any levels of exhaustion, you can remove 1 level of exhaustion, which return after the potion's effects wear off. This thick, opaque green liquid is continually in motion - even if the bottle is left still for hours, the liquid will still be significantly rippling and shifting around.

Elixir of Fireproofing

Potion, common

When you drink this potion, it lowers your combustibility for 1 hour. During this time, you have resistance to fire damage. Additionally, you and anything on your person can't catch on fire. This dark-colored potion looks like liquid soot, smells like burnt charcoal, and when agitated has small ember-like orange spots that flare up and wink out.

Elixir of Hastiness

Potion, common

When you drink this potion, your base speed increases by 10 feet for 1 hour. When agitated, this cyan colored liquid forcefully splashes back and forth against the side of the bottle, as if it is trying to dash right out of your hand.

Elixir of Heartiness

Potion, common

When you drink this potion, you gain 1d4+4 temporary hit points for 1 hour. This deep, crimson liquid has an earthy smell to it.

Elixir of Might

Potion, common

For 1 hour after you drink this potion, whenever you hit with a melee attack, you can roll 1d4 and add that roll to the to the total damage. Additionally, during that time, you have advantage on Strength checks and saving throws. This clear, yellow potion smells like bananas.

Elixir of Sneakiness

Potion, common

"...I fear you are underestimating the sneakiness, sir."

When you drink this potion, it calms the nerves and silences footfalls for 1 hour. During that time, you have advantage on Stealth checks. When agitated the liquid is cloudy and purple. If left still, the liquid turns clear and transparent like water.

Elixir of Spiciness

Potion, common

When you drink this potion, it warms your body from its core for 1 hour. During this time, you have resistance to cold damage, and you can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. This potion is burnt-orange colored and has a strong, eye-watering, peppery smell to it.

Elixir of Toughness

Potion, common

When you drink this potion, it fortifies your bones to strengthen your defense for 1 hour. During this time, you can add +1 to your AC. Agitating this murky, indigo-colored liquid brings small, shiny flakes of iron into view.

Ether Medallion

Wondrous item, very rare (requires attunement)

"Its magic controls the upper atmosphere and polar wind!"

While wearing this medallion, you can use an action to hold a wielded melee weapon aloft and speak the medallion's command word. A bolt of lightning will descend from the sky and strike your weapon. The lightning will then disperse outward in a 60-foot sphere. Anything of your choosing within the sphere takes 10d6 cold damage (Constitution save DC 18 for half). A creature killed by this item becomes a frozen statue. Once used, the medallion shouldn’t be used again until the next dawn. Each time it is used before then, it has a cumulative 33 percent chance of not working and disappearing in a wake of fire, dealing 2d6 cold damage to the one attempting to use it.

Fairy Ocarina

Wondrous item, uncommon (requires attunement by two creatures)

"I want you to take this. Don't forget me."

Two sentient creatures with the ability to think and comprehend thoughts or languages must attune to this ocarina. Once a day, when you play the ocarina, you can use an action to communicate with the other creature that is attuned to it, even if that creature is on a different plane. The entire communication can total up to 3 sentences per each creature, with up to 10 words in each sentence. The ocarina should not be used in this manner again until the next dawn. If it is, there is a cumulative 20 percent chance of the magic permanently ceasing, and both parties taking 2d6 psychic damage.

Fire Arrow

Weapon (arrow), uncommon

When you hit a target with this arrow, the target takes 1d6 fire damage in additional to the standard piercing damage. A flammable object hit by this arrow ignites if it isn’t being worn or carried. Once this arrow is fired, it cannot be recovered.

Fire Rod

Rod, uncommon

"If all else fails, use fire."

While pointing this rod, you can use an action to create three blasts of fire and shoot them at targets within 120 feet. You can hurl them at one target or several. For each blast, you do so with an attack bonus of +5. On a hit, the target takes 2d6 fire damage. A flammable object hit by a fire blast ignites if it isn’t being worn or carried.

The rod can’t be used this way again until the next dawn.

Fire Rod (ALTERNATE)

Rod, uncommon

"This rod commands the red fire!"

This rod has 5 charges. While hold this rod, you can use an action to speak one of three command words to cause one of the following effects:

  • The first command word expends 1 charge and creates three blasts of fire that shoot at targets within 120 feet. You can hurl them at one target or several. For each blast, you do so with an attack bonus of +7. On a hit, the target takes 2d6 fire damage. A flammable object hit by a fire blast ignites if it isn’t being worn or carried.

  • The second command word expends 1 charge and creates a small, localized fire that fills a 5-foot cube and lasts 1 minute. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d10 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The fire ignites flammable objects in its area that aren’t being worn or carried.

Each morning the rod regains 1d4+1 charges.

Fire Shield

Armor (shield), rare (requires attunement)

While you have this shield equipped, you have advantage on all saving throws from attacks, spells, traps, effects, etc. that deal fire damage only. Additionally, creatures have disadvantage on attack rolls and spell attack rolls that deal fire damage only.

Fireshield Earrings

Wondrous items, rare (requires attunement)

These earrings are made from volcanic rock, harvested from the heart of Death Mountain. While wearing these earning, you have resistance to fire damage.

Gerudo Armor

Armor (studded leather), uncommon

While wearing this armor, you have resistance to lightning damage, but are vulnerable to cold damage. Additionally, while wearing this armor, you are adapted to hot climates, as described in Chapter 5 of the Dungeon Master's Guide.

Ghost Lantern

Wondrous item, uncommon

While lit, this hooded lantern burns for 1 hour on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Giant's Knife

Weapon (Greatsword), uncommon

"It looks like there is a problem with its durability...But still..."

This large sword has the large, heavy, and two-handed properties. On a hit, the sword deals 2d10 slashing damage. If you roll a natural 1, 2 or 3 on your attack roll, the sword blade breaks off the handle and the weapon only deals 1 point of slashing damage on a hit.

Golden Gauntlets

Wondrous item, very rare (requires attunement)

Your Strength is 23 when you wear these gauntlets. They have no effect on you if your Strength is 23 or higher without them.

Goron's Bracelet

Wondrous item, rare (requires attunement)

While wearing this bracelet, you gain the following benefits:

  • Your Strength score increases by 2, to a maximum of 20.
  • Your Constitution score increases by 1, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with gorons.
  • Your skin becomes tougher, and you gain +1 to your natural AC.

If you aren’t a goron, you gain the following additional benefits while wearing the belt:

  • You have resistance against fire damage.
  • You have darkvision out to a range of 60 feet.
  • You can speak, read, and write Goron.

In addition, while attuned to the bracelet, you have a 50 percent chance each day at dawn to grow a thin, stone-like shell on your back. Additionally, you occasionally have the urge to chew on pebbles or bite-sized rocks, and you sometimes involuntarily will refer to an ally or friend as "brother" (regardless of their gender).

Great Fairy's Longsword

Weapon (longsword), rare (requires attunement)

This sword has been blessed by a powerful great fairy. Blows landed with this sword count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you roll a natural 20 on your attack with this sword, you unlock one of the below features (going in sequential order):

  • Unlockable 1: You gain a +1 bonus to attack and damage rolls made with this weapon.
  • Unlockable 2: Once a day, you can use a reaction to roll up to half (rounded down, minimum 1) of your available hit dice to regain health.
  • Unlockable 3: While you have this sword on your person, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Great Fairy's Tears

Potion, rare

"This sacred water contains the Great Fairy's prayers"

This white, translucent liquid glimmers like a pearl. When you drink this potion, you regain 8d4 + 8 hit points, and your Strength score changes to 20 for 1 hour. The potion has no effect on your Strength if your Strength is equal to or greater than 20.

Green Potion

Potion, rare

When you drink this potion, you recover expended spell slots. The spell slots can have a combined level that is no greater than 5, and none of the slots can be 3rd level or higher.

Gust Bellows

Wondrous item, uncommon

This item has 3 charges. You can use an action to activate the bellows and cast the gust of wind spell (save DC 13). Each morning it regains 1d3 charges. If you expend the bellow’s last charge, roll a d20. On a 1, the falls apart into nonmagical pieces.

Handy Glove

Wondrous item, uncommon

This glove has 3 charges. While wearing this glove, you can spend a charge while striking an inanimate object made of solid material such as stone, wood, crystal, or metal, causing the object to take 4d8 force damage. Any object no greater than 5 cubic feet and 1000 lbs. that is reduced to 0 hit points in this way instantly vaporizes, leaving a void where it once was. The glove's disintegrating powers have no effect on creatures or constructs.

The glove regains 1d3 charges expended charges daily at dawn.

Hawkeye

Wondrous item, uncommon (requires attunement)

This lensed headpiece fits over your eyes. While wearing it, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Additionally, you gain +2 bonus to hit on attack rolls with ranged attacks made with such weapons on target 60 feet or more away.

Heart Potion

Potion, rarities vary

You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Heart Potion table. Whatever its potency, the potion's red liquid glimmers when agitated.

Type Rarity Hit Point Regained
Heart Potion common 2d4 + 2
Greater Heart Potion uncommon 4d4 + 4
Superior Heart Potion rare 8d4 + 8
Supreme Heart Potion very rare 10d4 + 20

Hero's Charm

Wondrous item, rare (requires attunement)

This charm has 7 charges. While wearing it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The charm can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you remove the charm.

The charm regains 1d6 + 1 expended charges daily at dawn. If you expend the charm’s last charge, roll a d20. On a 1, the charm crumbles into ashes and is destroyed.

Horn of the Forest Maze

Wondrous item, rare

This horn has 3 charges. As an action, you can blow this horn and use a charge. When you do, dry leaves fly out from the four horn bells and 1d4+1 puppets (see stat block below) are summoned that appear within 10 feet of you. The puppets will then attack a creature of your choosing. Each puppet will continue to attack the designated creature until the targeted creature is unconscious, the targeted creature is dead, the puppet is destroyed, the puppet can no longer see the targeted creature, you dispel the puppet, or after 1 minute has passed. You can dispel the puppets at any time.

The staff regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the horn turns brown and brittle like dried leaves and disintegrates.

Hover Boots

Wondrous item, rare (requires attunement)

"Only one who has sacred feet can cross the valley of the dead."

While wearing these boots, you can run off solid ground and run on the air horizontally up to 15 feet as if it were solid ground. After 15 feet, or at a point you choose, the hovering magic ceases, and normal gravity takes effect on you. The hover magic is strong enough to support you and an additional 100 lbs. For every additional 50 lbs. over that limit, you sink 1 foot down for every 5 feet you move horizontally. If you go 200 lbs. over the limit, the boots' hover magic ceases to function and you fall at the regular rate.

While wearing these boots, you can't take the Dodge action, and have disadvantage on Dexterity saving throws and ability checks. You can use an action to remove the boots by hand, or you can use a bonus action to quickly kick the boots off, which land and slide 15 feet away from you.

Hylian Chain

Armor (chain shirt), rare

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Ice Arrow

Weapon (arrow), uncommon

When you hit a target with this arrow, the target takes 1d6 cold damage in additional to the standard piercing damage. Any small, nonmagical fire or flames hit by this arrow are extinguished. Once this arrow is fired, it cannot be recovered.

Ice Rod

Rod, uncommon

While holding this rod, you can use an action to create a frigid blast of ice and hurl it at target within 120 feet. You do so with an attack bonus of +5. On a hit, the target takes 2d10 cold damage, and its speed is reduced by 15 feet until the start of your next turn.

A creature killed by this rod becomes a frozen statue until it thaws.

The rod can’t be used this way again until the next dawn.

Ice Rod (Alternate)

Rod, rare

This rod has 5 charges. While holding this rod, you can use an action to speak one of the two command words to cause one of the following effects:

  • The first command word expends 1 charge and creates a frigid blast of ice that flies at target within 120 feet. Make a ranged attack with an attack bonus of +7. On a hit, the target takes 2d10 cold damage, and its speed is reduced by 15 feet until the start of your next turn. A creature killed by this rod becomes a frozen statue until it thaws.

  • The second command word expends 2 charges and create a magical icicle that flies at a target within 120 feet. Make a ranged attack with an attack bonus of +7. On a hit, the target takes 1d8 piercing damage and 1d8 cold damage. Additionally, a crate hit by this attack has the icicle lodged into the wound. A creature with the magical icicle stuck in the wound takes 1d8 cold damage at the start of its turn. A creature can use its action to remove the icicle.

Each morning, the ice rod regains 1d4+1 charges.

Iron Boots

Wondrous item, uncommon

You can use a bonus action to put on these heavy boots. While wearing them, you are unable to be knocked Prone or pushed/pulled against your will in any direction by any non-physical effect or non-attack action except by an effect equal to that of a spell 5th level or higher. Additionally, if you are the target of push, bull rush, charge attack, dive bomb, or similar attack (such as a Goron's Rolling Attack), you have Advantage on the associated Strength saving throw.

While wearing these boots on land, your walking speed is reduced to 5 feet, you are unable to swim in these boots, sinking to the bottom of any liquid, you are unable to take the Dodge or Dash actions, and automatically fail Dexterity saving throws and ability checks.

While wearing these boots under water or similar liquids, your movement speed is half your normal movement speed.

You can use an action to remove the boots by hand, or you can use a bonus action to quickly kick the boots off, which land 5 feet away from you.

Kokiri Spear

Weapon (spear), uncommon

This twisted, sharpened branch is said to have once been part of the Great Deku Tree. You are considered proficient with this spear even if you lack proficiency with spears. While holding this spear, you can use an action to speak the command word, whereupon a geyser of fresh water or salt water (your choice) spews out of the top of the spear. The geyser produces 30 gallons of water that gushes forth in a torrent 30 feet long and 1 foot wide. The rushing water can be heard up to 100 feet away. As a bonus action while holding the spear, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall Prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. The water stops pouring out at the start of your next turn and can't be used again until the next dawn.

Kokiri Sword

Weapon (shortsword), uncommon (requires attunement by a kokiri)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, this sword has 3 charges. When you make a melee attack with this weapon, you can expend a charge and reroll the attack roll if you dislike it. You must use the second roll. The sword regains 1d3 expended charges daily at dawn.

Lens of Truth

Wondrous item, rare (requires attunement)

"A long time ago...There was a man in this very village who had an eye they said could see the truth!"

This lens has 3 charges. As an action, you can speak the lens’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the lens. The lens regains 1d3 expended charges daily at dawn.

Life Medal

Wondrous item, rare (requires attunement)

Your Constitution score is 19 while you are in possession of this medal. It has no effect on you if your Constitution is already 19 or higher.

Light Arrow

Weapon (arrow), rare

"The light of justice will smite evil!"

When you hit a target with this arrow, the target takes 2d8 radiant damage (4d8 to undead, fiends, and creatures of evil alignment) in additional to the standard piercing damage. Once this arrow is fired, it cannot be recovered.

Magic Armor

Armor (medium or heavy, but not hide), rare

While wearing this armor, you can use an action to speak its command word and activate its protective magic. For 1d4+1 rounds, you are immune to all nonmagical damage types (except psychic) and have resistance to magical attacks (except psychic). While the magic is active, you can use a bonus action to magically doff the armor in which it instantly falls off your body into pieces onto the ground.

Once used, the armor's magic shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working properly, resulting in the following effects:

  • You are provided no armor bonus from the armor.
  • Your movement speed is halved.
  • The armor takes normal time to doff (1 minute for medium armor, 5 minutes for heavy armor).
  • You have disadvantage on Dexterity saving throws and ability checks.

Magic Bean

Wondrous item, uncommon

"How about some magic beans? They're all the rage!"

This large, green bean pod has 4 different colored bean seeds inside. If the bean pod is planted in soft soil, watered with 1 gallon of water, and receives 8 hours of sunlight, the seed will sprout large, semi-ridged leaves. The leaves create a leafy, disc-like horizontal plane 3 feet in diameter and 1 foot thick. The seed will also react and fully grow if targeted by spells such as plant growth or similar magic.

If you step on the sprouted leaves, you can use an action to make the leaves hover and fly for 1 minute. The leaves have a fly speed of 15 feet and moves according to your spoken directions. After 1 minute, the leaves wither and lose their magic, and everything on the leaves falls to the ground.

The sprouted leaves can hold up to 200 pounds. If more weight is placed on them, the leaves break and lose their magic, and everything on the leaves falls to the ground.

Magic Cape

Wondrous item, rare (requires attunement)

While wearing it, you can use it to cast the invisibility spell as an action. This property of the cape can’t be used again until the next dawn.

Magic Mirror

Wondrous item, rare

"This mirror is blue, clear and beautiful..."

Once a day while on a different plane of existence and holding this mirror, you can use an action to gaze into the mirror and attempt to activate its magic by making a DC 15 Intelligence check. On a successful check, you and up to five willing creatures who are looking into this mirror are transported to a location of your choosing in the Light World. You appear in or near that destination, at the DM’s discretion.

The area where you arrive serves as a temporary gate back to the plane you originated from. It lasts 1d8 hours and indicates its presence by small, twinkling lights on the ground.

Once used, the mirror shouldn’t be used again until the next dawn. Each time it is used before then, there is a 50 percent chance of being transported to a random location in a random plane.

Magic Powder

Wondrous item, uncommon

This bag contains 1d4 + 1 pinches of mushroom-smelling powder. Using an action to sprinkle a pinch of dust on things can create a variety of small, magical effects. The DM chooses the effect. Some examples of magical effects would be:

  • Sprinkling the dust into the keyhole of a padlock causes it to unlock.
  • Sprinkling the dust into a glass of water turns the water into a heart potion.
  • Sprinkling the dust onto a snuffed torch causes it to ignite.
  • Sprinkling the dust onto a withered flower causes it to instantly bloom again.
  • Sprinkling the dust onto a caterpillar causes it to instantly turn into a butterfly.

If you desire a specific outcome from the dust, the DM might ask for a DC 15 Intelligence (Arcana) check to see if you can influence the magic of the dust.

Magic Wand

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Magical Boomerang

Weapon (boomerang), uncommon

"Stop right there!"

This boomerang is a magical ranged weapon with the finesse and thrown properties, and you are considered proficient in it when you are wielding it. Its range is 20/60. On a hit, the target takes 1d4 bludgeoning damage and must make a DC 13 Constitution saving throw or be Stunned for 1 round. The boomerang will then ricochet off the target and fly in the direction of another target of your choice within an unabated 10-foot line of the original target. You can make another ranged attack to see if you hit the second target. On a hit, the second target takes 1d4 bludgeoning damage and is also make a DC 13 Constitution saving throw or also be Stunned for 1 round. The boomerang will then ricochet off the second target and fly in the direction of another target of your choice within an unabated 10-foot line of the second target. You can make another ranged attack to see if you hit the third target. On a hit, the third target takes 1d4 bludgeoning damage and must make a DC 13 Constitution saving throw or also be Stunned for 1 round.

On a miss, or if there is no other target within 10 feet, or after you hit 3 targets, the boomerang makes most direct line back into your hand. If the boomerang is blocked from reaching your hand, it will still travel in the most direct route to your hand, strike the object blocking it from reaching your hand, and fall to the ground.

Magical Shield

Armor (shield), uncommon (requires attunement)

While you have this shield equipped, you have a +1 bonus to your AC, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Magical Sword

Weapon (longsword), rare

"Master using it and you can have this."

This finely crafted longsword glimmers with a magical hue. When you roll a natural 20 on your attack with this sword, you unlock one of the below features (going in sequential order):

  • Unlockable 1: You gain a +1 bonus to attack and damage rolls made with this weapon.
  • Unlockable 2: If you have full hit points, you can use a bonus action to point the sword and fire a beam of energy from the blade. Make a ranged attack against a target up to 120 feet away. When you make the ranged attack, you do so with an attack bonus of +6. On a hit, the target takes 1d10 force damage.
  • Unlockable 3: You gain a +2 bonus to attack and damage rolls made with this weapon.

Mask of Truth

Wondrous item, rare

This mask has 3 charges. While wearing it, you can use an action to speak one of the command words to cause of the following effects:

• The first command word expends 1 charge and allows you to and cast detect thoughts.

• The second command word expends 1 charge and allows you to and cast zone of truth.

• The third command word expends 2 charges and allows you to and cast arcane eye.

• The fourth command word expends 3 charges word allows you to and cast legend lore provided you are wearing the mask while standing next to and facing a Sheikah Stone

The saving throw for any of these spells is a DC 16 Wisdom saving throw. The mask regains 1d3 expended charges daily at dawn.

Megaton Hammer

Weapon (maul), rare (requires attunement)

"Using a huge hammer, the hero of the Gorons...BOOOM! Destroyed it just like that."

This maul has 3 charges, and it regains 1d3 expended charges daily at dawn. When you swing this maul, you can use an action to expend 1 to 3 of its charges. When the maul strikes something, such as the ground or hitting a creature with an attack, it produces a concussive blast in a 10-foot radius. All creatures (except dragons) in that radius must succeed a DC 15 Constitution saving throw or takes 2d10 force damage for each charge you spend and be pushed 5 feet away from you for each charge you spend. Dragons must succeed a DC 18 Constitution saving throw or takes 4d10 force damage for each charge you spend and be Stunned for 1 round. Creatures hit by an attack also take the normal 2d6 bludgeoning damage.

Alternatively, you can expend 1 to 3 of the maul’s charges as an action to try to smash through an obstacle or break an object you can see that isn’t being worn or carried. The maul deals double damage to objects and structures, and makes a Strength check with a +5 bonus for each charge you spend.

This weapon was crafted by and for gorons, and thus gorons can use this maul one-handed if the goron's Strength score is 14 or higher. When used this way by a goron, the base damage becomes 2d4 bludgeoning damage on a melee hit.

Milk+

Potion, rare

You can use an action to drink this creamy milk. Drinking this milk heals you as well as sharpens you up and makes you ready for a bit of the old ultraviolence. When you drink it, regain 2d4 + 2 hit points and for the next minute, when you hit with a weapon attacks you do double damage, and critical hits with a weapon attack do triple damage.

Mirror Shield

Armor (shield), rare

This shield's face shows a perfect reelection like a mirror. While wielding this shield, if a spell's attack roll misses you by 5 or more, you can use your reaction to speak the shield's command word to cast guiding bolt back at the attacker, originating from the shield's face. You make this attack with a +5 attack bonus.

Moon Pearl

Wondrous item, rare This orange-sized, opalescent sphere helps protect you and your allies from shape-changing magics. While carrying this item, you are immune to any spell or magic effects that alter your form. Additionally, you can use an action to speak the Moon Pearl's command word, and up to 5 creatures of your choice within a 60-foot radius also become immune to any spell or magic effects that alter their forms.

Pegasus Boots

Wondrous item, rare

When wearing these boots, you can use a bonus action to Dash. While dashing, if you move at least 20 feet towards a target and then hit with a melee attack on the same turn, you can roll one extra damage die for the attack. If the target is a creature, it must also succeed a DC 11 Strength saving throw of be knocked Prone.

Pirate's Charm (WORK-IN-PROGRESS)

Wondrous item, uncommon While in possession of this charm, you can use an action to cast the sending spell from it. Once sending is cast through the charm, it can't be used again until the next dawn.

Powder Keg (WORK-IN-PROGRESS)

Wondrous item, rare

This small, wooden barrel weighs 30 pounds and is full of highly combustible black powder. Using an action, you can ignite the fuse of the keg. The keg will detonate in a large, fiery explosion at a time you designate within 3 rounds. You must declare when the keg will detonate by the time the keg is no longer in your possession. Any creature in a 15-foot radius of the keg when it explodes must make a DC 15 Dexterity saving throw or else take 5d6 fire damage, 2d6 thunder damage, and be thrown back 20 feet through the air in the opposite direction of keg and land in a Prone position. On a successful save, the creature takes half of each damage type and is only thrown back 5 feet but is still knocked Prone. A flammable object in the explosion's 15-foot radius ignites if it isn’t being worn or carried. Damage is doubled to objects and structures.

Removing an ignited fuse, dousing it with water or other non-flammable liquids, or snuffing the fuse by other means prevents the keg from detonating. The keg will instantly explode if it takes any amount of fire damage.

Power Bracelet

Wondrous item, uncommon (requires attunement)

Your Strength is 19 when you wear this bracelet. It has no effect on you if your strength is 19 or higher without it.

Quake Medallion

Wondrous item, very rare (requires attunement)

"Was it you who disturbed my peaceful nap? I will give you this if you go away!"

While wearing this medallion, you can use an action to leap and drive a wielded melee weapon into the ground and speak the medallion's command word. The ground will shake as purple bolts of magic emanate from your weapon. Any creature of your choosing with less than 40 hit points and within the 60-foot sphere must make a DC 18 Wisdom saving throw or be turned into a slime as if transformed by the polymorph spell. Once used, the medallion shouldn’t be used again until the next dawn. Each time it is used before then, it has a cumulative 33 percent chance of not working and disappearing in a report of energy, dealing 2d6 thunder damage to the one attempting to use it.

Raft

Wondrous item, rare

This object appears a few small sticks of wood, 8 inches long, 6 inches wide, and 1 inch thick, lashed together with twine. It weighs 1 pound and floats. This item has two command words, each requiring you to use an action to speak it.

One command word causes the wood to grow into a wooden raft 8 feet long, 6 feet wide, and 1 foot thick. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to five Medium creatures comfortably.

When the wood becomes a vessel, its weight becomes that of a normal vessel its size.

The second command word causes the raft to shrink back down into lashed pieces of wood. Objects or creatures left on the raft fall to the ground (or into the water) next to the lashed sticks of wood.

Razor Sword

Weapon (longsword), rare*

This longsword has 10 charges. When you roll a critical hit with this magic weapon, a charge is automatically spent, and the target takes an extra 4d6 slashing damage in addition to the double damage the target would normally take.

After the last charge is spent, the Razor Sword becomes a regular longsword.

Red Candle

Wondrous item, uncommon

"Do not go south without a candle."

This candle is made of red wax, and the flame has a red hue to it. You can use a bonus action to speak the command word, which ignites the candle. When this candle is lit, it emits a bright light for 30 feet and dim light for an additional 30 feet. It can’t be snuffed by winds of any speed, and the wax does not melt as a normal candle's wax would. Additionally, this candle has 3 charges. You can use an action to cast Fire Bolt spell (+3 spell attack bonus). Each morning it regains 1d3 charges. If you expend the candle’s last charge, roll a d20. On a 1, the melts into a clump of nonmagical wax. The candle can be extinguished by using a bonus action to speak the command word.

Red Ring

Ring, very rare (requires attunement)

You have a +2 bonus to your AC while wearing this ring.

Redead Mask

Wondrous item, uncommon (requires attunement)

This mask, worn by redead, is made of wood. It is damp to the touch and smells of rotting meat. When you put this mask on, you must make a DC 8 Constitution saving throw. On a failed save, you spend your action that turn retching and reeling. While wearing the mask, you can use a bonus action to target a creature within 15 feet and emit an unnatural shriek. The target must make DC 14 Con save or be stunned for 1 round. The stunned condition ends if the target takes any amount of damage. Once you emit this shriek, the mask breaks apart off your face into nonmagical pieces.

Additionally, while wearing the mask, you have disadvantage on persuasion checks, you have advantage on intimidation checks, you are vulnerable to radiant damage, and regular redeads will not attack you unless you attack them first.

Curse. This mask is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the mask, keeping it within reach at all times. While this mask is in your possession, any food except raw meat tastes like bitter ashes in your mouth. After 1d6 days, you are only able to consume raw, bloody, uncooked meat. Eating or drinking anything else (including magical consumables such as potions) instantly causes you to spend your action vomiting it all back up.

Rito Longbow

Weapon (longbow), uncommon

A regular arrow fired from this longbow magically clones into 3 separate arrows. When you use your action to attack with this bow, you can choose up to 3 targets in a 150/600-foot cone. For each target, make a normal attack roll (roll d20 + proficiency bonus + Dexterity modifier). Normal 150/600-foot distance disadvantage/distance limit apply. Each target successfully hit takes normal longbow damage (1d8 + Dexterity modifier). Make a separate damage roll for each target hit.

Regardless of how many targets you attack, your attack only uses 1 arrow. The cloned arrows disappear at the end of your turn.

Roc’s Feather

Wondrous item, uncommon

While you hold this feather, you can jump three times the normal height and distance, though you can’t jump farther than your remaining movement would allow.

Sailcloth

Wondrous item, rare

"...It smells nice too."

When falling, you can use a reaction to deploy this sailcloth. When it is deployed, your rate of descent slows to 30 feet per round. If you land, you take no falling damage and can land on your feet.

Scimitar of Twilight

Weapon (scimitar), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

While holding this scimitar, you can use an action to speak its command word. When you do, you summon stals that appear in unoccupied spaces that you can see within 60 feet (see stat blocks below). You choose one the following options for what appears:

  • One stalfos warrior
  • Two stalfos
  • Four stalkins
  • Eight staltroops.

A stal summoned by this spell disappears when it drops to 0 hit points or when you dispel them or after 8 hours.

The summoned stals are friendly to you and to any creatures you command the stals to be friendly to. Roll initiative for the summoned stals as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Once used, the scimitar's magic shouldn’t be used again until the next dawn. Each time it is used before then, it has a cumulative 25 percent chance of dealing 2d6 necrotic damage to the one attempting to use it, and also summoning 4 hostile stals (of increasing difficulty each time) that appear in the closest unoccupied spaces next to you.

Curse. This item is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the scimitar, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

While the sword is in your possession, you have vulnerability to radiant damage. Also, while the sword is in your possession, any undead within 5 miles are drawn and guided to your location. During combat, undead focus attacks on you.

Shadow Crystal

Wondrous item, rare (requires attunement)

While holding this crystal, you can use your action to cast Polymorph on yourself, transforming into a blue-eyed beast (see stat block below). While you are in the form of the wolf, you retain your Intelligence, Wisdom, and Charisma scores. You can revert to your normal form at any time by using a bonus action on your turn. You automatically revert if you fall Unconscious, drop to 0 hit points, or die.

Once used, the crystal shouldn’t be used again until the next dawn. Each time it is used before then, it has a cumulative 25 percent chance of shattering into non-magical fragments and dealing 2d6 psychic damage to the one attempting to use it.

Shock Arrow

Weapon (arrow), rare

When you hit a target with this arrow, it must make a DC 13 Constitution saving throw. A creature wearing metal armor has disadvantage on this saving throw. On a failure, the creature takes an additional 2d6 lightning damage, drops anything it is holding 5 feet in a random direction. On a successful save, the creature only takes half the lightning damage but does not suffer any of the other effects.

Once this arrow is fired, it cannot be recovered.

Shoes of Skulltula

Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

Silver Arrow

Weapon (arrow), legendary

This arrow of legend is said to have felled great evils in past ages. When you fire this arrow, roll 3d6 if you do not possess at least one of the Triforces. If you roll and if the total is less than your Constitution score, your Constitution score decreases by 1d4, and you age a number of years equal to 25% of your maximum age. If you age beyond your maximum age, you die. When this arrow hits a target that is any type of evil alignment and has less than 100 hit points, it must make a DC 20 Constitution saving throw. If it succeeds the saving throw, the target takes 10d10 force damage in additional to the standard piercing damage. If the target fails the saving throw, it is instantly destroyed. A destroyed creature and everything it is wearing and carrying, except Magic Items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

If you roll and if the total of the 3d6 roll equals or exceeds your Constitution score, you die. Additionally, if firing this arrow reduces your Constitution score to 0 or you age to--or beyond--your maximum age, you die. If you die by any of these means, your body dematerializes and your soul is transformed into magical energy, which transfers into the silver arrow as it flies towards its target, increasing its magical power. The arrow automatically hits its target. If the target is any type of evil alignment and has less than 200 hit points, it must make a successful DC 22 Constitution saving throw or be destroyed. Otherwise, the target takes 10d12 force damage in additional to the standard piercing damage.

Once this arrow is fired, it vanishes to a divine realm until it is placed in a new location in the Light World by the gods.

Silver Gauntlets

Wondrous item, rare (requires attunement)

Your Strength is 21 when you wear these gauntlets. They have no effect on you if your strength is 21 or higher without them.

Silver Scale

*Wondrous item, uncommon *

While this item is on your person and you are underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, you lose possession of the scale, you are no longer underwater, or after 1 minute has passed.

Stepladder

Wondrous item, uncommon

This item looks like a small stepladder, a little over 1 foot wide and 3 feet long with 3 rungs evenly spaced apart. Using an action, you can speak the ladder's command word, causing it to extend up to 50 feet in length, with rungs every 1 foot. The ladder can hold 2000 lbs.

If you lean the ladder against two objects or surfaces, you can use a bonus action to speak another command word that magically anchors the ladder to the objects or surfaces at the ladder's two points of contact. While anchored in this way, the ladder can't be moved except by a DC 30 Strength check (moving the ladder 10 feet), or by other magical means. If an object or surface that the stepladder is anchored to is moved, the ladder moves with it while staying in contact with the object or surface. If the object or surface moves beyond 50 feet or disappears, the ladder falls in the direction gravity would normally pull it, until it hits the ground or hits another object or surface, which it will then magically anchor to automatically.

You can use a bonus action to un-anchor the ladder from one or both points, or you can revert it back to its 3-foot length, or you can do both simultaneously. If you revert it back to its 3-foot length while it is still anchored, it will stay anchored at one of the two anchor points of your choosing. The ladder has an AC 15, has 20 hit points, and is immune to non-magic attacks and psychic damage.

Stone of Agony

Wondrous item, uncommon

The stone has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the stone rumbles in your hand. The stone regains 1d3 expended charges daily at dawn.

Tabi Boots of the Sheikah

Wondrous item, uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Techno-baton

Wondrous item, rare

This baton has 5d10 charges. While attacking with this baton, you can use a charge to cause electricity to flow through the baton. A creature hit by an attack in this way must make a DC 15 Constitution saving throw. A creature wearing metal armor has disadvantage on this saving throw. On a failure, the creature takes 1d8 lightning damage and drops anything it is holding 5 feet in a random direction. On a successful save, the creature only takes half the lightning damage but does not suffer any of the other effects.

Additionally, you can use a reaction to use the baton defensively, adding +2 to your AC against a single melee attack. If the attack against you is made with a metal weapon and misses by 1 or 2, the attacker hits the techno-baton and must make a DC 15 Constitution saving throw. A creature wearing metal armor has disadvantage on this saving throw. On a failure, the creature takes 1d8 lightning damage and drops anything it is holding 5 feet in a random direction. On a successful save, the creature only takes half the lightning damage but does not suffer any of the other effects.

If you expend the baton’s last charge, the metal chars and corrodes, the baton falls apart, and is destroyed.

Thunderspear

Weapon (spear), rare

This forked spear has 3d10 charges. While attacking with this spear, you can use a charge to cause electricity to flow through the spear's head. A creature hit by an attack in this way must make a DC 15 Constitution saving throw. A creature wearing metal armor has disadvantage on this saving throw. On a failure, the creature takes an additional 1d10 lightning damage and drops anything it is holding 5 feet in a random direction and is stunned until the end of its next turn. On a successful save, the creature only takes half the lightning damage but does not suffer any of the other effects. If you expend the spear’s last charge, it instantly burns into ashes with an audible electric snap and is destroyed.

Wand of Gamelon

Wand, rare

While holding the wand, you can use an action to speak the command word and point the wand at a Huge or smaller creature you can see within 60 feet of you. Golden chains manifest from the end of the wand and fly towards the target.

Make a ranged attack roll with an attack bonus equal to your Wisdom modifier plus your proficiency bonus. On a hit, the chains wrap around the target and the target is Restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the golden chains to disappear.

A creature, including the one Restrained, can use an action to make a DC 20 Strength check to break the golden chains. On a success, the chains break, the wand vanishes from your hand to an unknown location, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the wand is used, it can’t be used again until the next dawn.

Water of Life

Potion, uncommon

As an action, you can drink this clear liquid, regaining 6d4 + 4 hit points and are instantly cured of all disease and poisons affecting you.

White Sword

Weapon (longsword), rare (requires attunement)

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Windcleaver

Weapon (greatsword), common

This blade has 50 charges. When you hit with a melee attack with this weapon, you can use a charge to cause a small force of wind. If you hit the target with your attack, the target must make a DC 10 Strength saving throw or be pushed back 5 feet.

When you use the last charge, the weapon shatters into pieces.

Winged Boots

Wondrous item, rare (requires attunement)

"With boots I could walk on water."

These boots have 1d3 charges. When you wear these boots, you can use an action to spend a charge, giving you the ability to move across any liquid surface, such as water, acid, mud, snow, quicksand, or lava, as if it were solid ground for 1 hour. The boots do not make you immune to environmental hazards though, such as the searing heat of walking across molten lava.

If you are submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

The boots regain 1d3 charges at dawn.

Zora Armor

Armor (padded), uncommon

While wearing this armor, you can breathe underwater, and you have a swimming speed equal to your base movement speed or 40 feet, whichever is greater. You are vulnerable to lightning damage while wearing this armor.

Zora Flippers

Wondrous item, uncommon

You have a swimming speed equal to your base movement speed while wearing these flippers.

Cross-Franchise Items

Block of POWer

Wondrous item, uncommon

This watermelon-sized, round-cornered cube is blue in color with a thick black stripe and white arcane runes around its middle. As a bonus action, you can throw it to the ground, causing a tremor in the ground within a 30-foot radius of where it lands. Each creature other than you in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone.

Flechette

Wondrous item, rare

This round-bottom glass flask is filled with a clear, green liquid. As a bonus action, you can throw this flask 20 feet. When it impacts something solid, it shatters and the contents rapidly evaporates, creating a green, toxic cloud of fumes in a 5-foot diameter sphere from the point of impact. The cloud spreads around corners, and its area is lightly obscured. The cloud lingers in the air for 1d4 rounds. Each creature that is completely within the cloud at the start of its turn must make a DC 13 constitution saving throw against poison. On a failed save, the creature takes 4d8 poison damage and is poisoned. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Flower of Fire Throwing

Wondrous item, uncommon

This small, stocky, magical flower smells like smoke and has broad red and yellow petals that lay flat. Two large, black, shiny anthers sit atop a white stigma. While holding the flower in one hand and holding up the palm of your other hand, you can speak the command word and cause a small ball of fire to shoot forth from your open hand, bouncing along the ground in a straight line. A creature in the path of the fire ball must make a DC 12 Dexterity saving throw. A creature takes 2d6 fire damage on a failed save. On a successful save the creature takes no damage and the ball of fire continues along its path until a creature fails the save or the ball of fire strikes a solid object. If it does not strike something, the ball of fire snuffs out after 60 feet.

The fire ignites any flammable objects in its path that aren't being worn or carried.

The flower wilts and loses its magic ability 1 minute after its first use, or 24 hours after being picked.

Hat of Metal

Wondrous item, rare

"Here-a we go!"

This hat looks like it’s made from shiny, smooth, mirror-like metal. You can use an action to put on this hat, causing your body to instantly become covered in a reflective, liquid-metal coating for 1 minute. While in this metallic form, you no longer require air to breathe, you are immune to cold, fire, necrotic, poison, and thunder damage from non-magical attacks, and you have resistance to bludgeoning, piercing, and slashing from non-magical attacks. Additionally, you are vulnerable to any kind of lightning damage, and you sink in water at a rate of 60 feet per second. After 1 minute the hat disappears, reverting your body back to flesh and ending all effects of the metal coating. You can also remove the hat at any time to end the effect.

Katana Giri

Weapon (longsword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. The weapon ignores resistance to slashing damage. Additionally, when you roll a natural 20 on your attack with this sword, you unlock one of the below features (going in sequential order):

  • Unlockable 1: When you attack a creature that has at least one hand or arm with this weapon and roll a 19 on the attack roll, you cut off one of the creature’s hands or arms (your choice). A creature is immune to this effect if it is immune to slashing damage, has legendary actions, or the GM decides that the creature is too big for its hand/arm to be cut off with this weapon. Such a creature instead takes an extra 3d8 slashing damage from the hit. A creature with a hand/arm cut off takes an extra 7 (2d6) damage due to blood loss unless the wound is treated with magical healing or is tended to with a healer's kit and a successful DC 14 Wisdom (Medicine) check.
  • Unlockable 2: When you attack a creature that has at least one foot or leg with this weapon and roll a 19 on the attack roll, you have the option to cut off one of the creature’s feet or legs (your choice) instead of foot or hand. A creature is immune to this effect if it is immune to slashing damage, has legendary actions, or the GM decides that the creature is too big for its foot/leg to be cut off with this weapon. Such a creature instead takes an extra 3d8 slashing damage from the hit. A creature with a foot/leg cut off takes an extra 10 (3d6) damage due to blood loss unless the wound is treated with magical healing or is tended to with a healer's kit and a successful DC 17 Wisdom (Medicine) check.
  • Unlockable 3: When you attack a creature that has at least one head with this weapon and roll a natural 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Leaf of Flying

Wondrous item, rare

While holding this leaf, you can use an action to speak its command word. The leaf vanishes in a flash of dim white light and you to grow a raccoon tail and raccoon ears. For the next minute, you have a flying speed equal to your walking speed. If you are flying when the duration expires, you can descend at a rate of 30 feet per round by wagging your tail. Upon landing on solid ground, the ears and tail disappear.

If you take any damage while flying, the ears and tail disappear, and you begin falling.

Morph Ovum

Wondrous item, rare

This item appears to be an egg carved out of marble. While holding this egg, you can use an action to speak its command word to cast the polymorph spell (save DC 15) with the following changes:

  • The spell's duration is 1 minute.
  • The spell doesn't require any components.
  • The spell doesn't require concentration.
  • The form must be of type beast with CR of 1/8 or lower

After using the morph ovum, it disintegrates into nonmagical dust.

Mushroom of Enlargement

Wondrous item, uncommon

This fungus has a red cap with white spots and smells of sweet rotten fruit. The stalk has two black spots on it. You can spend a bonus action to eat the mushroom or feed it to another creature. Once the entire mushroom is ingested, it causes a creature to grow 1 size larger for 1 minute. If the creature is unwilling to ingest the mushroom, it can make a DC 13 Constitution saving throw. On a success, the mushroom has no effect.

While enlarged, the creature's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category -- from Medium to Large, for example. If there isn't enough room for the creature to double its size, the creature attains the maximum possible size in the space available. Until the effect ends, the creature also has advantage on Strength checks and Strength saving throws. The creature’s weapons also grow to match its new size. While these weapons are enlarged, the creature's attacks with them deal 1d4 extra damage. Everything the creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Additionally, the enlarged creature deals double damage to objects and structures.

Shoe of Stomping

This object appears to be a green shoe of average human adult size with a wind-up turnkey attached to it near the ankle area. As a bonus action, you can wind the shoe's turnkey, causing it to enlarge and grow around you to a size of 10 feet long, 5 feet wide, and 6 feet tall for 1 minute. While inside the shoe, you have half cover, and it moves according to your spoken directions at a speed of 20 feet.

While in the shoe, you can attempt to stomp and crush a Large or small size creature by using an action to try to enter the creature's space while in the shoe. If you try to enter a creature's space while in the shoe, the creature must make a DC 18 Dexterity saving throw. On a successful save, the creature can choose to move 5 feet back or to the side of the shoe. A creature that chooses not to move suffers the consequences of a failed saving throw. On a failed save, the shoe (and you) enters the creature's space, the creature is knocked prone and is crushed under the shoe, taking 18 (4d8) bludgeoning damage. A creature stomped by the shoe has 3/4 cover and is restrained. A stomped creature can try to escape by taking an action to make a DC 18 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the shoe.

The shoe is immune to all damage types, and can move across harmful and damaging surfaces, such as lava, acid, or spikes without issue while protecting you from the hazards of these surfaces.

If you take damage while in the boot, or after 1-minute passes after the turnkey was turned, the boot disappears in white flash of light, leaving you standing in the space it occupied.

Star of Invulnerability

Wondrous item, very rare

While holding this small, yellow, star-shaped crystal, you can use an action to speak its command word, causing the star to vanish in a flash of light and activating its power. Until the start of your next turn, you are immune to all non-magical damage, and have resistance to magical damage.

During this time, your body and all equipment on your person quickly flash various colors, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Completely covering yourself with something opaque blocks the light.

Whip of the Vampire Killer

Weapon (whip), rare

This leather whip is said to have been the weapon of a famous vampire hunter from ages ago. If you are divine spellcaster whose deity is a holy deity, you are considered proficient with this whip even if you lack proficiency with whips. Strikes landed with this sword count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you roll a natural 20 on your attack with this whip, you unlock one of the below features (going in sequential order):

  • Unlockable 1: The whip transforms into a chain whip with a small mace ball tip that does an additional 1d4 piercing damage.-

  • Unlockable 2: The whip does an extra 2d8 radiant damage to undead, fiends, giant bats, medusas, flesh golems, stone golems, dragons, and an extra 4d8 radiant damage to vampires and vampire spawn.

  • Unlockable 3: You have a +2 bonus to attack and damage rolls made with this magic weapon.

Monsters Stat Blocks


Puppet

Medium construct, lawful neutral


  • Armor Class 11
  • Hit Points 4 (1d8 - 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 8 (-1) 1 (-5) 7 (-2) 2 (-4)

  • Damage Vulnerabilities fire
  • Damage Immunities necrotic, psychic
  • Condition Immunities charmed, deafened, exhaustion, frightened, petrified, poisoned, unconscious
  • Senses Passive Perception 9
  • Languages
  • Challenge 1/8 (25 XP)

Antimagic Susceptibility. The puppet is Incapacitated while in the area of an antimagic field. If targeted by dispel magic, the puppet must succeed on a Constitution saving throw against the caster’s spell save DC or fall Unconscious for 1 minute.

Float The puppet floats just above the ground and is not directly affected by difficult terrain (such as ice or brambles) or hazardous terrain (such as lava or spikes) as a creature in contact with the ground would. Additionally, it does not affect or interact with objects on the ground that react to contact or weight, such as causing a rotted wooden plank of a suspension bridge to break away, or triggering a pressure-plate of a trap.

Pack Tactics The puppet has advantage on an attack roll against a creature if at least one other puppet is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.



Blue-Eyed Beast

Medium beast (wolf), PC's alignment


  • Armor Class 14 (natural armor)
  • Hit Points 65
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) PC's PC's PC's PC's

  • Skills Athletics +1, Perception +4, Survival +5
  • Languages Understands languages the PC knows but can't speak.

Beast Sense. You have dark vision up to 120 feet. You can also detect the presence and "see" the essences of things that are invisible, ethereal, or incorporeal.

Superior Hearing and Smell. You has advantage on Wisdom (Perception and Survival) checks that rely on hearing or smell.

Actions

Grappling Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (2d4 + 3) piercing damage. On a successful hit, you can attempt to Grapple the target. The target must roll a Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) contested against your Strength (Athletics) check or else be grappled. If you successfully grapple a target, you can use a bonus action to perform a second bite attack that automatically hits, dealing 5 (1d4 + 3) piercing damage. If you have a target grappled at the start of your next turn, you can use your action and bonus action to make bite attacks that automatically hit, each attack dealing 5 (1d4 + 3) piercing damage. You can only attack and grapple one target at a time in this way. You can release the target whenever you like (no action required).

Dark Energy Attack. Using the power of Shadow magic, you can leap through the air at unnatural speeds, attacking up to 4 separate targets within a 5 foot radius of you almost simultaneously. You make a separate attack roll for each target. Melee Weapon Attack: +5 to hit, reach 5 ft., up to four targets. Hit 6 (1d6 + 3) piercing damage each.

Warp. Once per transformation into wolf form, you can warp to a location in line of sight up to 60 feet away.


Staltroop

Medium undead, lawful evil


  • Armor Class 9 (armor scraps)
  • Hit Points 4 (1d8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 6 (-2) 10 (+0) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 0 (10 XP)

Sunlight Sensitivity. While in sunlight, the staltroop has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.


Stalkin

Small undead, lawful evil


  • Armor Class 10
  • Hit Points 8 (2d6 +2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 13 (+1) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 1/8 (25 XP)

Sunlight Sensitivity. While in sunlight, the stalkin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.


Stalfos

Medium undead, lawful evil


  • Armor Class 13 (armor scraps)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 1/4 (50 XP)

Sunlight Sensitivity. While in sunlight, the stalfos has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320., one target. Hit: 5 (1d6 + 2) piercing damage.


Stalfos Warrior

Medium undead, lawful evil


  • Armor Class 13
  • Hit Points 20 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 6 (-2) 9 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Stal, but can't speak
  • Challenge 1/4 (50 XP)

Sunlight Sensitivity. While in sunlight, the stalfos warrior has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

Multiattack The stalfos warrior makes 2 attacks, one with each scimitar.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Credits

Wizards of the Coast

For creating the core rules of this game I enjoy tremendously.

http://company.wizards.com/

http://dnd.wizards.com/

Nintendo

For creating the Legend of Zelda (my favorite video game franchise) and the for all the official art work and models.

https://www.nintendo.com/

http://www.zelda.com/

GM Binder

For creating this official-looking formatting.

https://www.gmbinder.com

D&D Zelda 5e PHB

DA Clark for the inspiration and ideas. I think DA Clark's Reddit name is u/ninjabreadbear https://www.reddit.com/r/DnD/comments/2ookln/dd_5e_legend_of_zelda_campaign_setting/

DA Clark's Players Handbook: https://www.dropbox.com/s/lexzdcugan6m0vu/Zelda%205E%20Player%27s%20Guide.pdf?dl=0

DA Clark's Dungeon Master's Guide: https://www.dropbox.com/s/9mru2aqtdhfj01e/Zelda%205E%20Master%27s%20Guide.pdf?dl=0

 

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