Breath of the Wild 5e

by Polteageist

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The Legend of Zelda: Breath of the Wild for D&D 5e

Created by Kestrel

This document aims to adapt the mechanics of The Legend of Zelda: Breath of the Wild for Dungeons & Dragons 5e. This project is inspired by CallMeCal’s similar adaptation, which can be found here: https://www.gmbinder.com/share/-Ll_Iotd1GVBOhyV5Zur

This document's counterpart, the Hyrule Monster Manual, containing 65 monsters from across Hyrule, can be found here: https://www.gmbinder.com/share/-MtYw_9wosKjHeaxUk3N

Races

This section presents 10 races that can be used by characters in this setting. The races of Hyrule are characterized by a Trait, a Weak Point, and a Strong Point. All characters gain the following features:

Ability Score Increases

Increase one of your ability scores by 2, and a different score by 1.

Speed

You have a walking speed of 30 feet.

Language

All player characters can speak, read, and write Hylian.

Size

Unless otherwise stated, your size is Medium.


Hylian

The Hylian people are the dominant race of Hyrule. They make their homes anywhere they can, whether by the cold mountains in Hateno Village, in the swampy shores of Lurelin Village, or simply as wandering traders. Their pointed ears distinguish them from the humans of other worlds.

Trait: Unique

You have an unusual quality about you that uniquely suits you and your skills. You gain one feat of your choice.

Weak Point: Monster Bait

Monsters are attuned to the smell of Hylian flesh. You have disadvantage on Dexterity (Stealth) checks made to hide from Bokoblins, Lizalfos, and Moblins.

Strong Point: Skilled

You pick up on new skills quickly. You gain proficiency in one skill of your choice.

Zora

The proud Zora are one of the longest-living races of Hyrule. Their home, Zora’s Domain, is constructed as an opulent palace, silver architecture glistening like the water below. Their aquatic nature makes them vulnerable to electricity, but with their mobility in water, they are far from easy prey.

Trait: Waterborne

Your fishlike anatomy allows you to traverse though aquatic environments with ease. You have a swimming speed of 60 feet, and you can breathe underwater. Furthermore, you can swim up waterfalls.

Weak Point: Conductor

Your body is susceptible to electric currents, making you vulnerable to lightning damage.

Strong Point: Zora Weapon Training

You know the basic principles of fighting with the weapons of the Zora. You have proficiency with spears, tridents, shortbows, and longbows.

Goron

From their home of Goron City in Death Mountain, the Goron people live a simple life amidst deadly terrain. Though the active volcano they live on does cause them strife, it's all worth it for the precious stones in the mines. They're delicious!

Trait: Stoneskin

Your rocklike body offers you heightened resilience. You have a natural armor class equal to 13 + your Constitution modifier. You are also resistant to fire damage.

Weak Point: Slow

Outside of your rolling form, you travel more slowly than other creatures. Your walking speed is 20 feet.

Strong Point: Rolling Form

As a bonus action, you can switch between rolling form and walking form. In rolling form, your speed is 40 feet, you don't gain any benefit from your equipment, and you can only take the Dash, Hide, or Attack actions.

While in rolling form, you can only make attacks using your unarmed strikes, which deal bludgeoning damage equal to 1d6 + your Strength modifier in this form. If you move at least 15 feet straight towards a creature before hitting it with an unarmed strike in rolling form, it must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Rito

The Rito people are the only race of Hyrule with the ability to freely travel the skies. Rito Village is built around a colossal spire of rock. The easy access to the open air makes this a perfect home, and Rito certainly don't mind the altitude. A Rito bard by the name Kass travels Hyrule, spreading songs and folklore to all he comes across.

Trait: Winged

You are a being of the sky. You have a flying speed of 50 feet while you are not wearing medium or heavy armor.

Weak Point: Feather-Coated

You are covered in flammable feathers, making you vulnerable to fire damage.

Strong Point: Warm Cloak

Your feathers insulate you from the cold of the Tabantha skies. You have resistance to cold damage.

Gerudo

Legend says that once every 100 years, a single Gerudo is born a voe (man). The rest of the Gerudo, born vai (women), are fiercely protective of their home, Gerudo Town. Weary men tiring of the desert heat will find no respite in Gerudo Town, as no voe are allowed. The Gerudo vai are formidable warriors, accustomed to harsh environments.

For more information, see here.

Trait: Of the Desert

You are used to surviving in the most extreme environments. You are immune to exhaustion.

Weak Point: Informal Upbringing

Gerudo Town is largely isolated from the outside world, and Gerudo conversations are typically short and direct. You have disadvantage on Charisma (Persuasion) checks made to interact with non-Gerudo characters.

Strong Point: Weapon Master

You are a versatile warrior, able to pick up a weapon and fight at a moment's notice. You have proficiency in simple and martial weapons.

Additional: Language

You can speak, read, and write Gerudo.

Korok

Koroks can be found in every nook and cranny of Hyrule, but their true home is Korok Forest, deep within the Lost Woods. Always eager for a game or an adventure, many Koroks aim to see the world in all of its splendor. Hide and seek is a traditional favorite, always ending with a cry of “Yahaha! You found me!”

Trait: Hide and Seek

You have proficiency in the Stealth skill, and you have advantage on Dexterity (Stealth) checks made while you are not moving.

Weak Point: Unsteady

Your footing is naturally unsteady. You automatically fail saving throws made to avoid being moved against your will, and any such effect can carry you up to twice as far.

Strong Point: Lost Sense

Used to navigating the twisting terrain of the Lost Woods, you cannot become lost. Additionally, you have darkvision to a range of 60 feet.

Additional: Size

Your size is Small.

Sheikah

The Sheikah tribe has been present in Hyrule for millennia. In ancient times, they built the technology of Guardians, and echoes of their work still pervade Hyrule today. The home of many modern Sheikah is Kakariko Village. A subsect of the Sheikah, the Yiga Clan, is devoted to Calamity Ganon. Based in their hideout in the Gerudo Desert, they make their way to every corner of Hyrule, lying in wait to enact their master’s will.

Trait: Vanishing Step

You are able to utilize an ancient Sheikah trick, allowing you to seemingly teleport. On your turn, in place of your normal movement, you can opt to teleport to a point you can see up to a number of feet equal to your movement speed away. You can teleport in this way only if you haven't used any of your movement speed on the current turn, and once you teleport in this way, your speed is 0 until the end of the current turn.

Weak Point: Teleporting Vulnerability

After using your Vanishing Step, the next attack roll made against you before the start of your next turn has advantage.

Strong Point: Eyes of Night

Your keen senses grant you the ability to see in darkness. You have darkvision to a range of 60 feet.

Additional: Language

You can speak, read, and write Runic.

Bokoblin

Bokoblins are one of Hyrule’s monstrous races. With a taste for flesh, they often raid traveling caravans in small groups. Despite their typically barbaric nature, some Bokoblins manage to put food on their plate in other ways, with a few even learning basic Hylian. Regardless, civilization often treats them with distrust, if not outright violence.

Trait: Scavenger

You are used to making weapons out of whatever's on hand. You are proficient in improvised weapons, and your attacks with improvised weapons deal damage equal to 1d6 + your Strength or Dexterity modifier (your choice).

Weak Point: Clumsy

When you are hit by a melee weapon attack with a roll that exceeds your AC by 5 or more, you drop all items that you are holding.

Strong Point: Skilled Rider

You are practiced in fighting atop an animal mount. You gain a +1 bonus to AC while you are mounted.

Additional: Language

You can speak Bokoblish.

Additional: Size

Your size is Small.

Moblin

The larger and more imposing cousin of the Bokoblins, Moblins tower over other humanoids. Many use their large stature to wield heavy weapons. Town guards have been known to mobilize to eliminate a nearby Moblin that might threaten the settlement, though, as with Bokoblins, they are not destructive by nature.

Trait: Thick Skin

Your form is naturally tough and hardy. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Weak Point: Lumbering

Your large stature makes it difficult for you to dodge certain attacks. You have disadvantage on Dexterity saving throws.

Strong Point: Menacing

Your monstrous form strikes fear into the hearts of many. You have proficiency in the Intimidation skill.

Additional: Language

You can speak Bokoblish.

Lizalfos

The reptilian monsters of Hyrule, Lizalfos are known for their unique weapons, such as bladed boomerangs. Cold and calculating, Lizalfos take full advantage of their ability to blend into the terrain, and are known to suddenly ambush travelers.

Trait: Camouflage

While stationary, you can take an action to camouflage yourself amidst the terrain. While camouflaged, you are considered invisible. Your camouflage ends if you move or take an action other than Hide.

Weak Point: Cold-Blooded

Your reptilian blood doesn't keep you warm as the blood of other creatures does. You have vulnerability to cold damage.

Strong Point: Ambush Master

You are experienced in the art of striking first. You have advantage on initiative rolls.

Additional: Language

You can speak Bokoblish.

Classes

This section presents 2 additional subclasses available to characters in this setting, along with a variant of an existing subclass.


To emulate a cleric of Nayru, Knowledge Domain clerics may opt to replace their domain spells with the following list.

Cleric level Spells
1st armor of Agathys, identify
3rd augury, hold person
5th clairvoyance, slow
7th confusion, guardian of faith
9th cone of cold, legend lore


The Way of the Sheikah monastic tradition is available to monks in this setting.

Way of the Sheikah

Similar to the Echo Knights of other worlds, the Sheikah of Hyrule may draw upon an ancient technique allowing the user to replicate themself. Legends from ancient times tell of a warrior who could manifest an army of one. While this is a Sheikah technique, some have passed this tradition on to the other races of Hyrule.

Ki Manifestation

When you select this tradition at 3rd level, you gain the ability to manifest versions of yourself using your ki. As a bonus action, you can spend a number of ki points up to your proficiency bonus. For each ki point you spend, one lesser echo of yourself appears at a point you can see within 15 feet of you or another lesser echo you have manifested with this action.

A lesser echo has your AC, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It looks identical to you. The lesser echo’s movements mirror yours; that is, if you move 10 feet north, all of your lesser echoes move 10 feet north as well. Lesser echoes are incorporeal, so they can pass through solid creatures and objects without issue (though they can still take damage).

When you make a weapon attack (including an unarmed strike), the attack can originate from your space or any of the lesser echoes’ spaces. You can use your reaction to make an opportunity attack from a lesser echo’s space. The lesser echoes disappear after 1 minute, when you're incapacitated, or when you manifest an echo again.

All as One

At 6th level, you gain the ability to switch places with your echoes. Once on your turn, you may expend 5 feet of your movement to switch places with one of your echoes that isn't sharing its space with an object or creature.

Convergence Point

Starting at 11th level, you can bring all your lesser echoes together to attack. As a bonus action, you can teleport all of your lesser echoes to unoccupied spaces you can see within 10 feet of you. You can immediately make one unarmed strike from each lesser echo’s space. After you take this action, all of your echoes disappear.

True Manifestation

At 17th level, you gain the ability to manifest the true version of yourself. As a bonus action, you can spend 12 ki points to create your true echo. A true echo replicates your game statistics when it is created, and it takes its turn immediately after yours. You determine what the true echo does, but it cannot manifest its own echoes. Your true echo disappears after 1 minute, when you're incapacitated, or when you manifest an echo again.


The Inverted Eye roguish archetype is available to rogues in this setting.

Inverted Eye

The Yiga Clan, dedicated to slaying those who would stand in Calamity Ganon’s way, is known for the many cunning tricks they employ (as well as their love of bananas). A rogue who received training from a Yiga might take up the Inverted Eye archetype, focusing on deceit and mobility.

Veil of Deceit

Starting when you select this archetype at 3rd level, you can cast the disguise self spell at will, without expending a spell slot or material components. Your spellcasting ability is Charisma. When you cast disguise self in this way, the spell ends early when you make an attack or cast a spell.

If making an attack causes your disguise to end, that attack has advantage.

Swift End

At 9th level, your agility becomes legendary. Your speed increases by 15 feet, and opportunity attacks made against you have disadvantage.

Cloak of Deceit

Starting at 13th level, your disguises become more convincing. Intelligence (Investigation) checks made to discern whether you are disguised automatically fail.

Awakened Eye

At 17th level, the full power of the Inverted Eye manifests in you. As an action, you can cast wall of force without expending a spell slot or material components. When you cast the spell in this way, rather than an invisible wall, the spell manifests as a red, translucent barrier bearing the symbol of the Inverted Eye. You can use this action a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Backgrounds

This section presents 5 additional background options available to characters in this setting.


Rupees are used in place of gold as the currency. You start with an amount of rupees equal to five times the amount of gold pieces you would start with.

Ancient Tech Researcher

Whether from the lab in Hateno, Akkala, or your own work environment, you have devoted hundreds of hours to unearthing and studying ancient technology. From the guardians and Divine Beasts that now roam the land, to the shrines scattered across Hyrule, to the legends dating back millennia, you are well-versed in the history, properties, and even use of ancient technology.


  • Skill Proficiencies: Arcana, History
  • Tool Proficiency: Smith's tools
  • Language Proficiency: Runic
  • Equipment: A book, a set of common clothes, 75 rupees

Feature: Fellow Researcher

By presenting some of your findings and talking history, you can gain access to the facilities and resources of Hyrule’s Ancient Tech Labs.

Bandit

It's a hard life in post-Calamity Hyrule, and some turn to less scrupulous methods of getting by. Bandits work in all sorts of ways; while many use brute force to get what they want, others simply intimidate their mark into forfeiting their wares without a fight, while others still use cunning tricks, leaving their prey clueless about their loss of cargo until they reach their destination. No matter what method you used, and if you worked alone or with a group, you learned to survive by pillaging from travelers.


  • Skill Proficiencies: Intimidation, Sleight of Hand
  • Tool Proficiencies: Theives’ tools, vehicles (land)
  • Equipment: A set of traveler's clothes, a crowbar, 50 rupees

Feature: Appraiser

If you spend one minute studying a cart and speaking to its occupants, you can make an Intelligence (Investigation) check to determine the approximate value of their cargo.

Goron Miner

To the north and south of Goron City lie the mines you have called home. Whether the precious stones your work bears are for selling or for eating, you push your body to its limits prying them from Death Mountain. Not many people besides Gorons are willing to go through the labor and heat of the mines, but those who do find an honest pay and lifelong camaraderie.


  • Skill Proficiencies: Athletics, Perception
  • Tool Proficiencies: Mason’s tools, smith’s tools
  • Equipment: A set of dirty working clothes, a set of mason’s tools or smith’s tools, 50 rupees

Feature: Miner’s Trust

You worked with a small corp of 4-5 miners, mostly Gorons. You kept each other safe in the mines, and each of you trusts the others with your life.

Traveling Merchant

You make your living transporting goods across the ruins of Hyrule. It's a dangerous path to walk, but a profitable one. Monsters and bandits roam the land, but you're familiar with the tricks of the trade when it comes to avoiding them. Still, though, most of your kin have to know their way around a sword to make it through the road alive.


  • Skill Proficiencies: Persuasion, Survival
  • Tool Proficiencies: One type of artisan’s tools, vehicles (land)
  • Equipment: A set of traveler's clothes, a set of artisan’s tools, 100 rupees

Feature: Established Routes

You know the ins and outs of traveling in Hyrule, and are familiar with trade routes from all over. While traveling long distances, you and your group can make a Dexterity (Stealth) check while moving at a normal pace.

Yiga Agent

You are (or were) a member of the notorious Yiga Clan. You have been trained in the arts of deception, assassination, and banana-picking. Whether you still follow the path of the Yiga, or you have left that life behind, your past is near-inescapable. The Yiga do not take kindly to defectors.


  • Skill Proficiencies: Acrobatics, Deception
  • Tool Proficiencies: Disguise kit, thieves’ tools
  • Equipment: A set of traveler's clothes and a set of Yiga clothes, 75 rupees.

Feature: Takes One to Know One

You can tell from looking at someone whether they are part of the Yiga clan, even if they are disguised.

Spells

The spells in this section represent the special abilities of the Champions. They belong to no particular class, as they are only accessible to the Champions and those who inherit their power.

Mipha’s Grace

3rd level, evocation


  • Casting Time: 1 Reaction, which you take when you or a creature you can see within 60 feet of you is reduced to 0 hit points
  • Range: 60 ft.
  • Components: S
  • Duration: Instantaneous

Instead of being reduced to 0 hit points, the target drops to 1 hit point, as healing energy envelops it.

Daruk’s Protection

3rd level, abjuration


  • Casting Time: 1 Reaction, which you take when you are hit by an attack
  • Range: Self
  • Components: S
  • Duration: 1 Round

Until the start of your next turn, a Goron barrier appears around you. You have a +5 bonus to AC, including against the triggering attack. Immediately after you cast this spell, you can make 1 melee weapon attack.

Revali's Gale

3rd level, conjuration (requires concentration)


  • Casting Time: 1 Action
  • Range/Area: Self/5 ft. cylinder
  • Components: S
  • Duration: Concentration, up to 1 round

Until the start of your next turn, a powerful updraft blows around the location where you cast this spell in a 5-foot-radius, 50-foot-high cylinder. Any creature that starts its turn in the cylinder or enters the cylinder for the first time on its turn must succeed on a Strength saving throw or be blown to the top of the cylinder. A creature can voluntarily fail this saving throw. If the creature does not have a method of keeping itself airborne, it will fall back down.

Urbosa's Fury

3rd level, evocation


  • Casting Time: 1 Action
  • Range/Area: Self/20 ft. sphere
  • Components: S
  • Duration: Instantaneous

As part of the action used to cast this spell, you may opt to make a melee weapon attack. Lightning then rains down in a 20-foot-radius sphere centered on you. All creatures in range besides you must make a Dexterity saving throw. A target takes 5d8 lightning damage on a failed save, or half as much on a successful one.

Magic Items

This section presents stat blocks for some of Hyrule’s magical items and gear.

Weapons


Windcleaver

Weapon (glaive), uncommon

This magic weapon has 3 charges. When you hit a melee attack using this weapon, you can expend a charge and force the target to make a DC 13 Strength saving throw or be pushed back up to 5 feet from you.

This weapon regains 1d3 expended charges daily at dawn.

Flameweapon

Weapon (any), rare

When you hit a creature with an attack using this weapon, you can attempt to set the target or their flammable equipment on fire. The target must succeed a DC 15 Constitution saving throw or be set on fire. While on fire, at the start of each of their turns, they take 1d8 fire damage. This effect ends when the target or someone touching the target uses an action to put out the fire.

Once this property is used, it cannot be used again until the next dawn.

Frostweapon

Weapon (any), rare

When you hit a creature with an attack using this weapon, you can attempt to freeze the target in place. The target must succeed a DC 15 Constitution saving throw or be frozen until the end of its next turn. While frozen, their speed is 0.

Once this property is used, it cannot be used again until the next dawn.

Thunderweapon

Weapon (any), rare

When you hit a creature with an attack using this weapon, you can attempt to shock the target. The target must succeed a DC 15 Constitution saving throw or be shocked until the start of your next turn. While shocked, attacks against them have advantage.

Once this property is used, it cannot be used again until the next dawn.

Ancient Weapon

Weapon (any), rare (+1), very rare (+2), legendary (+3)

This magic weapon deals force damage instead of its regular damage type. You have a bonus to attack and damage rolls made with this weapon. The bonus is determined by the weapon’s rarity.

The first time on each turn you hit a Guardian with this weapon, you deal additional damage equal to a roll of one of the weapon's damage dice.

Lightscale Trident

Weapon (trident), legendary (requires attunement)

While holding this magic weapon, you have a +3 bonus to attack and damage rolls made with it, as well as a +3 bonus to spell attack rolls and the saving throw DCs of your cleric, druid, paladin, and ranger spells.

When you cast a spell that restores hit points to a creature, you can reroll the dice. You must use the new roll. Once you use this property, it cannot be used again until you finish a long rest.

Boulder Breaker

Weapon (maul), legendary (requires attunement)

You have a +3 bonus to attack and damage rolls made with this magic weapon. Your attacks with this weapon deal double damage to objects and structures.

When you hit a creature smaller than you with this weapon, they are knocked prone.

Great Eagle Bow

Weapon (longbow), legendary (requires attunement)

You have a +3 bonus to attack and damage rolls made with this magic weapon. When you make an attack with this weapon while at least 10 feet above the ground, you have advantage on the attack roll.

Scimitar of the Seven

Weapon (scimitar), legendary (requires attunement)

You have a +3 bonus to attack and damage rolls made with this magic weapon. This weapon has 3 charges. When you hit a creature with an attack, you can expend one or more of the charges to deal an extra 2d6 lightning damage for each charge spent.

The weapon regains an expended charge when you hit a creature with an attack and do not expend a charge.

Master Sword

Weapon (longsword), legendary (requires attunement by the one who drew it from its resting place)

Attempting to draw this sword from its resting place as an action causes the one drawing it to take 2d4 radiant damage. This damage cannot be reduced or prevented in any way. After a certain number of consecutive attempts, determined by the DM, the sword is drawn. If the chain of attempts is interrupted, it is considered null.

You have a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature infected with Malice with it, the target takes an extra 2d8 radiant damage.

In place of making a melee attack with this weapon, you can fire a beam from it as a ranged weapon attack. The beam has a short range of 20 feet and a long range of 60 feet, and deals 1d6 radiant damage on a hit.

Bow of Light

Weapon (longbow), legendary (requires attunement)

You have a +3 bonus to attack and damage rolls made with this magic weapon. This weapon deals radiant damage instead of piercing damage. Attacking at long range doesn't impose disadvantage on your attacks with this weapon. When you hit a creature infected with Malice with it, it takes an extra 2d8 radiant damage.

Arrows


Fire Arrow

Weapon (arrow), common

When you hit an attack with this arrow, the target takes an extra 1d4 fire damage.

Ice Arrow

Weapon (arrow), common

When you hit an attack with this arrow, the target takes an extra 1d4 cold damage.

Shock Arrow

Weapon (arrow), common

When you hit an attack with this arrow, the target takes an extra 1d4 lightning damage.

Bomb Arrow

Weapon (arrow), uncommon

The head of this arrow is packed with gunpowder, set to explode on reaching its target. When you make an attack with this arrow, whether you hit or miss, all creatures within 10 feet of the target must make a DC 13 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much on a successful one.

Ancient Arrow

Weapon (arrow), legendary

This piece of magic ammunition deals force damage instead of piercing damage. You have a +3 bonus to attack and damage rolls made with this arrow. When you hit a Guardian with this arrow, it must make a DC 17 Constitution saving throw, taking an extra 6d10 force damage on a failed save, or half as much on a successful one.

Rods


Fire Rod

Rod, uncommon (requires attunement)

You can use this rod as an arcane focus. When you cast a spell of 1st-level or higher that deals fire damage through this rod, you can roll an extra damage die and add it to one of the spell’s damage rolls.

Ice Rod

Rod, uncommon (requires attunement)

You can use this rod as an arcane focus. When you cast a spell of 1st-level or higher that deals cold damage through this rod, you can roll an extra damage die and add it to one of the spell’s damage rolls.

Lightning Rod

Rod, uncommon (requires attunement)

You can use this rod as an arcane focus. When you cast a spell of 1st-level or higher that deals lightning damage through this rod, you can roll an extra damage die and add it to one of the spell’s damage rolls.

Meteor Rod

Rod, very rare (requires attunement)

You can use this rod as an arcane focus. When you cast a spell of 1st-level or higher that deals fire damage through this rod, you can roll an extra two damage dice and add them to one of the spell’s damage rolls.

You can also cast the control weather spell through this rod, without expending a spell slot or material components. When you cast the spell in this way, you can only increase the temperature. Once you use this property, you can't use it again until the next dawn.

Blizzard Rod

Rod, very rare (requires attunement)

You can use this rod as an arcane focus. When you cast a spell of 1st-level or higher that deals cold damage through this rod, you can roll an extra two damage dice and add them to one of the spell’s damage rolls.

You can also cast the control weather spell through this rod, without expending a spell slot or material components. When you cast the spell in this way, you can only decrease the temperature. Once you use this property, you can't use it again until the next dawn.

Thunderstorm Rod

Rod, very rare (requires attunement)

You can use this rod as an arcane focus. When you cast a spell of 1st-level or higher that deals lightning damage through this rod, you can roll an extra two damage dice and add them to one of the spell’s damage rolls.

You can also cast the control weather spell through this rod, without expending a spell slot or material components. When you cast the spell in this way, you can only increase the winds and/or precipitation. Once you use this property, you can't use it again until the next dawn.

Miscellaneous


Daybreaker

Armor (shield), legendary

This shield does not interfere with the Bladesong feature of wizards.

While you hold this shield, if you are missed by an attack, you can immediately make one melee weapon attack against the attacker as a reaction.

Hylian Shield

Armor (shield), very rare (requires attunement)

When you are hit by a ranged attack or targeted by the magic missile spell or a line spell, you can use your reaction to attempt to reflect the attack. When you do so, the damage you take is reduced by 1d10 + your Strength modifier.

If you reduce the damage to 0, the attack or spell is negated, and instead reflected back at the attacker, turning the attacker into the target. Use the same attack bonus or saving throw DC.

Korok Leaf

Wondrous item, common

While holding this leaf, you can use an action to cast the gust cantrip or the gust of wind spell from it without expending a spell slot or material components (save DC 10). Once you use this leaf to cast gust of wind, you cannot do so again until the next dawn.

Paraglider

Wondrous item, common

When you fall, you can deploy this paraglider as a reaction. While deployed, you do not take falling damage, and you can move up to 2 feet horizontally for every foot you descend.

Thunder Helm

Wondrous item, legendary (requires attunement)

As a bonus action while you are wearing this helm, you can activate or deactivate its aura. While the aura is active, all creatures within 30 feet of you (including you) are immune to lightning damage.

Travel Medallion

Wondrous item, very rare (requires attunement)

When you finish a long rest, you may opt to use this medallion to create a waypoint at your location. The waypoint functions as a permanent teleportation circle. If you create a new waypoint while another waypoint created by this medallion already exists, the old one is destroyed.

Sheikah Slate

The Sheikah Slate is designed modularly; each rune is an extension of the Sheikah Slate item. They can be granted together, separately, or not at all at the DM’s discretion.

Sheikah Slate

Wondrous item, legendary

The Sheikah Slate is an ancient, customizable tablet. By itself, it does nothing, but its true power lies in its ability to receive runes that grant its user many varied capabilities.

Map Rune

Rune

While this rune is installed on the Sheikah Slate, you can use it to view maps retrieved from the terminals atop Sheikah Towers.

Map Upgrade

Rune

While this upgrade is installed on the Sheikah Slate, you can use it to cast the teleportation circle spell without expending a spell slot or material components. Intelligence is your spellcasting ability for this spell.

Scanner Rune

Rune

While this rune is installed on the Sheikah Slate, you can use it to cast the locate object spell without using a spell slot or material components. When you cast the spell in this manner, you can opt to target the nearest shrine. Intelligence is your spellcasting ability for this spell.

Key Rune

Rune

While this rune is installed on the Sheikah Slate, it can be used to activate terminals such as the ones in front of shrines.

Storage Rune

Rune

While this rune is installed on the Sheikah Slate, it functions as a bag of holding.

Remote Bomb Rune

Rune

While this rune is installed on the Sheikah Slate, you can use an action to retrieve a bomb from the slate. The bomb can be thrown up to 20 feet away as part of the same action.

While holding the slate, you can use a bonus action to detonate one bomb you took from the slate. All creatures within 10 feet of the bomb must make a DC 14 Dexterity saving throw. A target takes force damage equal to twice your proficiency bonus, or half as much on a successful save.

Magnesis Rune

Rune

This rune has 3 charges. While this rune is installed on the Sheikah Slate, you can use it to cast the telekinesis spell without expending a spell slot or material components. When you cast the spell in this way, you can only target a manufactured metal object. Intelligence is your spellcasting ability for this spell.

The rune regains all expended charges daily at dawn.

Stasis Rune

Rune

This rune has 3 charges. While this rune is installed on the Sheikah Slate, you can expend 1 charge to cast the immovable object spell without expending a spell slot or material components. Intelligence is your spellcasting ability for this spell.

The rune regains all expended charges daily at dawn.

Stasis Upgrade

Rune

While this upgrade is installed on the Sheikah Slate, you can use it to cast the hold monster spell without expending a spell slot or material components. Intelligence is your spellcasting ability for this spell.

Once this property has been used, it cannot be used again until the next dawn.

Cryonis Rune

Rune

While this rune is installed on the Sheikah Slate, you can use an action while holding the slate to cause a pillar of ice to rise from water. Choose a point on the surface of water within 30 feet of you. A pillar of ice rises there. If the pillar intersects with a creature's space, they are harmlessly lifted to the top of the pillar.

The pillar is a 5 foot cube that has AC 12 and 24 hit points. It is vulnerable to fire damage. The pillar disappears after 1 minute.

Camera Rune

Rune

While this rune is installed on the Sheikah Slate, you can use it to take and view pictures.

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