The Legend of Zelda: Tears of the Kingdom for D&D 5e
This document aims to adapt the mechanics of The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Tears of the Kingdom for Dungeons & Dragons 5e. This project is inspired by CallMeCal’s similar adaptation, which can be found here.
This document's counterpart, the Hyrule Compendium, containing statistics for 119 creatures and monsters from across Hyrule, can be found here.
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 general features:
Ability Score Increases
Increase one of your ability scores by 2, and a different score by 1.
Language
You can speak, read, and write Hyrulean.
Creature Type
You are a Humanoid.
Size
Your size is Medium.
Speed
You have a walking speed of 30 feet.
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: Long-Lived
You have learned much over the course of your life. You are proficient in two of the following skills of your choice: Arcana, History, Nature, or Religion.
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: Hollow Bones
Your bones are hollow to grant you easier flight, but in turn, are more fragile than those of other races. Your enemies find it easier to hit you where it counts. Weapon attacks made against you score a critical hit on a roll of 19 or 20.
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: Resilience
You are sturdy of body and spirit. When you make a saving throw, you can give yourself advantage on the save before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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: Lost Sight
Used to navigating the dark corners of Hyrule, you have darkvision to a range of 60 feet.
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: Hide and Seek
You have proficiency in the Stealth skill, and you have advantage on Dexterity (Stealth) checks made while you are not moving.
Additional: Size
Instead of Medium, 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.
Zonai
The Zonai, a long-forgotten tribe who once lived in the skies of Hyrule, were once thought to be gods. Most of the stories surrounding them and their origins have been lost to time, but there are pieces of evidence tying them to the royal family of Hyrule. In the present, most Zonai are never seen by surface-dwellers, and those that walked the lands of Hyrule vanished long ago.
Trait: Third Eye
You have a third eye on your forehead, though it usually remains closed. As a bonus action, you can open your third eye for 1 minute. While it is open, you gain advantage on Wisdom (Perception) checks, and you can add your Wisdom modifier to Intelligence checks and attack rolls that don't already use your Wisdom modifier. Once you open your third eye, you can't open it again until you finish a short or long rest.
Weak Point: Unacclimated
Your body is built for living in the sky, so being on the surface is especially taxing. You have disadvantage on Constitution saving throws while you aren't at least 500 feet above the surface.
Strong Point: Creator
You are naturally adept at the creation and use of Zonai devices. You gain proficiency with tinker's tools.
Additional: Language
You can speak, read, and write Zonai.
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 Hyrulean. Regardless, civilization often treats them with distrust, if not outright violence.
Trait: Keen Smell
Your porcine biology grants you a sense of smell attuned to sniffing out your next meal. You have advantage on Wisdom (Perception) checks that rely on smell.
Weak Point: Clumsy
When you are hit by a critical hit, you drop everything that you are holding.
Strong Point: 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).
Additional: Language
You can speak Bokoblish.
Guardian Scout
The Guardians are a mechanical race constructed by the Sheikah of ancient Hyrule. Designed as faithful companions to aid in the battle against Calamity Ganon, they have been known to show curiosity, playfulness, and bonds of affection despite their mechanical nature. Although most Guardians were corrupted by Malice during the Calamity, a small few escaped Ganon's ire. Some of those uncorrupted now stand as stalwart guards in shrines or other isolated places, while others wander, endlessly searching for a purpose.
Trait: Mechanical Being
You are a constructed being, wholly unlike the other creatures of Hyrule. You gain the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease.
- You don’t need to eat, drink, breathe, or sleep, and magic can't put you to sleep.
- When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
- If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
Weak Point: Biological Incompatibility
Effects that would mend the wounds of a flesh-and-blood creature have no effect on your mechanical form. You can only regain hit points by taking a short or long rest, or by way of the mending spell as described above.
Strong Point: Armored Casing
Your metallic exterior offers you protection from assault. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Additional: Creature Type
Instead of a Humanoid, you are a Construct.
Additional: Language
You can speak, read, and write Runic.
Zonai Constructs
The Guardian Scout race can also be used to play as a Zonai construct of any type. In place of Runic, a Zonai construct is proficient in Zonai. Optionally, a Zonai construct may replace Armored Casing with the following feature.
Strong Point: Specialized Design
You were created to excel at a highly specific purpose. You gain one tool proficiency of your choice, and you add twice your proficiency bonus to ability checks made using that tool.
Classes
This section presents an additional subclass 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.
Feats
This section presents a new feat option.
Inverted Eye
You have learned secret Yiga techniques, granting you the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You learn the disguise self spell, and you can cast it without expending a spell slot. Once you cast the spell in this way, you can't cast it in this way again until you finish a short or long rest. Charisma is your spellcasting ability for this spell.
- When you make an attack while under the effect of the disguise self spell, you can choose to end the spell and grant yourself advantage on the attack.
Backgrounds
This section presents 6 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 ten 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 finding and studying ancient technology. From the ancient constructs 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, 150 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 are varied in their methods, but whether by cunning, intimidation, or outright force, you learned to survive by pillaging from travelers on the road.
- Skill Proficiencies: Intimidation, Sleight of Hand
- Tool Proficiencies: Thieves’ tools, vehicles (land)
- Equipment: A set of traveler's clothes, a crowbar, 100 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.
Construction Co. Worker
As a member of the Hudson Construction Company, you've traveled Hyrule to help rebuild its infrastructure following the Calamity. You may have even worked to help build Tarrey Town, a young but thriving community in Akkala. Folk from all across Hyrule join together under President Hudson's leadership — just so long as their name ends in -son!
- Skill Proficiencies: Athletics, Persuasion
- Tool Proficiencies: Carpenter’s tools
- Language Proficiency: Gerudo
- Equipment: A set of common clothes, a set of carpenter's tools, 150 rupees
Feature: Safe Haven
The people of Hyrule are grateful for all you have done for their land. You can easily find shelter or food in habited areas where Hudson Construction Company has done work.
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 endure 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, 100 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, 200 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, 150 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 and Sages. They belong to no particular class, as they are only accessible to these characters 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.
Power of Time
2nd level, transmutation
- Casting Time: 1 Action
- Range/Area: 30 ft.
- Components: S
- Duration: Concentration, up to 10 minutes
You focus on an object you can see within range that isn't being worn or carried, and coax it backwards through time. While you concentrate on this spell, the object retraces its path through space, moving through the locations it previously occupied at the same speed it moved through them. This does not alter the object's properties or state, only its location.
Power of Water
2nd level, conjuration
- Casting Time: 1 Bonus Action
- Range/Area: 30 ft.
- Components: S
- Duration: Concentration, up to 1 minute
You grant the blessing of water to one creature you can see within range. Until the spell ends, the target gains a +2 bonus to AC.
When the target makes a weapon attack, it can end the spell early and give itself advantage on one weapon attack roll. That attack deals an extra 3d4 bludgeoning damage on a hit.
Power of Lightning
2nd level, evocation
- Casting Time: 1 Reaction, which you take when a creature you can see within 60 feet of you is hit by a weapon attack
- Range/Area: 60 ft.
- Components: S
- Duration: Instantaneous
You infuse a strike with the power of electricity. Choose any number of creatures you can see within 10 feet of the creature hit by the attack. Each target must make a Dexterity saving throw, taking 2d8 lightning damage on a failed save, or half as much on a successful one.
Wind and Fire
Not all of the Sages' abilities appear here. The Power of Wind can be replicated with the gust of wind spell, and the Power of Fire can be replicated with the searing smite spell, cast at 2nd level.
Consider allowing a Goron who can cast power of fire to switch between their rolling form and walking form as part of the bonus action used to cast the spell.
Magic Items
This section presents stat blocks for some of Hyrule’s magical items and gear.
Armor
Ancient Armor
Armor (half plate), very rare (requires attunement)
You have a +1 bonus to AC and resistance to force damage while wearing this armor.
Champion's Tunic
Armor (leather), very rare (requires attunement)
You have a +2 bonus to AC while wearing this armor. Additionally, while you are attuned to this armor, your hit point maximum increases by 1 for each level you have attained.
Climber's Gear
Armor (leather), uncommon
While wearing this armor, you have a climbing speed equal to your walking speed.
Flamebreaker Armor
Armor (plate), very rare
While wearing this armor, you are immune to fire damage.
Glide Suit
Armor (studded leather), uncommon
While you are wearing this armor, you do not take damage from falling. Additionally, while falling, you can move up to 1 foot horizontally for every 1 foot you descend.
Miner's Gear
Armor (scale mail), uncommon
While you are wearing this armor, you can use a bonus action to activate or deactivate its lights. While activated, the armor sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Rubber Armor
Armor (breastplate), very rare
While wearing this armor, you are immune to lightning damage.
Sheikah Garb
Armor (leather), rare
You have a +1 bonus to AC while wearing this armor. Additionally, you have advantage on Dexterity (Stealth) checks while wearing this armor.
Vestments of the Depths
Armor (leather), rare
While you are wearing this armor, you are immune to any effect that would reduce your maximum hit points.
Zora Armor
Armor (scale mail), rare
You have a +1 bonus to AC while wearing this armor. Additionally, you have a swimming speed of 60 feet while wearing this armor, and you can swim up waterfalls.
Gerudo Jewelry
The jewelry created by the Gerudo can be replicated with reskinned versions of various rings.
Amber Earrings: ring of protection
Opal Earrings: ring of swimming
Sapphire Circlet: ring of resistance (fire)
Ruby Circlet: ring of resistance (cold)
Topaz Earrings: ring of resistance (lightning)
Diamond Circlet: ring of resistance (force)
Weapons
Spring-Loaded Hammer
Weapon (maul), uncommon
When you hit a creature with an attack using this weapon, instead of taking damage, it is launched up to 30 feet away from you and knocked prone.
Triple-Shot Bow
Weapon (longbow), rare
When you make an attack on your turn using this magic weapon, you can immediately use a bonus action to make up to two extra attacks with this bow against different creatures you can see within 20 feet of the original target. You cannot direct either of these extra attacks at the original target.
Windcleaver
Weapon (glaive), rare (requires attunement)
This magic weapon has 3 charges. When you hit a melee attack using this weapon, you can expend one charge and force the target to make a DC 15 Strength saving throw or be pushed back up to 15 feet from you.
While wielding this weapon, you can expend 3 charges to strike the ground and cast erupting earth (save DC 15).
This weapon regains all expended charges daily at dawn.
Flameweapon
Weapon (any), rare
When you hit with an attack using this magic weapon, the target takes an extra 1d6 fire damage.
Additionally, 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 with an attack using this magic weapon, the target takes an extra 1d6 cold damage.
Additionally, 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 with an attack using this magic weapon, the target takes an extra 1d6 lightning damage.
Additionally, 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.
Gloom Weapon
Weapon (any), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you take 1d4 necrotic damage, which cannot be reduced or prevented in any way, and your hit point maximum is reduced by the same amount until you are exposed to sunlight. You die if this effect reduces your hit point maximum to 0.
Demon King's Bow
Weapon (longbow), very rare
You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.
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.
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 Medium or smaller creature with an attack using this weapon, it is 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 or Gloom 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 1d8 radiant damage on a hit. This attack adds your ability modifier as usual.
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 or Gloom with it, it takes an extra 2d8 radiant damage.
One-Hit Obliterator
Weapon (trident), legendary (requires attunement)
When you hit a creature with an attack using this weapon, it dies. When you take damage while attuned to this weapon, you die.
The One-Hit Obliterator
This item is detailed here because it appears in the game, and because it's deeply funny to me. Putting this item into your game is a bad idea, and you should not do it.
Arrows
Fire Arrow
Weapon (arrow), common
When you hit an attack with this arrow, the target takes an extra 1d6 fire damage.
Ice Arrow
Weapon (arrow), common
When you hit an attack with this arrow, the target takes an extra 1d6 cold damage.
Shock Arrow
Weapon (arrow), common
When you hit an attack with this arrow, the target takes an extra 1d6 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), very rare
This piece of magic ammunition deals force damage instead of piercing damage. When you hit an attack with this arrow, the target takes an extra 3d8 force damage.
Additionally, when you hit a Guardian with this arrow, it takes an extra 3d8 force damage (6d8 extra damage total). If you score a critical hit on a Guardian using this arrow, it is reduced to 0 hit points.
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.
Additionally, while you are holding this rod, you can use an action to cast the fire bolt spell from it, using your spellcasting ability.
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.
Additionally, while you are holding this rod, you can use an action to cast the ray of frost spell from it, using your spellcasting ability.
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.
Additionally, while you are holding this rod, you can use an action to cast the lightning lure spell from it, using your spellcasting ability.
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.
Additionally, while you are holding this rod, you can use an action to cast the fire bolt spell from it, using your spellcasting ability.
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.
Additionally, while you are holding this rod, you can use an action to cast the ray of frost spell from it, using your spellcasting ability.
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.
Additionally, while you are holding this rod, you can use an action to cast the lightning lure spell from it, using your spellcasting ability.
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, uncommon
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.
Korok Mask
Wondrous item, uncommon
While you are wearing this mask, you know if there are any Koroks within 30 feet of you. You don't learn their exact locations.
Paraglider
Wondrous item, common
When you fall, you can deploy this paraglider as a reaction. While deployed, you do not take damage from falling and you can land on your feet, and while falling, you descend at a rate of 30 feet per round. Additionally, you can move up to 2 feet horizontally for every foot you descend while falling.
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, 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.
Hand of Rauru
Wondrous item, legendary (requires attunement)
To attune to this ancient hand, it must replace your own. While attuned to it, you gain the following benefits.
Ultrahand. You can cast the telekinesis spell as an action, without expending a spell slot. When you cast the spell in this manner, you can only target objects.
While you are affecting an object with this ability, you can use an action to fuse it to a different object it is touching. The objects become inseparable until you use an action while affecting one of the attached objects to break the bond.
Ascend. While standing directly under a solid surface no more than 60 feet above you, you can use an action to teleport to an unoccupied space directly above you on top of that surface.
Seal the Demon King. As an action, you can make a melee spell attack against a creature within your reach. If it hits, you cast the imprisonment spell (burial option) requiring no material components, targeting both the creature and yourself. Both you and the target automatically fail the saving throw. The condition for the spell to end is "when disturbed by another creature."
Secret Stone
Wondrous item, very rare (requires attunement)
While you are attuned to this item, you can use an action to manifest a corporeal incarnation of your spirit in an unoccupied space you can see within 30 feet. If you use this action while an incarnation of your spirit of yourself already exists, the previous incarnation is destroyed.
Your spirit replicates your game statistics when it is created, and carries a copy of all of your equipment. If any of its equipment is separated from the spirit it is bound to, it vanishes immediately. You control its actions directly (no action required).
The incarnation of your spirit disappears when you die.
If you swallow the secret stone as an action, you permanently transform into a dragon of the DM's choosing. Your game statistics, including mental ability scores, are replaced by the statistics of the new form.
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.
Purah Pad
The rules presented here for the Sheikah Slate can also be used to represent the Purah Pad.
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.
Zonai Devices
Mysterious and ancient, what remains of Zonai technology is capable of achieving great feats, with a creative mind and clever thinking behind it.
Most Zonai devices require power to function. They can be powered by charges stored in energy cells, Zonai charges, batteries, or big batteries.
Zonai devices are inert and inactive until they are activated as an action by a creature within 5 feet of them. The creature activating the device must choose a power source they are wearing or carrying, or that is attached to the device being activated. The chosen source becomes linked to the device. Once activated, a device will continue to function until it is deactivated.
A Zonai device can be deactivated as an action by a creature within 5 feet of it. A creature attempting to deactivate a Zonai device that they did not activate must succeed on a DC 10 Intelligence (tinker's tools) check to successfully deactivate the device.
If a Zonai device requires more charges than the device powering it can supply, or if its power source is ever more than 30 feet away from it, it deactivates.
Zonai devices with effects that take place each turn come into effect immediately after the turn of the creature that activated them, unless otherwise specified.
Each Zonai device has an AC of 14 and 25 hit points.
Storage
Energy Cell
Wondrous item, rare
This pack of small, ancient batteries, which can be worn on the hip, holds 10 charges that can be used to power Zonai devices. While it is not providing power to any Zonai devices, it regains 1 expended charge each minute.
The energy cell can be upgraded with additional batteries, at the DM's discretion. Each upgrade increases the number of charges the energy cell can hold by 10, to a maximum of 100.
Zonai Charge
Wondrous item, common
This small ball of energy, contained by an ancient device, holds 2 charges that can be used to power Zonai devices. The Zonai charge cannot regain expended charges. The ball of energy disappears once both charges are expended.
Battery
Wondrous item, uncommon
This tank of energy holds 40 charges that can be used to power Zonai devices. The battery cannot regain expended charges. The battery dissipates in a flash of light once all of its charges are expended.
Big Battery
Wondrous item, rare
This tank of energy holds 100 charges that can be used to power Zonai devices. The battery cannot regain expended charges. The battery dissipates in a flash of light once all of its charges are expended.
Devices
Balloon
Zonai device, large
This device does not need to be activated or supplied charges to function. When a source of fire or hot air is directly below the balloon, it rises 10 feet into the air each round on initiative count 20 (losing initiative ties). The balloon can carry up to 500 pounds of weight with it.
Beam Emitter
Zonai device, tiny
The beam emitter requires 1 charge from its power source each turn. While activated, each turn, the beam emitter releases a beam of energy in a line 60 feet long and 5 feet wide in the direction it is pointing. Each creature in the area when the energy is released must make a DC 14 Dexterity saving throw, taking 2d6 force damage on a failed save, or half as much damage on a successful one.
Cannon
Zonai device, small
The cannon requires 8 charges from its power source each turn. While activated, each turn, the cannon fires a blast of energy in a straight line up to 120 feet in the direction it is pointing, dissipating early if it impacts against a solid surface. If the blast would strike a creature, that creature must make a DC 14 Dexterity saving throw. On a failed save, the blast strikes the target and dissipates. When the blast strikes something, the creature or object it strikes takes 6d6 force damage.
Construct Head
Zonai device, small
The construct head requires 1 charge from its power source every minute. While activated, it constantly turns to face the nearest living creature that is hostile to the creature that activated it.
Fan
Zonai device, small
The fan requires 1 charge from its power source each turn. While activated, the fan blows wind in the direction it is pointing, as if by the gust of wind spell (save DC 14).
Flame Emitter
Zonai device, tiny
The flame emitter requires 1 charge from its power source each turn. While activated, each turn, the flame emitter releases a stream of fire in a line 15 feet long and 5 feet wide in the direction it is pointing. Each creature in the area when the fire is released must make a DC 14 Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one.
Frost Emitter
Zonai device, tiny
The frost emitter requires 1 charge from its power source each turn. While activated, each turn, the frost emitter releases a stream of icy wind in a line 15 feet long and 5 feet wide in the direction it is pointing. Each creature in the area when the frost is released must make a DC 14 Dexterity saving throw, taking 2d10 cold damage on a failed save, or half as much damage on a successful one.
Homing Cart
Zonai device, medium
The homing cart requires 1 charge from its power source every minute. While activated, each turn, it moves up to 20 feet towards the nearest living creature within 120 feet that is hostile to the creature that activated it.
Hover Stone
Zonai device, medium
The hover stone requires 1 charge from its power source every minute. While activated, it is unaffected by gravity and doesn't fall. The hover stone can hold up to 4,000 pounds of weight.
Hydrant
Zonai device, small
The hydrant requires 1 charge from its power source each turn. While activated, each turn, the hydrant sprays a gallon of water in the direction it is pointing.
Light
Zonai device, tiny
The light requires 1 charge from its power source every minute. While activated, it sheds bright light in a 20-foot cone, and dim light for an an additional 20 feet.
Rocket
Zonai device, small
The light requires 10 charges from its power source when it is activated. When activated, it immediately flies forward up to 500 feet in a straight line, then dissipates. The rocket can carry up to 4,000 pounds of weight along with it.
Shock Emitter
Zonai device, tiny
The shock emitter requires 1 charge from its power source each turn. While activated, each turn, the shock emitter releases a pulse of electrical energy. Each creature within 5 feet of the shock emitter when the electricity is released must make a DC 14 Dexterity saving throw, taking 2d12 lightning damage on a failed save, or half as much damage on a successful one.
Spring
Zonai device, large
This device does not require charges to function. When it is activated, it launches everything on its surface, to a maximum of 500 pounds, up to 40 feet in the direction it is pointing.
Stabilizer
Zonai device, small
The stabilizer requires 1 charge from its power source every minute. While activated, it always remains oriented upright. The stabilizer can support up to 4,000 pounds of weight.
Time Bomb
Zonai device, tiny
This device does not require charges to function. When activated, the bomb is armed. On the next turn, the bomb detonates, destroying itself. Each creature in a 20-foot-radius sphere centered on the bomb must make a DC 14 Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one.