Special Thanks

Special thanks to those who contributed material, content, and advice to the creation of this handbook. Without your skill and dedication none of this would be possible. I would like to thank Koboldskeep, who by another name on the Giant in the Playground gaming site created most of the items in this book as well as the basis of the Gorons and Twili races, and did so with ingenious attention to the Legend of Zelda mythos and a strong understanding of the Dungeons and Dragons mechanics that I lack. Another deep thank you is in order for Yuki Akuma, who also posted her work on Giant in the Playground. Your races were greatly impressive in both their mythological fidelity and creative execution. I would also like to extend a special thanks to the testers. C Dobbs, M Dobbs, K Little, T Castro, S Metzgar, and G Metzgar. Without your endless patience and maddening player skills this would just be a PDF on my computer, instead of a PDF on someone else’s computer.

Finally, a supremely drawn out thank you to both Wizards of the Coast and Shigeru Miyamoto. Dungeons and Dragons and Legend of Zelda have entertained us for generations, and in many cases taught us more about ourselves than we thought possible. Thank you for sharing your creations with us.

-DA Clark Writer/Editor

Contents

Map of Hyrule………………………………i

Introduction: Land of Hyrule………………. 1-3

Chapter 1: Races……………………………4-19

Chapter 2: Classes………………………….20-24

Chapter 3: Equipment……………………….25-30

Chapter 4: Domains………………………… 31-32

Chapter 6

Chapter 1 In the Land And she had seen enough. of Hyrule… Deciding that the world, and the innocent people of Hyrule had One hundred years ago, the suffered enough because of their eternal Hero of Time, Link, waged a struggle, Zelda enacted a ritual to one-man campaign against the sinister shatter the Triforce, and its wielders’ machinations of Ganon, the Great souls, into an infinite number of Enemy and wielder of the Triforce of pieces, scattering them across worlds Power. In his struggle, he was aided and throughout all the ages of time to by the Princess Zelda, wielder of the come. Sacrificing their lives, Zelda Triforce of Wisdom, and his own and Link ended the cycle of Triforce of Courage. The reincarnation that allowed Ganon’s atop Death Mountain, as every great evil to plague the world. battle between the forces of Light and Dark throughout the ages, would That war was over. herald the dawn of a new age. The next was soon to follow. No one realized just how true this would be.

The Hero of Time struck against the demon Ganon, and in turn was thrashed by his mighty foe. Their struggle lasted many hours, but with Zelda’s magical aid Link was able to strike Ganon down and trap his spirit within the Master Sword. It seemed that peace, once again, would settle upon the land.

Princess Zelda had another idea. With her magic, she had seen the eternal conflict between Good and Evil play out a thousand times over a Without Princess Zelda’s thousand, thousand years. She had leadership the people of Hyrule were seen the land covered in ocean, left without direction. There was trapped within mystical shadows, and panic that an age of anarchy was upon shattered across time itself. the land. Several nobles, each a

Chapter 1- 1

cousin or other relative to Zelda and skills, or at the very least a chance to the Royal Family, claimed the throne finally end the carnage. for their own. Debates turned into arguments and arguments turned into The Zora, and their avian cousins insults. And soon insults became the Rito, have not followed the knives in the night and armies Gorons’ example, and now make marching across Hyrule. Yet no true claims of their own to the coastlands successor was able to hold Hyrule and riverways of Hyrule. Their young Castle and claim legitimacy. ruler, Princess Laruto, seems eager to claim what she can from her people’s And so a hundred years of former allies, and shows no signs of stalemate continue with the Five stopping soon. Royal Families reigning over smaller, and weaker Hyrule kingdoms. The During the final battle against Sheikah, long the Royal Family’s Ganon, the Great Deku Tree was but bodyguards and spies, could not one of the many casualties of the decide which claimant to support, Great Enemy’s hatred for all things. splitting their already small numbers Soon though a young Deku tree began amongst the families and their own to grow in its place. After a century, home of Kakariko. From Kakariko, the Deku Tree is still young, but under the protection of the Gorons, beginning to grow into his role. His the Sheikah wage a shadow war children, the Kokiri, the Deku Scrubs, against what they perceive as the and the Koroks are some of the most enemies of Hyrule. Misinformation, peaceful beings in Hyrule, and they secrecy, and poison are common tools prefer even after a century to stay out of their new trade as they strike out of the fighting. A few, led by a fiery against any who they see as a threat, revolutionary see it as their war as including Hylians of the Royal well, and strive to convince their Family. Some Sheikah have fallen so fellows of this. It may not be hard, for far as to sell their craft to the highest Hylians encroach upon the forest bidder. more and more frequently looking for food, firewood, and sometimes The Goron Kingdom has taken the mischief. long view of things, preferring to wait out the civil war until their short lived Without the fear of another neighbors come to their senses. While Ganondorf rising to destroy the world, the ancient Goron practice non- the Gerudo have seen a population intervention, the younger generations explosion as more and more males are yearn for the chance to test their born into the tribes. After a century, a new culture is emerging, where

Chapter 1- 2

gender is suddenly a present issue and mages, has formed itself in order once again. The tribes have united to save Hyrule. The Wardens of under a War Council, and every Hyrule have sworn an oath to Hylian alive wonders at times either empower the innocent, preserve the while at work or in their darkest knowledge of Hyrule’s past, and to nightmares: When will they come stand against Evil, in whatever here? Some, who know far more than incarnation it manifests. they let on, know that question may not need an answer, so long as the The world is on the brink of ruin. Sheikahs’ shadow war against the Who has the Power, the Wisdom, or Gerudo continues… the Courage to pull Hyrule back from the edge? Once, long before the present time of troubles, there was an invasion of Only Time will tell… Hyrule by the Twilight Realm. This invasion was defeated by the Hero of Time, and the Twili, freed from a Usurper’s malignant control, returned to their world. Only a few seasons ago the old portals opened again, now transporting hundreds of Twili into Hyrule. Yet instead of invasion, they bring workers. Queen Itza, the newly named Queen of Twilight, has allowed her people the right to leave Twilight, and at the sites of the Shadow Portals, many Twili have made the same offer to whomever was on the other side: We work for you, we live here too. The Shadow Quarters of many cities now fill with Twili workers, artists, and craftspeople.

Yet for all the grim talk of civil war and shadows, there is a spark of light.

In Lon Lon City, a republic surrounded by monarchy at war, an order of knights, adventurers, scholars

Chapter 1- 3

Chapter 2 Races of Despite these differences, many humans share traits with two or more subraces, Hyrule hinting at a time when these people were at peace.

Humans are one of the most adaptable races in the world. When the Cataclysm sank Hyrule beneath the Great Sea, humanity flourished on islands that were once mountaintops. When the sea fell away, humans returned to their old ways on the land in no time at all. Humans have varying tastes, customs, and behaviors, though there are some broad strokes with regards to the three subraces.

Traditionally the various tribes of Humans have governed themselves through monarchies and dictators on the higher end of society. The great and powerful are expected to do what is right for their subjects, and on the lower end of government the people of various cities, clans, and villages found their own favored Humans form of self-rule, sometimes through village elders, and sometimes through real democratic rule. Humans are the most common people found With the century of change however, in Hyrule and its neighboring countries. In there is a growing sense of national identity the ancient past, humanity was reduced among the various human collectives. This down to only a few hundred individuals, but has led to at least one Republic at Lon Lon, time has allowed them to flourish and fill all and perhaps more on the horizon. four corners of the world.

Being so diverse a people, is it any wonder The Humans of the Legend of Zelda that Humans possess the most varied reasons universe come in a huge variety of shapes, to adventure? Their reasons often echo the sizes, and color. There is no “typical” where Triforce itself. Some seek power, over it concerns humans. Size and weight will run others or over themselves. Some seek out anywhere from five to six feet in height, and knowledge and mysteries, to expose, collect anywhere between 120 to 300 pounds, with them, or manipulate others with them. And numerous outliers. There are, however, some merely have the courage to take up a some regional differences. cause that is greater than themselves to either save or doom the world.

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Ability Score Increase. Your Wisdom score increases by 1.

Ability Score Increase. You may add +1 to Blessing of Hylia. You may, as an action, two different ability scores of your choice. cast the Bless spell, without providing material components. You must target Age. Humans reach adulthood in their late yourself, but may also target up to two teens and usually live less than a century. allies. Once you have done this, you must take a short or long rest before doing it Alignment. Hylians can be any alignment. again. Gerudo tend to be drawn to extremes and are very rarely Neutral, while Sheikah are Long Ears. Hylians have Advantage on usually Lawful, although exceptions exist. Wisdom (Perception) checks to hear noises due to their sensitive ears. Size. Humans are medium.

Speed. Your base walking speed is 30 feet.

Languages. Humans speak the language of their home country (usually some form of Hylian), plus one other. Humans generally learn the languages of those they deal with, including obscure dialects. Examples include Goron, Zora and Moblin.

Subrace. Ancient divides and Divine intervention among the human tribes has led to three main subraces: Hylians, Gerudo, and Sheikah. Choose one of these subraces.

Hylians are said to be the favorites of the Goddesses, and they act the part accordingly. It's said that their long ears allow them to hear the voices of the gods. Many Hylians have fair skin and hair, but darker hair isn't unheard of. Those with red hair are usually related to the Gerudo. The Gerudo descend from Hylians inflicted with the curse of the Demon King. While Classes. Hylians find themselves most the abyssal taint has mostly vanished from attracted to 'civilized' places, and hence are their blood by now, they are known for rarely Barbarians, Druids or Rangers. Most having elongated lifespans. More than half spellcasting Hylians are Clerics or Wizards, of Gerudo are women. Gerudo have dark while Fighters and Paladins are also skin, and generally red hair, with smaller, common. rounder ears than Hylians.

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Desert Born. You may add your proficiency Classes. Gerudo are drawn to the Sorcerer bonus to Wisdom (Survival) checks made in and Warlock classes, as far as spellcasting is arid climates. If you already have concerned. Many Gerudo with a more proficiency in Wisdom (Survival) checks, martial bent opt to be Barbarians, Rangers or you instead have Advantage on such checks. Rogues, while Fighters aren't unheard of. You need only half as much water as other Most Gerudo don't have much truck with races. divine magic, feeling that the gods have abandoned them. Fireproof Skin. Through a combination of fiendish heritage and natural desert adaptation, you have resistance to fire damage.

Gerudo Weapon Training. You are proficient in the scimitar, spear and shortbow.

The Sheikah used to have close ties to the Royal Family. Their clan was sworn to protect Hylians in general, and the Royal Family in particular. In the current era, secrecy is their way of life, even if their existence is no longer a real secret. Sheikah are sometimes called the Shadowfolk, as they have no set features by which other usually identify them, save for their red eyes.

Classes. Sheikah are commonly Monks or Rogues. Their preferred spellcasting class is generally the Bard. Of course, as Sheikah try to integrate with Hylian society, they often adopt other classes as well.

Ability Score Increase. Your Dexterity score increases by 1.

Darkvision. Sheikah can see in the dark out to a distance of 60 feet, seeing in dim light Ability Score Increase. Your Constitution as though it were bright light and pitch score increases by 1. darkness as though it were dim light.

Age. Gerudo have been known to live up to Speed. Your base walking speed is 35 feet. four centuries, although most die due to misfortune much sooner.

Chapter 2- 6

Bodyguard. You may declare someone to be under your protection. This declaration doesn't require the target to approve, but it does require a spoken oath of protection spoken in their presence. Once declared, you gain a secondary Bond which states "I will protect with my life."

Additionally, whenever your see the target of your protection being attacked within your base movement distance, you may interpose yourself between your target and their attacker as a reaction. The attack roll is resolved as if it had targeted you, and you wind up adjacent to your protection target.

You may not intentionally harm the target of your protection. If you unintentionally harm them, you gain disadvantage on all attack rolls, saving throws and ability checks not related to protecting your target, until you somehow atone. This requires the target of your oath acknowledging your repentance.

Changing your target requires a week of meditation to revoke your old target, and then another spoken oath in the presence of your new target.

Hidden Identity. No official records exist of your existence. It is also impossible to discover your identity through magical means. If you create a fake identity, such as using the Assassin subclass or Charlatan background, magical investigation reveals it to be your true identity, although investigators can make an Intelligence (Investigation) check with a DC equal to 8 + your Charisma modifier to recognize it as fraudulent.

Shadow Arts. You gain proficiency in Dexterity (Stealth) checks.

Chapter 2- 7

Zora of most types live by their oaths, and by the role society prepares for them. Duty for a Zora is an all-consuming thing. The Rito Mail Service consider their task to be sacred, and will defend their parcels with their own lives, and hiring a Zora bodyguard has long now been synonymous with security. Zora see duty and honor as one thing. There is nothing stronger, however, or more easily damaged than a Zora’s pride. Whatever they or their people excel at shall be all that matters to them, and any comparison with a non-Zora equivalent will be met with hearty guffaws and scowls. Only victory will sooth their wounded pride. Zora Like their former allies the Hylians, Zora are a deeply religious folk. Even their Kings and The aquatic Zora simply appeared one day, Queens are treated more like High Priests in the ancient past. No one really knows than Sovereigns. The Ocean Zora Queen where they come from, although it's possible Laruto, though she rules her people day to they descended from the Water Dragon day, ultimately derives her power from Lord Faron. Jaboon, the latest incarnation of the Zora Whale Deity, who takes an active role in his peoples’ lives. Due to the Great Flood there is a divide in The Rito, though they worship the Dragon the Zora, between those who live in the Vakii (Daughter of Valoo) who lives atop water and those who live in the sky. The Death Mountain, are too spread out across former are the more traditional Zora people. the lands to be controlled from a centralized They have silvery scales that give most Zora orthodox monarchy like the Zora. They a shimmering blue or pink appearance, instead live by the will of elected leaders in depending on gender, and in addition to their individual Aviaries. dorsal fins that resemble fish tails and shark- The River Zora were long ago converted like faces, they also possess hard, wide fins to the worship of Ganon, and venerate his that reach out of their forearms and ankles, memory still. and have many uses. On the other hand the Rito, the subrace of Zora that traded their fins for feathers, are highly avian in appearance, sporting a beak Many Zora ultimately find their highly above their mouths and small birdlike feet, structured lives, if not too restrictive, then minus the talons. They also grow wings that boring at the very least. Ocean Zora and allow them to take to the skies.

Chapter 2- 8

Rito both have an innate desire to be free, which to make their homes, where they live inspired by the open sea or the endless sky. communally. Ocean Zoras have silver or Some though are sent out on a mission as a blue scales and large black eyes. They stand part of their duties. In either case, while their at the same height as a human. ego tends to grate on some, most others suited to the adventuring lifestyle welcome Classes. Ocean Zoras are drawn to the Bard such skilled and honorable companions. class, as music is important to their society. Zoras are also known to be effective Fighters and Rangers. Some Zoras opt to Ability Score Increase. You increase your train as Monks, instead, often choosing the Constitution score by 2. Way of the Four Elements.

Age. Zoras reach adulthood at the same rate Ability Score Increase. Your Charisma as humans, and live for around two score increases by 1. centuries. Strong Swimmer. You have a swimming Alignment. Ocean Zoras and Rito tend speed of 40 feet, and gain advantage on all toward Good, while River Zoras tend toward Strength (Athletics) checks made Evil. underwater.

Size. Zoras are medium. Amphibious. Ocean Zoras can breathe water just as easily as they can breathe air. Speed. Your base walking speed is 30 feet. Fins. Ocean Zora fins are very sturdy. Water Adaptation. All Zoras feel at home in Unarmed strikes utilizing them deal slashing aquatic environments, gaining advantage on damage instead of bludgeoning damage, and Wisdom (Survival) checks in them. increase the damage die to 1d4 if it isn't already higher. As a bonus action, you can Languages. All Zoras speak Zora and the instead deploy your fins as a shield, gaining language of their native country (usually a +2 bonus to AC but losing the ability to some form of Hylian). Zora is a melodic make slashing unarmed strikes. This doesn't language, designed to be just as audible stack with any bonuses from an actual underwater as it is in open air. shield. You can switch back to making slashing unarmed strikes with another bonus Subraces. There are three subraces among action. the Zora. The Ocean Zora are traditionally the friendlier of the two aquatic Zora, the Bioelectricity. You know the Shocking other being the usually aggressive River Grasp cantrip. Your spellcasting ability for Zora. Rito were Zora who, when the flood this cantrip is Charisma. came, made a deal with a Sky God for survival. Rito are descendants of Ocean Zoras who made a pact with the Sky Dragon Valoo. Despite the name, Ocean Zora can be found While they have the same basic body shape residing in rivers and lakes as well. Ocean as Ocean Zoras, they have a much more Zora simply prefer wide open spaces in human-like appearance. They tend to have

Chapter 2- 9

tanned skin, and beaks in the place of noses, as well as feathers. Child Rito are actually Ability Score Increase. Your Strength unable to fly, as their wings are a gift from increases by 1. the Sky Dragon. Speed. You have a swimming speed of 30 Classes. Rito tend to prefer Ranger and feet. Rogue to other martial classes. Their spellcasters tend to be Bards and Clerics. Partially Amphibious. River Zoras breathe water as well as a human breathes air. They Ability Score Increase. Your Dexterity may also survive outside of water for up to a increases by 1. week before needing to submerse themselves in water again. One day in an Hold Breath. While underwater, you may arid climate counts as two days out of water. hold your breath for ten times as long as Every day past a week without full other characters - ten times your submersion for at least an hour deals 1d6 Constitution modifier in minutes, with a damage, which can't be healed until full minimum of five minutes. submersion is achieved.

Wings. Your strong wings increase the distance of any long jumps you make by 20 feet, and the height of high jumps by 10 feet. At 3rd level, you gain the ability to fly with a speed of 60 feet for a number of rounds equal to your level before requiring an equal time spent resting. At 5th level, the time you can stay in the air increases to a number of minutes equal to your level before requiring rest. At 7th level, you can fly at a speed of 60 feet indefinitely.

Know Direction. You can emulate the effects of the Find the Path spell, as long as you're trying to find a location you've been to before, for up to one hour. Once you do this, you must finish a long rest before you can do it again. You always know which direction is north.

River Zoras are distrusted by most other races, for their tendency to pop out of the water and ambush people. River Zoras prefer enclosed spaces, and are often Scales. You are covered in tough, inflexible solitary. They tend to have green scales, scales, giving you an unarmored AC equal shading to red around their lips and the tops to 12 + your Dexterity modifier. If you have of their heads. the Unarmored Defense class feature, you

Chapter 2- 10

instead increase the AC of that feature by 2. You have resistance to slashing damage.

Aquatic Ambush. You can hide even when lightly concealed by water, and gain Advantage on Dexterity (Stealth) checks to remain unseen in the water.

Fire Spitting. You know the Firebolt cantrip, which you can cast without somatic or verbal components. You may use either Dexterity or Charisma as your spellcasting ability for this cantrip.

Chapter 2- 11

The various Dekus are often described as being childlike in stature, but it is also true that they are childlike in nature. This can be both boon and bane for the Dekus. They are often quick to trust others, and slow to forget a slight. They are, consequently, fey- like in their thinking, always conscious of the present, often the past, and never the future. Dekus tend to live for the moment, preferring the excitement and energy of spontaneity to the humdrum of tradition or “caution”. Still, Dekus will rarely do something outright stupid just because it is right in front of them, and they are almost never selfish. Empathy defines the Deku, and it is this empathy that allows them to connect with others so readily.

While many Hylians mark the great green Deku swaths of the eastern parts of their maps the “Deku Kingdoms”, the use of both words in The Deku are the spirits of forests and such a context is criminal. The Deku swamps. While some come under the care of Kingdoms are neither entirely Deku, nor are specific deities such as the Great Deku Tree, there any kingdoms. There are over a dozen others organize into tribes and live the same villages and clans out in the Deku Woods as mortal races. Dekus are not a common run by Mayors and Elders and, yes, even sight outside of their homes, but are not so Kings, some who actively despise one uncommon that they would be mistaken for another as only distant relatives trapped in monsters. close proximity can. The Deku Scrubs prefer the denser, wetter regions in the south, while the Kokiri prefer the northern reaches, All creatures of the forests who are where stony highlands give them both a considered Dekus are plants. They evolved view and material for homes without as spores and offspring of the original Great needing to harm the forests for much wood. Deku Tree, but that is where their physical The Koroks build leafy homes in the tops of similarities end. While they each have bark the trees, and generally attend to the needs for skin and leaves for hair, there is an of the Deku Tree, the Deity-Sovereign and enormous divide between the small, beech- Guardian of the forest, the only true uniting like Koroks, and the darker, oak-skinned force between the Dekus. He is treated as an Deku Scrubs. Kokiris don’t even appear to elderly, wise grandfather, and as a neutral be plants, but rather like small Hylian party between Dekus who are having children. Their appearance is as varied as disputes. nature itself.

Chapter 2- 12

evolution, and divine protection into three Much like Zora’s Domain, the Deku Woods separate Deku races. can be quite dull at times, if a very lovely dull. While most Dekus believe leaving the forest will result in their deaths, some have decided to chance this and strike out on their own, in order to see more of the world and whatever else lies in it. Some have actually gone so far as to found a second Deku Wood, far to the north of Hyrule. Most Deku Scrubs and Koroks will adventure because they were commanded to by their village leaders or the Deku Tree himself, respectively. But some, like the Kokiri, will adventure out of the Woods because the world is there! And someone needs to see it!

Ability Score Increase. Your Wisdom increases by 2.

Age. Deku can live forever, barring The Kokiri are the children of the Deku accidents. Tree. While in truth they resemble

humanoid plants, they are constantly veiled Alignment. Deku tend towards Neutral in a deific illusion that makes them resemble naturally, while those raised by the Great the children of Hylians. Many Kokiri don't Deku Tree tend towards Good. even realize this isn't their natural

appearance. Size. Deku are small.

Ability Score Increase. Your Dexterity Speed. Your base walking speed is 25 feet. increases by 1.

Natural Being. Deku are part of the natural Type. Plant (Deku). world. Beasts, plants and other natural creatures generally react to them one step Natural Illusion. Kokiri are surrounded by more positive than normal. Additionally, an effect that resembles a Disguise Self Deku enjoy Advantage on Wisdom spell, although it isn't magical, but instead (Survival) checks made within heavily the divine will of a god. The illusion is fully forested areas. tactile, and even produces body heat

appropriate to a small Hylian. True Seeing Languages. Deku speak the language of the or similar magic can pierce it, however, forest, Fey, as well as Common. revealing the Kokiri's true nature.

Subraces. Deku seem to have had the oddest Fade Away. Kokiri can become translucent development of any race, combining magic, as an action, becoming effectively (although

Chapter 2- 13

not truly) invisible. This camouflage is far from perfect; moving or taking any action The Korok are the true forms of the Kokiri. that isn't purely mental causes them to They are ambulatory plants resembling become visible again. This ability is small trees. They do not have faces or any explicitly magical and won't work in an other identifying features beyond the antimagic field. coloration of their bark and leaves, so they tend to wear masks. Fairy Companion. Every Kokiri shares a spiritual bond with a Fairy. Said Fairy has Ability Score Increase. Your Charisma is half the Kokiri's maximum hit points, and improved by 1. uses the Kokiri's mental ability scores in place of its own. The Fairy acts on its own Type. Plant (Deku). initiative count, but is unable to attack or cast spells on its own. Hover Leaf. Korok cannot naturally fly. However, they are capable of building The Kokiri and Fairy may communicate wondrous flying devices out of natural telepathically within a range of fifty feet. materials. The Fairy is not truly an individual, but instead an extension of the Kokiri's soul, The Hover Leaf requires a week of work. although the two often don't have identical One finished, it may be used to fly at a personalities. A single Raise Dead spell is speed of 20 feet, up to an altitude of five enough to restore both to life. If a Fairy hundred feet, for one hour before requiring Companion dies while its Kokiri survives, refueling. While piloting the Hover Leaf, a the Fairy reforms after a month. Korok may hover and turn perfectly, as if walking on the ground. A Find Familiar spell can imbue a Kokiri's Fairy Companion with all of the Hover Leaves may only be used by the abilities of a familiar, except the ability to Korok who built them. They can be refueled change its form or banish it to a pocket simply by watering them or allowing them dimension. to soak in water for a few minutes. It takes one gallon of fresh water to completely refuel a Hover Leaf.

Hover Leaves have an Armor Class of 14 and 5 hit points. A Korok may repair a damaged Hover Leaf by 1 hit point per day of work, although if a Hover Leaf is completely destroyed the Korok must build a new one.

Speak With Plants. Korok can communicate with plants as if casting the Speak with Plants spell. This ability is always active and isn't actually magical.

Chapter 2- 14

Natural Botanist. Koroks have Advantage allow a Deku Scrub to climb into them. on Intelligence (Nature) checks regarding While inside a Deku Flower, a Deku Scrub plants. They also gain Advantage on any doesn't require food or water as long as the checks related to giving care to a plant, such flower is healthy. Deku Scrubs gain as Wisdom (Survival), or even Wisdom Advantage on Dexterity (Stealth) checks to (Medicine). remain undetected inside a Deku Flower.

A single adult Deku Flower can only hold one Deku Scrub, no matter its size. It takes a week for a Deku Flower to grow to maturity. They prefer damp soil and grow best in swamps or near rivers and lakes.

Launch. Deku Scrubs can burst out of a Deku Flower high into the air. As an action, they may make a Strength (Athletics) check to perform a high jump, and add 20 feet to the end result.

Glide. Deku Scrubs are very light, and can use their foliage to glide through the air at a speed of 15 feet per round. Each 15 feet forward also includes 5 feet of downward movement.

Nut Spitter. Deku Scrubs spit nuts at Deku Scrubs are also ambulatory plants, enemies as a natural defense. This is a although they're only distantly related to ranged natural attack that deals Koroks. Deku Scrubs usually have dark 1d4+Dexterity bludgeoning damage. Deku bark, and spring or autumnal leaves. They Scrubs only have enough nuts to spit ten have yellow or orange eyes, and a combined times per day before their supplies are mouth/nose structure. exhausted, although they can grow new nuts up to their capacity as part of a long rest. Size. Most Deku Scrubs are small. However, some can grow to be medium or even large. Flexible. Deku Scrubs are incredibly The stats here are for small Deku Scrubs. flexible, capable of squeezing into spaces less than a foot across if they need to. Ability Score Increase. Your Constitution Spending longer than a minute in such a tiny score increases by 1. space will take its toll, however - every minute spent in a space smaller than its Type. Plant (Deku). head, a Deku Scrub must make a DC 12 Constitution saving throw or take one level Speed. Deku Scrubs have a burrow speed of of fatigue. Each successful save increases 10 feet, and a walking speed of 25 feet. the DC by 1. Each time a save is failed, the DC resets back to 12. Symbiosis. Deku Scrubs grow large flowers called Deku Flowers, specifically bred to

Chapter 2- 15

Yet, despite their incredible physical power, the Gorons rarely exercise it outside of labor and sport. In fact, Gorons are best described as gentle. While they may work hard, play hard, and even drink hard, Gorons are always compassionate and considerate of others, and take great pains to not cause harm to their squishy friends. Gorons make those easily too. With a Goron you will always have a friend who will look out for you and offer both a shoulder and a mug to cry on.

There is always the rumor that there are no Goron women, and that Gorons just sprout up out of the ground like their Bomb-Flowers. This is, oddly, accurate. Gorons are extremely prudish on the concept Gorons of gender, and prefer not to speak of anything relating to it at all, and that is As mighty as the mountain, and as cool as because they don’t really understand it. stone, the Gorons have lived alongside the Gorons who reach maturity can create eggs Hylians and the Zora for centuries of peace in their belly, and then spit them out into a and quiet prosperity. They are a welcoming magma pit. Over time the egg will grow and people, one built on Brothership and love. then hatch into a new Goron. One cannot ask to have a better friend than a Gorons are all part of the same kingdom Goron. under Death Mountain, but their monarchy is very informal, almost to the point of their government being more a Boy’s Club than Gorons are a highly visible race when they anything else. Justice is swift and definite, want to be seen, and nearly invisible when but never cruel. they do not. Gorons are taller than a human, and have several times the mass. They are seemingly made out of the stone itself. They Gorons who find themselves adventuring are even eat the stuff. This means that they are somewhat rare. Gorons can be swayed to strong, strong, strong! They can heave take up the call to adventure by an boulders aside that it would take ten Hylian immediate threat to their loved ones, or by a men to move. Their rocky exterior means cause great enough to inspire them. that if they don’t move one would think they Gorons typically do not adventure unless were rocks themselves. This extends also to either they are on Goron business, they have their innate toughness. Gorons have been been exiled, or they have empathized with known to bathe in Lava. an outsider or his cause.

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Stone Skin. You have advantage on Stealth checks to hide when you are next to natural, Ability Score Increase. You increase your unworked stone. Strength score by 2. Lavaborn. You have resistance to fire. Age. Gorons reach adulthood at the same rate as humans, and live for around four Languages. All Gorons speak their native centuries. language (Goron), and typically Hylian. Goron, as a language, is deep and rumbling Alignment. Gorons are generally Lawful. so that you can hear its vibrations through light stonework Size. Gorons are medium-sized, but extremely heavy. They are between 6 and 7 feet tall, and easily between 150 and 600 pounds.

Speed. Your base walking speed is 25 feet.

Earth Adaptation. All Gorons feel at home in rocky environments, gaining advantage on Wisdom (Survival) checks in them.

Darkvision. Gorons can see in the dark out to a distance of 60 feet, seeing in dim light as though it were bright light and pitch darkness as though it were dim light.

Power Slam. Your melee weapon can deal one extra die of its damage when you hit with it. Once you use this ability you can't use it again until you take a short rest.

Roll. As an action you can roll over an enemy. You move in a straight line up to twice your speed (but at least 10 feet) and stop adjacent to the target. The target must make a Dexterity saving throw (DC 8 + Strength modifier + proficiency modifier) or take 1d12+Strength modifier bludgeoning damage. If you travel downhill your base speed increases to 40 (for a total of 80 feet of movement). Add 1d12 to damage up to your Dexterity Modifier for every round you maintain the roll going downhill.

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Despite their distinct skin colors and humanoid appearance, the Twili have a great variety in individual appearance, as though they were cast like shadows. Some, such as the Usurper Zant, have very flat faces, or elongated limbs. Others appear more round, or squat, with exaggerated facial features. A few though, such as the late Queen Midna, are recognizable for their surprisingly unaltered proportions. Twili tend to dress in black and near- black colors, trimmed with their distinctive glowing patterns.

The first peaceful Twili observed near the end of their invasion of Hyrule under Zant could be easily described as shy. Twili are non-confrontational by nature, and will try to escape danger rather than confront it. Most Twili found in Hyrule in this era however, are far bolder. It is believed that Twili reflect the emotions of those around Twili them, and so living among boisterous humans will inevitably create extroverted Long ago, when the world was young, there Twili. was a war to claim the Triforce of the Despite this, there is always a level of Goddesses. The ancestors of the Twili cunning to which Twili aspire. They enjoy managed to enter the Sacred Realm and playing tricks and telling lies. The nicer nearly claim the Triforce, only to be cursed, Twili will fess up to this and make a joke of and then banished to the Twilight Realm. the whole thing. Less kind Twili may also While the way between worlds has opened have a sinister agenda they are advancing again, no one is quick to trust these people with their deception. of Shadow.

The Twili only ever have one monarch, the The Twili have been changed by their time King or Queen of Twilight. This individual in the Twilight Realm, becoming more and is selected from the servants of the previous more shadowlike. They were once similar to monarch. The most worthy and faithful Hylians, and this is still apparent in their servant is granted the power of Twilight humanoid forms. Their skin is usually black (which is marked by pupils appearing in and either white, pale gray, green, or blue. their eyes), and acknowledged as the sole Their hair is often bright orange, pink, or ruler of the realm. sometimes blonde, and their eyes are a Interestingly, outside of the monarch of pupil-less blood red. the Twilight Realm and the Twilight Gods, the Twili tend to organize their little

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communities in Hyrule on more democratic Age. Twili have a lifespan twice as long as lines. Law is made by consensus, and duties humans, reaching maturity in their late teens apportioned according to strengths. and living until their second century.

Alignment. Twili are typically Lawful The exact reasons for the sudden emigration Neutral, with good and evil tendencies. to Hyrule is unknown, but it would appear that many Twili have taken up the Size. Twili are medium. adventurer lifestyle out of an odd sense of nostalgia. Many Twili will say that they Speed. Your base walking speed is 30 feet. adventure in order to reconnect with their ancestors, by traveling through the world Languages. All Twili speak the language of that was once their home. Twilight as well as one other language, A few have taken to the notion that usually Hylian. Twilight always sounds like Hyrule is their home, and that it is their it is echoing in an empty chamber. rightful realm. Many of these beings seek to punish those who live in Hyrule for the Superior Darkvision. Your Darkvision crime of stealing it away from the Twili and extends to a 120ft radius. banishing them into the darkness. Shadow Magic. You know the Minor Illusion cantrip.

Ability Score Increase. You increase your At 3rd level you may cast the spell Dexterity score by 2. You increase your Invisibility. You must take a short rest in Intelligence score by 1. order to use this again.

At 5th level you gain the Darkness spell once. You must take a long rest in order to use this again.

Interloper’s Curse. The Twili’s ancestors’ transgressions have been passed to the current generation. Twili have Disadvantage against Radiant Damage effects, and direct sunlight on their bare skin causes 1d6 radiant damage per round.

Shadow’s Blessing. Twili have Advantage to saving throws against Necrotic Damage.

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Chapter 3 Classes cold North practice the Barbarian ways as well as a means of survival, or because In the land of Hyrule there are myriads of they’ve been so far from civilization so long, people of all shapes, sizes, attitudes, and they’ve forgotten it. skill levels. Classes represent broad sets of skills some beings possess that set them on a higher level than others. But not all classes are appropriate in all places. This is a rough guide to how classes interact with the Legend of Zelda.

are eclectic mages. They tend to pick up whatever is around them, be it stories or sword skills. Usually Bards are drawn from the curious and the clever, those who love a good mystery, or just love telling a tale over a roaring campfire. Bardic magic is magic of senses, and they can either are beings manipulate or encourage those they travel who traditionally live outside of civilized with. society. They come from harsh lands where The Sheikah typically used Bards one must be harsher in order to survive. whenever they needed magical assistance, Some learn to harness the awesome power seeing them as natural spies and agents. of their own inner fury to increase their Some of the Deku races, as well as a few power, and allow them the luxury of Zora and Hylians, take up the Bard’s throwing themselves headlong into battle, journey. Gorons, surprisingly, hold Bards in while others see their wild nature as only a high honor for their ability to get people reflection of real Nature, and seek to dancing. understand it. Many Gerudo who seek power pursue the are those who have felt a special Barbarian path of Rage, while many Gorons calling from the Gods. The Three Goddesses see the benefits of accepting one’s nature. A receive the most worship, as virtually few River Zora and many of the lesser everyone accepts their existence. Every race monsters who followed Ganondorf are also also has one or more lesser deities who may barbarians, simply because they usually or may not be physically present in the land aren’t disciplined enough for other forms of of Hyrule. Clerics are typically the Gods’ combat. It is said that some Hylians in the

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eyes and ears in the world, the leaders of uncommon, as are those few Hylians who their worship, and their primary agents. have turned away from civilization.

Hylians are are renowned for their seen in every devotion to the culture, for every Three Goddesses, culture has some as well as sort of martial veneration for tradition. Fighters Hylia, their patron. represent those few The Hero of Time who rise above mere is sometimes soldiery and become afforded a similar heroes of legend. level of respect, Gerudo and especially in Lon Hylians each feature Lon. The Zora worship Lord Jaboon, the many Fighters, Whale God, who notably swims the entire although the Gerudo length of their kingdom in a year. The typically favor Koroks provide most of the young Deku Champions, as do Tree’s Clerics. The Twili often speak in Gorons, whereas Hylian Fighters will hushed tone of the Twilight Gods, but generally follow the path of the Eldritch usually do not elaborate further, while the Knight. Zora Fighters will also pursue Gerudo have almost no clerics, feeling that Eldritch Knight. the Gods abandoned them long ago.

can be found in represent those any place where the power people in society of nature is deeply felt. who hone their Druids represent the old own physical ways, and their knowledge form to of the times before even the perfection. Hylians appeared to tame the Beyond any land is vast. Druids tap martial training, directly into the very the exercises and lifeblood of the world routines required around them, using the to master the absolute might of nature in order to defend it Monk’s powers from the depredations of civilization. are both Most Druids can be found amongst the excruciating and Dekus, particularly the Koroks and the Deku deeply spiritual. Those who pursue this path Scrubs. Gorons and Zora Druids are also not are seekers of perfection.

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Gerudo, Sheikah, and Twili all favor this naturally to these peerless trackers, and class. Gerudo will usually focus on the raw many train wild animals to fight by their power of Open Fist and Four Elements, side. while Sheikah and Twili both have their reasons for favoring Shadow. Some Zora will also follow Four Elements. Many Rito enjoy the discipline being a Monk affords.

Many rangers hail from the Deku Woods, where the wildlife is always encroaching upon the plant-folk who live there. Many Gerudo and some Zora find the training beneficial when confronting hostile environments, and though Hylians are usually bastions of civilization, there will always be a few who stick to the are more than mere warriors. borderlands. Sheikah will sometimes favor They are sworn to a cause greater than their the Ranger class for its tracking abilities, own. These beings are more feared by the and its proficiency with combat. remaining followers of Ganon than any other, and for good reason. Paladins channel the raw power of Devotion, Justice, and the Divine. walk the fine Paladins come from every major race, line between scoundrels save only for the Twili, who in general don’t and outright criminality. get too worked up over things. Plenty of And they love every Hylians, Gorons, and even Kokiri have minute of it. The skills a found the path of the Paladin to be to their Rogue picks up aren’t liking. always the skills stories like to praise, but they get are the last line between the job done, and done civilization and savage wilderness. You will right. Being a Rogue inevitably find them at the boundaries and means being a crossroads of Hyrule, striking at their foes consummate professional, no matter how through the wild. Bounty hunting comes unprofessional your work may be.

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Sheikah, Kokiri, and Twili thrive as are outcasts in almost any Rogues. Sheikah often follow the Assassin society they find themselves in. Warlocks branch. Kokiri are drawn to the excitement make magical pacts with unorthodox of leaping across rooftops and powers, some of which are the antithesis of demonstrating their skill in picking pockets Hyrule’s own Goddesses. Warlocks may with their tiny hands. Twili are naturally strike a bargain for power with the Demons, gifted with magic, and love the hijinks an extraplanar embodiments of Evil, the Arcane Trickster can get up to. Faeries, capricious but otherwise neutral beings who dole out their power to agents, represent those and the mysterious people in Hyrule Twilight Gods. who are More often than not inherently Warlocks must hide magical. Many their true nature are descendants from friend and foe of Dragons, alike. Demons and Gerudo men Gods, whose often make pacts as bloodlines have Warlocks, though it become weak is somewhat enough not to distrusted by the openly manifest, Matriarchy for its while still “Ganondorf”-like blessing their overtones. The descendants with power. Sorcerers are often Twili have no issue considered holy in Hyrule, particularly the at all with Hylians, whose own Royal Family claimed Warlocks, so long the lineage of Hylia herself. But mortals as they gain their were never truly meant to have such power, pacts from the and those who cannot control it are often Twilight Gods. A doomed to be destroyed by it. number of Deku Despite their Royal Family, there are few, Scrubs have also been seduced by the allure if any, Sorcerers among Hylians (some say of the Faery Court. by Sheikah design). Male Gerudo are often either Sorcerers or Warlocks, magic being are scholars of magic. They seen as a job for the “weaker sex”, as their seek to know as much as they can about it, Matriarch once put it. Sorcerers are fairly and they will sacrifice years of their lives in common amongst the Zora, who share a order to unlock the power of magic. They healthy relationship with their deity, and the are also considered the “proper” spellcasters, Twili possess a number of sorcerers much more civilized than sorcerers or themselves. druids. The ultimate goal of any Wizard is to know everything, or barring that, to be able to cast anything.

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Hylians often train as Wizard if they do not find the Clerical lifestyle to their liking. Oddly, the only other race with a large number of Wizards are the Gorons. Despite the unfounded rumors of their intelligent level, Gorons are actually quite inventive, as their alchemical and mechanical prowess can attest. Gorons find Wizardry intellectually stimulating, and there are several colleges in and around Death Mountain.

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Chapter 4 Equipment List The items players may come across in their Hylian adventures are both numerous and diverse. Familiarize yourself with these sample items that may appear in the land of Hyrule.

Weapons Name Cost Damage Weight Properties Ball and Chain 75gp 1d10 20 lbs. Heavy, Reach, Bludgeoning Two Handed Chain Whip 20gp 1d6 Slashing 1 lbs. Finesse, reach Magic Boomerang Rare, see 1d4 2 lbs. Special, thrown description Bludgeoning 30/120 Megaton Hammer Rare, see 1d8 bludgeoning 2 lbs. Special, description Versatile (1d10) Wooden Sword Uncommon, see 1d8 bludgeoning 2 lbs. Special, description Versatile (1d10) Hookshot 100gp 1d8 Piercing 4 lbs. Special, Finesse, Reach

landscape, the hookshot attaches to the Weapon, common (75 gp, 20 lbs) object. If you are heavier than the object, This is a martial melee heavy two-handed you may pull it towards you with a bonus weapon with reach, dealing 1d10 action that resets the hookshot. If you are bludgeoning damage. lighter than the object, or the object is an immovable part of the landscape, you may pull yourself towards it with a bonus action Wondrous, common that resets the hookshot. This seemingly innocuous chain operates If the target of your hookshot is a creature identically to the Whip, with one distinction: and/or enemy, you must make a ranged You may, as a bonus action, cast a melee attack in against their Armor Class. The attack spell through the whip whenever your target takes 1d8 damage, and becomes attack hits. grappled. You and your target operate under normal grapple rules while the hookshot is hooked to a target in this way. You may, Wondrous item, uncommon with a bonus action, reel in the hookshot This finesse weapon chain at a rate of 15 feet per round. Attacks appears to be an made against an enemy grappled with the oversized metal hookshot have Advantage. The target of the gauntlet with a spike- hookshot may attempt to take control of the claw in place of the grapple. hand. The hook is Note: More powerful/different versions of attached to a 30 foot the Hookshot may exist, with different chain which is housed lengths and/or special options. in the gauntlet. As an action, you may fire the hook at a target. If Magic weapon, rare the target is an object or a part of the This +1 boomerang (use light hammer stats,

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if you miss then make a DC 5 Dexterity check at the start of your next round to catch it coming back) always returns and you Magic weapon, uncommon always succeed on the Dexterity check to This +1 oak sword (use warhammer stats) catch it as long as you have a free hand. has relief carvings of a brave warrior in As an action you can throw the battle with monsters along its blade. It is boomerang with added force, the target must unnaturally strong and cannot be dented, make a DC 13 Constitution saving throw or cracked, burnt, or warped. be stunned until the end of your next round. When you have full hit points and swing the If the boomerang stuns the target it returns sword, flickering beams of energy shoot to you, but then loses its magical properties from the tip. Once per round you can attack until it takes a long rest. enemies with these sword beams as a range Note: More powerful versions of the 20/60 thrown weapon that deals radiant boomerang could be thrown to stun multiple damage instead of bludgeoning damage. targets, or recharge after only a short rest.

Magic weapon, rare This +1 maul weighs as much as a grown man, but anyone who grasps the handle finds it to be as light as a feather. As an action you can slam the hammer into the ground to release a shockwave. Each creature on the ground within 10 feet of you must make a DC 14 Strength saving throw. Creatures who fail their save take 3d6 thunder damage and are knocked prone. Creatures who make a successful save take half damage and remain standing. The hammer can only produce this shockwave once before requiring a short rest. Note: Some characters may find a warhammer version of this weapon to be more suitable for their fighting style.

Wondrous item, uncommon This white candle with a blue triforce at its base casts bright blue light in a 30-foot radius and dim light for an additional 30 feet. You can make melee attacks with the candle. On a successful hit it deals 1d10 fire damage. A flammable object hit by the candle ignites if it isn't being worn or carried.

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between uses. A very rare version of this Wondrous item, rare item would grant a flight speed with no This potion bubbles vigorously where your strings attached. fingers touch the bottle, and it smells like springtime plant growth. As an action you can drink this potion, instantly receiving all of the benefits of a long rest. If you are a spellcaster and have sufficient time, you may choose to start memorizing new spells immediately after drinking this potion (if you do not, you still regain your expended spell slots).

Alchemical item, common (50 gp, 1 lbs.) This explosive is used for demolitions and clearing rocky land. Its fuse can be lit as a bonus action, causing it to detonate one round later in a 5-foot-radius explosion. Each creature in the area must make a DC 10 Dexterity saving throw, taking 2d6 damage on a failed save or half that damage on a successful one. Half of the damage is thunder damage, and the other half is fire damage.

Wondrous item, rare (requires attunement) This metallic scale was reportedly blessed by a powerful spirit. When you grasp it tightly you can feel an unseen wind blowing around you. As an action you can raise your arms and invoke the scale, conjuring a powerful updraft which blows you 25 feet into the air. The scale's magic offers you no protection against falling damage, but if you belong to a tribe capable of gliding or flight (such as the Rito or Koroks) this should not be an issue. Note: A powerful spirit might apply a blessing of flight directly to a character as a permanent magical effect. An uncommon version of this item would require a long rest

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Specialty Items Name Type Cost Description Blue Candle Wondrous item, --- White candle with a uncommon blue Triforce Blue Potion Wondrous Item, rare --- Blue liquid under glass Bomb Alchemic Item, 50gp Round black ball common with a fuse Super Bomb Wondrous Item, --- Big round black ball uncommon with a fuse Dragonscale Wondrous Item, rare --- A silver piece in the shape of a scale Green Potion Wondrous item, --- Green liquid under uncommon glass Hookshot Wondrous item, --- Oversized gauntlet uncommon with a claw Iron Boots Wondrous item, --- Boots with huge uncommon weights Magic Bottle Wondrous item, --- Indestructible glass uncommon vial and stopper Magic Mirror Magic Item, --- Rune-covered Mirror Legendary Mask of Truth Wondrous item, very --- White mask with a rare Red Eye Magma Mitts Wondrous item, very --- Clawed gauntlets rare Pegasus Boots Wondrous item, very --- Boots with winged rare heels Power Gloves Wondrous item, very --- Brown gloves with a rare Goron plate Red Candle Wondrous item, rare --- White candle with a red Triforce Subrosian Cloak Wondrous item, 90gp Green hooded cloak common

Wondrous item, rare Wondrous item, uncommon These iron-clad boots feel a little heavy, but This swirly green liquid smells like musty their weight increases a hundredfold when books. As an action you can drink it, worn. While wearing the boots your base regaining spell slots totaling 5 spell levels. land speed is halved, you cannot jump, and Note: More potent versions of this potion you sink in water at a rate of 60 feet per will restore more spell slots. round. The boots grant you advantage on checks and saving throws against anything that would knock you prone or reposition you. Furthermore, the added weight negates

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any penalties you suffer making melee engravings become legible to you, and they attacks underwater. clearly explain its function and command words. However, this does not reveal anything about the mirror's last designated Wondrous item, uncommon teleportation target. This glass bottle and its cork stopper have Note: A lesser (very rare) version of this been enchanted so that they mirror has a range of 1 mile, only teleports are completely once per day, and cannot cross planar indestructible and perfectly boundaries. insulate and preserve the contents. The bottle is unharmed by strong acids, Wondrous item, very rare (requires and could even contain attunement) lava. The bottle can hold Once per day this mask allows you to one pint (half a liter) of liquid, or anything communicate with an unworked, natural else you care to put inside. stone of Small size or larger. You can question the stone for up to 10 minutes about events within 1 mile in the past day, Note: With the right preparations or gaining information about the movement of magical rituals, it may be possible to bottle creatures, weather, and other circumstances. other things. Song or sunlight would A stone with carvings that is otherwise emanate from the bottle for one round. A natural and unworked can answer questions cunning individual might even be able to about the carvings and the people who bottle lightning. An adventurer might find a carved it, and several ancient civilizations magic bottle containing such things, but seem to have carved stones for exactly this with no clue as to how anyone managed to purpose. put that inside. Note: A lesser (uncommon) version of this mask can only communicate with specific carved stones, but has no limit on its Wondrous item, legendary uses per day. This handheld mirror has a cobalt border engraved with strange runes. Instead of your reflection, you see nothing but mist in its Wondrous item, very rare (requires surface. The mirror has two functions: attunement) Designate Target: As an action you speak These gloves have long sharp steel claws, a command word, designating the location and always smell of overturned earth. The you are standing in as the mirror's gloves allow you to burrow through earth teleportation target. and loose gravel at a speed of 15 feet, and Recall: As an action you speak a second you may choose to leave a tunnel or allow command word. The mirror instantly the dirt to collapse around you. You can also teleports you, up to five willing or use the claws in combat as a pair of +1 short unconscious creatures within 5 feet of you, swords. and the mirror itself to its teleportation Note: A more powerful version of this target. The mirror's magic is not deterred by item would allow the wearer to burrow planar boundaries. through stone. When you gaze into the mirror its

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Wondrous item, very rare (requires Wondrous item, rare attunement) This white candle with a red triforce at its These boots are always clean and spotless, base casts bright red light in a 60-foot radius and they feel light when worn. If you move and dim light for an additional 60 feet. in a straight line while wearing them you The candle possesses 1d4 magical can move up to 60 feet in a round, or 120 charges. As an action, you may expend one feet if you use the dash action. Furthermore, charge to cast a Fireball as the 3rd level your swift movement allows you to move spell. Once all charges are expended roll unimpeded over solid surfaces that would 1d20. On any roll other than a 1, the candle otherwise not be able to support you, such as sputters out and refuses to light again. Its mud, thin ice, or a pit trap covered by a cloth charges, and ability to be lit, return at the tarp. end of a long rest. On a 1, the candle melts As an action you can move in a straight and is destroyed. line and make one melee attack against a target. If you moved more than 10 feet, you add an extra 1d4 to your attack roll and 1d8 Wondrous item, common (90 gp) to your damage roll. This silky cloak is made of an unknown Note: More powerful versions of this item material which provides as much protection may increase the wearer's speed, increase as studded leather armor. The fabric is the to-hit and damage bonuses, or allow the highly resistant to fire, and will survive wearer to run on water or thin air. being immersed in molten lava. The most common color for these cloaks is green. When you wear the cloak you have Wondrous item, rare (requires attunement) advantage on saving throws against nonmagical fire damage.

Wondrous item, uncommon This Small-sized bomb weighs 50 pounds. Its fuse can be lit as a bonus action, causing it to detonate one round later in a 20-foot- While you wear these gauntlets, your radius explosion. Each creature in the area Strength is 19. If your Strength is already 19 must make a DC 13 Dexterity saving throw, or higher, the gauntlets have no effect on taking 11d6 damage on a failed save or half you. that damage on a successful While wearing the gloves, as an action one. Half of the damage is you can throw heavy Small or Medium thunder damage, and the objects at one target within 30/120 other half is fire damage. range. The target must make a DC 13 Note: With enough raw Dexterity saving throw or take 3d6 materials, it would be damage. possible to make even larger Note: Stronger gloves will give you a versions of this bomb. Of higher Strength score, more damage, and course, only a crazy person a higher save DC. would work on such a suicidal project.

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Chapter 5 Gods and Domains

Greater Deities Domains Symbol Din, Goddess of Power Light, War

Farore, Goddess of Courage Light, Life, Tempest

Nayru, Goddess of Wisdom Light, Knowledge, Nature

Hylia, Goddess of Hyrule Light, Knowledge

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Heroic Deities Ganon, God of Evil War, Trickery

Link, God of Heroes War, Life

Zelda, Goddess of Magic Knowledge, Light

Otherworldly Deities Gods of Twilight Light, Trickery

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