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Thomar_of_Uointer
2014-08-27, 12:28 AM
I'm just putting this here. Feedback would be appreciated. Please forgive the formatting, I'm updating it pretty frequently from a text file right now.

Some guidelines I'm following while doing this homebrew:

Keep every piece modular. A GM should be able to only use a single piece of the homebrew just fine in a campaign.
Work on the most popular stuff first. Google search hits are a good tool for this.
A lot of existing material in the core rules can easily be adapted to stuff from the games. For example, healing potions do not need to be statted up a second time as red potions. Fire and ice rods are a similar item which I'm going to avoid statting up because they're obvious, and could scale in power from uncommon to artifact.


Races:


Anouki
* Keywords: Anouki, Yeti, Antlers
* Ability Score Adjustments: Your Constitution score increases by 2.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Thick Hide: You gain a +1 bonus to Armor Class.
* Insulated Coat: You have resistance to cold and fire.
* Sure Footing: You have advantage on ability checks, skill checks, and saving throws to resist falling prone.

Fairy
* Keywords: Fairy, Faerie, Sprite, Pixie, Immortal, Fairy Companion, Navi, Tatl, Tael, Ciela
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Charisma score increases by 1.
* Size: Your size is Tiny. You suffer disadvantage when wielding non-light weapons or wearing medium or heavy armor. You are incapable of using heavy weapons. Your carrying capacity is halved.
* Speed: Your base walking speed is 25 feet.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Fairy Wings: Your maximum jump height is equal to your Strength score in feet. You can use your reaction to hover in mid-air.
* Keen Senses: You have proficiency in the Perception skill.
* Healing Powder: You can cast the cure wounds spell once per day as a 1st-level spell. Charisma is your spellcasting ability for this spell.
* Glow: You shed bright light in a 20-foot radius and dim light for an additional 20 feet. Choose the color of your light at first level. You may suppress or resume this ability at will.
* Fey Creature: You are treated as both a humanoid and a fey for spells and effects.

Forest Scrub
* Keywords: Deku Scrub, Korok, Plant, Forest, Tree
* Ability Score Adjustments: Your Constitution score increase by 2.
* Size: Your size is Small.
* Speed: Your base walking speed is 30 feet.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Photosynthesis: You have advantage on Constitution saving throws while standing in direct sunlight. When you take a short rest in direct sunlight you regain an additional 2 hit points per Hit Die rolled.
* Wooden Body: You have advantage on Strength (Athletics) checks to stay above water. You suffer disadvantage on saving throws against attacks that deal fire damage.
* Plant Creature: You are treated as both a humanoid and a plant for spells and effects.
* Subrace: Choose one of these subraces.
Deku Scrub:
* Your Dexterity score increases by 1.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Seed Shot: As an attack you may spit a hard seed, which is treated as a range 30/120 loading weapon. On a successful hit it deals 1d8+Dexterity modifier bludgeoning damage.
Korok:
* Your Wisdom score increases by 2.
* Forest Dweller: When you are in a forest you have advantage on Stealth, Investigation, Medicine, and Survival checks.

Gerudo
* Keywords: Gerudo, Human, Desert, Ganon, Ganondorf, Koume, Kotake, Nabooru
* Ability Score Adjustments: Your Strength score increases by 1, your Constitution score increases by 1, your Dexterity score increases by 1, and your Intelligence score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Horsemaster: You have proficiency in the Animal Handling skill. You can use your reaction to grant a horse within your reach advantage on an ability check, skill check, or saving throw.

Ghost
* Keywords: Ghost, Poe, Garo, Ghini, Phantom, Pols Voice, Immortal, Undead, Ikana
* Ability Score Adjustments: Your Constitution score increases by 2, and your Dexterity score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 25 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Float: You do not touch the ground when you walk, which makes you immune to terrain hazards like caltrops and slippery footing. You can use your reaction to hover in mid-air.
* Fade: You know the etherealness spell and can cast it at will as a 1st-level spell. Each round you are ethereal you take 1d6 points of damage. Charisma is your spellcasting ability for this spell. You cannot use this ability if you are standing in direct sunlight.
* Undead Creature: You are treated as both a humanoid and an undead for spells and effects. Cure wounds and similar spells and effects can heal you. You are immune to poison damage. You are immune to the poisoned condition. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Goron
* Keywords: Goron, Goro, Rocks, Mountains, Darunia, Darmani
* Ability Score Adjustments: Your Strength score increases by 2, and your Constitution score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 25 feet.
* 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 roll downhill your base speed increases to 40 (for a total of 80 feet of movement).
* Stone Skin: While you are motionless and next to natural, unworked stone, you have advantage on Stealth checks.
* Lavaborn: You have resistance to fire.

Hylian
* Keywords: Hylian, Human, Elf, Elves, Hyrule, Link, Zelda, Raru
* Ability Score Adjustments: Your Dexterity score increases by 1, your Intelligence score increases by 1, your Wisdom score increases by 1, and your Charisma score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Grace of the Goddesses: You may either reroll a failed saving throw against a spell or regain the use of a 1st-level spell slot. Once you use this ability you can't use it again until you take a long rest.

Keaton
* Keywords: Keaton, Goriya, Fox, Kitsune, Thief
* Ability Score Adjustments: Your Dexterity score increases by 2.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.
* Subrace: Choose one of these subraces.
Ghost Fox:
* Ability Score Increase: Your Intelligence score increases by 1.
* Shapechange: As an action you can polymorph into a fox. (Tiny beast; AC 12; Speed 40'; Str 3 Dex 15 Con 10 Int 3 Wis 12 Cha 7; Bite melee weapon attack 1 slashing damage)
* Foxfire: You know the sacred flame and light cantrips. Intelligence is your spellcasting ability for these spells.
Goriya:
* Ability Score Increase: Your Strength score increases by 1.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Throwing Mastery: You always have proficiency with throwing weapons, including improvised ones.
* Curved Trajectory: When you attack with a thrown weapon and miss you may reroll the attack roll without your proficiency bonus. Once you use this ability you can't use it again until you take a short rest.

Kokiri
* Keywords: Kokiri, Forest Children, Skull Kid, Forest, Immortal, Elf, Elves, Deku Tree, Fairy Companion, Saria, Mido, Fado
* Ability Score Adjustments: Your Dexterity score increases by 2.
* Size: Your size is Small.
* Speed: Your base walking speed is 25 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Forest Dweller: When you are in a forest you have advantage on Stealth, Investigation, Medicine, and Survival checks.
* Subrace: Choose one of these subraces.
Fairy Child:
* Ability Score Increase: Your Wisdom score increases by 2.
* Fairy Companion: When you are in a forest you can summon a fairy companion once per week, as the find familiar spell. You do not need to spend the material component, but you can only summon a fairy. (Tiny fey; AC 11, HP 1; Speed fly 25 ft. hover; Str 1 Dex 12 Con 8 Int 3 Wis 14 Cha 12; sheds bright light in a 20-foot radius and dim light for an additional 20 feet)
Skull Kid:
* Ability Score Increase: Your Charisma score increases by 2.
* Nimble: You can take the Disengage or Hide action as a bonus action.
* Venomous Warrior: You have proficiency with the blowgun. You can apply poison to blowgun needles as a bonus action. When you are in a forest you can apply basic poison to blowgun needles from whatever sources are at hand, as long as you succeed on a DC 5 Investigation check.

Living Statue
* Keywords: Robot, Statue, Construct, Armos, Scrapper, Scervo, Dreadfuse
* Ability Score Adjustments: Your Constitution score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 25 feet.
* Construct Creature: You are treated as both a humanoid and a construct for spells and effects. Cure wounds and similar spells and effects can heal you. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
* Subrace: Choose one of these subraces.
Armos:
* Ability Score Increase: Your Strength score increases by 2.
* Stone Armor: You gain a +1 bonus to Armor Class.
* False Appearance: While you remain motionless you are indistinguishable from an inanimate statue.
Ancient Robot:
* Ability Score Increase: Your Dexterity score increases by 2.
* Smaller Size: Your size is Small.
* Restricted Flight: You can fly at a speed of 25 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Float: You do not touch the ground when you walk, which makes you immune to terrain hazards like caltrops and slippery footing. You can use your reaction to hover in mid-air.
* Grabby: You can extend your arms, doubling your normal reach. Any attack rolls, skill checks, and ability checks you make beyond your normal reach suffer disadvantage.

Monkey
* Keywords: Monkey, Baboon, Animal, Beast, Kiki, Ook
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Intelligence score increases by 1.
* Size: Your size is Tiny. You suffer disadvantage when wielding non-light weapons or wearing medium or heavy armor. You are incapable of using heavy weapons. Your carrying capacity is halved.
* Speed: Your base walking speed is 40 feet.
* Tail: You have a prehensile tail. As a bonus action you can use it to support your weight for a round, transfer a small item to your hand, or grab a small item from your hand (but it's not strong enough to wield a weapon).
* Agile: You have proficiency in the Athletics skill. When climbing you may use your Dexterity modifier in place of your Strength modifier.
* Scamper: As a reaction you can move 10 feet, quick enough to make an attack miss if you move out of range. Once you have used this ability you cannot use it again until you take a short rest.
* Beast Creature: You are treated as both a humanoid and a beast for spells and effects.

Revenant
* Keywords: Stalfos, Gidbos, Garo, Skeleton, Mummy, Zombie, Immortal, Undead, Ikana
* Ability Score Adjustments: Your Constitution score increases by 2, and your Strength score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Implacable: If damage reduces you to 0 hit points, you may make a Constitution saving throw with a DC of 5 + the damage taken. On a success, you drop to 1 hit point instead. Once you have used this ability you cannot use it again until you take a short rest. You cannot use this ability if you are standing in direct sunlight.
* Undead Creature: You are treated as both a humanoid and an undead for spells and effects. Cure wounds and similar spells and effects can heal you. You are immune to poison damage. You are immune to the poisoned condition. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Rito
* Keywords: Rito, Bird, Medii, Quill
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Charisma score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Restricted Flight: You can fly at a speed of 50 feet, but only while falling. You can use your reaction to glide, slowing your fall to 10 feet per round so you can fly long distances and land without taking damage.
* Strong Wings: Your maximum jump height is equal to your Strength score in feet.
* Talons: Your feet are sharp claws, which you can use in combat as two light finesse weapons. On a successful hit they deal 1d6 + Dexterity modifier slashing damage. As a bonus action you can firmly grasp and carry things with your feet.
* Windborn: You have resistance to electricity.
* Keen Sight: You have advantage on Wisdom (Perception) checks that rely on sight.

Sheikah
* Keywords: Sheikah, Human, Ninja, Sheik, Impa
* Ability Score Adjustments: Your Dexterity score increases by 1, your Constitution score increases by 1, your Intelligence score increases by 1, and your Wisdom score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Shadow Warrior: You have proficiency in the Deceive and Stealth skills.

Subrosian
* Keywords: Subrosian, Lava, Magma
* Ability Score Adjustments: Your Charisma score increases by 2, and your Wisdom score increases by 1.
* Size: Your size is Small.
* Speed: Your base walking speed is 35 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Metal Scent: Your nose is extremely sensitive to metals. You instantly know the location of metal or ore within 5 feet of you, and as a bonus action you can determine the exact composition and purity of any metal. You have advantage on Intelligence and Wisdom ability checks and skill checks related to items made of metal.
* Magma Dweller: You are immune to nonmagical fire, and actually find it very comfortable. You have resistance to magical fire.

Twili
* Keywords: Twili, Human, Shadow, Twilight Realm, Midna, Zant
* Ability Score Adjustments: Your Dexterity score increases by 1, your Constitution score increases by 1, your Intelligence score increases by 1, and your Charisma score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Shadow Magic: When you are standing in dim light or darkness, you can command the shadows to aid you as a bonus action. You have advantage on all attack rolls, ability checks, and saving throws for one round. When you cast a spell and the spell requires a saving throw, targets of the spell have disadvantage on their saving throws against the spell's effects. Once you have used this ability you cannot use it again until you take a long rest.
* Interloper's Curse: You suffer disadvantage on saving throws against effects that deal radiant damage. Direct sunlight on your bare skin deals 1d6 points of radiant damage per round.

Wolf
* Keywords: Wolfos, Dog, Animal, Beast
* Ability Score Adjustments: Your Dexterity score increases by 2, and your Strength score increases by 1.
* Size: Your size is Medium.
* Speed: Your base walking speed is 35 feet.
* Keen Hearing And Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
* Bite: You can bite as a melee attack, which is treated as a heavy two-handed finesse weapon. On a successful hit you deal 2d4 + Dexterity modifier piercing damage.
* Trip: When you hit a creature with your bite attack, the target must make a Strength saving throw (DC 8 + proficiency bonus + Strength modifier) or be knocked prone. Once you have used this ability you cannot use it again until you take a short rest.

Zora
* Keywords: Zora, Zola, Aquatic, River, Sea, Ocean, Ruto, Mikau, Lulu, Laruto, Rutela, Ralis, Oren
* Ability Score Adjustments: Your Dexterity score increases by 2.
* Size: Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* Amphibious: Your base swimming speed is 30 feet. You can breath air and water.
* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Wet Skin: You can give yourself advantage on a check to escape a grapple or a Dexterity (Acrobatics) check to slip through small spaces. Once you have used this ability you cannot use it again until you take a short rest. If you have not immersed yourself in water in the last 24 hours you lose this ability, and you can no longer heal hit points and regain Hit Dice from long rests.
* Subrace: Choose one of these subraces.
Sea Zora:
* Ability Score Increase: Your Charisma score increases by 1.
* Swift Swimmer: Your base swimming speed increases to 40 feet.
* Blindsight: In water you have blindsight with a range of 5 feet.
* Electricity Resistance: You have resistance to electricity.
River Zola:
* Ability Score Increase: Your Strength score increases by 1.
* Fire Spit: As an attack you may spit a ball of energy, which is treated as a range 30/120 loading weapon. On a successful hit it deals 1d10 + Constitution modifier fire damage.
* Fire Resistance: You have resistance to fire damage.

Thomar_of_Uointer
2014-08-27, 12:29 AM
If an item is not listed here, it's safe to assume that you can easily use an existing magic item's effects in its place. For example, the Bunny Hood would have the same effect as the Boots Of Striding And Springing. (See the D&D Basic Rules DM's Packet for more details.)

Equipment:


Ball and Chain
Weapon, common (75 gp, 20 lbs)
This is a martial melee heavy two-handed reach weapon, dealing 1d10 bludgeoning damage.

Blue Potion
Wondrous item, rare
This potion bubbles vigorously where your fingers touch the bottle, and it smells like springtime plant growth. As an action you can drink it, 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).

Bomb
Alchemical item, common (50 gp, 1 lb)
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.

Boomerang
Weapon, common (5 gp, 2 lbs)
This is a martial ranged thrown (range 30/120) weapon, dealing 1d4 bludgeoning damage. If your attack misses the boomerang returns to your square at the start of your next round, and if you are proficient and have a free hand you can catch it before you take your action.

Dragon Scale
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 (such as the rito tribe) you can invoke the scale repeatedly to fly long distances.
Note: A powerful spirit might apply a blessing of flight directly to a character as a permanent magical effect, rather than an item. An uncommon version of this item would require a long rest between uses. Using this item to fly consumes an action and reaction for most races given in this document, but a very rare version of this item would grant a normal flight speed with no special actions required.

Green Potion
Wondrous item, uncommon
This swirly green liquid smells like musty books. As an action you can drink it, regaining spell slots totalling 5 spell levels.
Note: More potent versions of this potion will restore more spell slots.

Iron Boots
Wondrous item, rare
These iron-clad boots feel a little heavy, but their weight increases a hundredfold when worn. While wearing the boots your base land speed is halved, you cannot jump, and you sink in water at a rate of 60 feet per 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 any penalties you suffer making melee attacks underwater.

Lantern of Flames
Wondrous item, uncommon
This hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. It always burns, even underwater, and cannot be extinguished.
You can make melee attacks with the lantern as a simple one-handed finesse weapon, on a successful hit it deals 1d10 fire damage but you do not add your ability modifier to the damage roll. A flammable object hit by the lantern ignites if it isn't being worn or carried.

Magic Boomerang
Magic weapon, rare
This +1 boomerang (see above) always returns to you, even if it hits. It returns as long as it can find a reasonably clear path back to you, and will tuck itself into a sheath, pocket, or belt if your hands are full.
When you attack you can throw the boomerang with added force. On a successful hit the target must make a DC 13 Constitution saving throw or be stunned until the end of your next round. If the boomerang stuns the target it returns to you, but then loses all of its magical properties for one day.
Note: More powerful versions of the boomerang could return instantly when you miss, be thrown to stun multiple nearby targets, or recharge after only a few minutes.

Magic Bottle
Wondrous item, uncommon
This glass bottle and its cork stopper have been enchanted so that they are completely indestructible and perfectly insulate and preserve the contents. The bottle is unharmed by strong acids, and could even contain lava. The bottle can hold one pint (half a liter) of liquid, or anything else you care to put inside.
Note: With the right preparations or magical rituals, it may be possible to bottle other things. Song or sunlight would emanate from the bottle for one round. A cunning individual might even be able to bottle lightning. An adventurer might find a magic bottle containing such things, but with no clue as to how anyone managed to put that inside.

Magic Hammer
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 succeessful save take half damage and remain standing. The hammer can only produce this shockwave once per day.
Note: Some characters may find a warhammer version of this weapon to be more suitable for their fighting style.

Magic Mirror
Wondrous item, legendary
This handheld mirror has a cobalt border engraved with strange runes. Instead of your reflection, you see nothing but mist in its surface. The mirror has two functions:
Designate Target: As an action you speak a command word, designating the location you are standing in as the mirror's teleportation target.
Recall: As a action you speak a second command word. The mirror instantly teleports you, up to five willing or unconscious creatures within 5 feet of you, and the mirror itself to its teleportation target. The mirror's magic is not deterred by planar boundaries.
When you gaze into the mirror its engravings become legible to you, and they clearly explain its function and command words. However, this does not reveal anything about the mirror's last designated teleportation target.
Note: A lesser (very rare) version of this mirror has a range of 1 mile, only teleports once per day, and cannot cross planar boundaries.

Mask of Truth
Wondrous item, very rare (requires attunement)
Once per day this mask allows you to communicate with an unworked, natural 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, gaining information about the movement of creatures, weather, and other circumstances.
A stone with carvings that is otherwise natural and unworked can answer questions about the carvings and the people who carved it, and several ancient civilizations seem to have carved stones for exactly this purpose.
Note: A lesser (uncommon) version of this mask can only communicate with specific carved stones, but has no limit on its uses per day.

Mogma Mitts
Wondrous item, very rare (requires attunement)
These gloves have long sharp steel claws, and always smell of overturned earth. The gloves allow you to burrow through earth and loose gravel at a speed of 15 feet, and you may choose to leave a tunnel or allow the dirt to collapse around you. You can also use the claws in combat as a pair of +1 short swords.
Note: A more powerful version of this item would allow the wearer to burrow through stone.

Pegasus Boots
Wondrous item, very rare (requires attunement)
These boots are always clean and spotless, and they feel light when worn. If you move in a straight line while wearing them you can move up to 60 feet in a round, or 120 feet if you use the dash action. Furthermore, your swift movement allows you to move unimpeded over difficult terrain and solid surfaces that would otherwise not be able to support you, such as quicksand, thin ice, or a pit trap covered by cloth or leaves.
These boots also grant you the benefit of the Charger feat. If you already have that feat, then once per short rest you can make an attack or shove with the Charger feat with advantage.
Note: More powerful versions of this item may increase the wearer's speed, increase the to-hit and damage bonuses, or allow the wearer to run on water or thin air.

Power Gloves
Wondrous item, rare (requires attunement)
While you wear these gauntlets, your Strength is 19. If your Strength is already 19 or higher, the gauntlets have no effect on you.
While wearing the gloves, as an action you can throw heavy Small or Medium objects at one target within 60 feet. The target must make a DC 13 Dexterity saving throw or take 3d6 damage.
Note: Stronger gloves will give you a higher Strength score, more damage, and a higher save DC.

Subrosian Cloak
Wondrous item, common (90 gp)
This silky cloak is made of an unknown material which provides as much protection as studded leather armor. The fabric is highly resistant to fire, and will survive being immersed in molten lava. The most common color for these cloaks is green.
When you wear the cloak you have advantage on saving throws against nonmagical fire damage.

Super Bomb
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-radius explosion. Each creature in the area must make a DC 13 Dexterity saving throw, taking 11d6 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.
Note: With enough raw materials, it would be possible to make even larger versions of this bomb. Of course, only a crazy person would work on such a suicidal project.

Wooden Sword
Magic weapon, uncommon
This +1 oak bokken (use warhammer stats) has relief carvings of a brave warrior in battle with monsters along its blade. It is unnaturally strong and cannot be dented, cracked, burnt, or warped.
When you have full hit points and swing the sword, flickering beams of energy shoot from the tip. Once per round you can attack enemies with these sword beams as a range 20/60 thrown weapon that deals radiant damage instead of bludgeoning damage.
Note: It is rumored that this blade was patterned after the legendary artifact, the Master Sword.

Zora Armor
Magic armor, very rare (requires attunement)
This +1 half plate is made of polished coral and mother-of-pearl. It tarnishes easily, but heals from any damage the moment it is immersed in water. While wearing this armor you can swim at a speed of 50 feet, breathe underwater, and none of your melee attacks suffer disadvantage underwater.
Note: Lighter versions of this armor might be equivalent to studded leather. A flawed version of this armor imposes disadvantage on saving throws against effects that deal cold or fire damage.

Thomar_of_Uointer
2014-08-27, 12:31 AM
Plot Hooks:


* A group of bandits are attacking caravans. Their leader uses a pair of magic gloves to pile up massive roadblocks. Anyone who doesn't surrender their goods is crushed by giant boulders rolled downhill.
* A nearby fortress fell after a single enemy soldier climbed up the wall, fought all the way to the gate house, and let down the drawbridge for invaders. All while a hundred armed veterans tried to stop it. The soldier was merely human, but wore armor that deflected attacks like they were nothing.
* A mentally imballanced person has been attacking lone travellers at night, using a magic boomerang to paralyzes them... and then styling their hair...
* A wealthy arms dealer has "misplaced" a twenty barrels of gunpowder in the middle of a government audit. Whoever has the gunpowder is ransoming half of it. The arms dealer will pay handsomely for its retrieval, but only if ALL of it is returned and NOBODY can prove that it went missing.
* A desparate traveller miraculously made it through a dangerously rocky, stormy, and monster-infested strait. On a small raft. Someone wants to duplicate the feat so that the route can be mapped, hopefully for use as a trade route.
* The eccentric village elder has tasked the bravest of the village to repair... a stepladder. It must be repaired with holy wood from a specific tree deep in the woods. The elder assures everyone that this is vital to the village's survival for some reason.
* A witch has been teaching magic to villagers who help collect mushrooms for healing potions. A youth who knows an damaging cantrip has gotten it into their head that they can beat the village elder in a fight.
* A witch has been teaching magic to villagers who help collect mushrooms for healing potions. A wild beast attacked her pupils in the forest and only one of them has returned.
* A witch has been teaching magic to villagers who help collect mushrooms for healing potions. A youth who thinks that one of the healing potions will make them invulnerable (it won't) has gone off to try and slay a horrifically dangerous monster deep in the forest, and needs to be stopped.
* A demolitions expert has been advertising to criminal gangs for break-ins. They are untraceable because they don't use gunpowder, instead they use an enormous hammer to break down walls.
* Several notable robberies have been performed in broad daylight by an invisible thief. It has gotten bad enough that the watch has put out a sizeable bounty for it.
* One child in the village has the power to charm animals with music. An enormous monster has been prowling the woods recently, and the child has gone missing.
* A blacksmith needs to send a rare ore to a friend in a distant village to repay a debt. Last night the ore's supplier was attacked by armed thugs who quickly left when they couldn't find the ore.
* A magic mirror was found in the basement of a library, and records indicate that it is used for some kind of teleportation. The last person to look into it disappeared, and they need to be found soon or the library's richest patron will withdraw their funding.
* A treasure diver found a pair of magic flippers that make swimming and diving incredibly easy. However, the diver seems to have become cursed, being unable to find treasure and plagued by poisonous sea creatures (even when the flippers are left at home). They want someone to go talk to the ruler of a nearby underwater city to figure out what's going on.
* A researcher has a magic bottle capable of holding ABSOLUTELY ANYTHING safely. They want some molten lava transported to a blacksmith for some experiments.
* A treasure hunter recently broken into some nearby ruins and found a gleaming medallion. The medallion started spitting out magic and the treasure hunter fled for safety, leaving the medallion behind. Now the surrounding area has been suffering from nearly-constant earthquakes.
* A treasure hunter recently broken into some nearby ruins and found a gleaming medallion. The medallion started spitting out magic and the treasure hunter fled for safety, leaving the medallion behind. Now the surrounding area has been suffering from nearly-constant blizzards and freezing rain.
* A treasure hunter recently broken into some nearby ruins and found a gleaming medallion. The medallion started spitting out magic and the treasure hunter fled for safety, leaving the medallion behind. Now the surrounding area has been suffering from nearly-constant wildfires.
* A treasure hunter recently broken into some nearby ruins and found a magic rod. The rod started spitting out fire and the treasure hunter fled for safety, leaving the rod behind. Now the surrounding swamp has caught fire, and monsters composed entirely of flames have started to attack livestock.
* A treasure hunter recently broken into some nearby ruins and found a magic rod. The rod started spewing frozen ice and the treasure hunter fled for safety, leaving the rod behind. Now the surrounding swamp has frozen over, and strange monsters made of jelly have begun to attack livestock.
* An alchemist has been capturing the faeries in a nearby forest and using the dust from their wings to make healing potions. Nobody knows about this. Without the faeries the trees of the forest are beginning to be infected with strange mold, and in the village wild growth has begun to chew up the foundations of buildings.
* A scholar has compiled a list of the pieces of the legendary Cane of Byrna, which supposedly makes its wielder immortal. Several rich and influential patrons want the list badly enough to kill for it.
* A scholar has compiled a book that allows the translation of an ancient language. A noble whose lands contain several ruins with lost technology is willing to pay a small fortune for it, and needs it safely transported.
* On the mountainside above the village, an enormous statue holds up an even bigger boulder. Legend says the statue strode up from some nearby ruins, saved the town from being crushed during a landside, and it has stayed immobile since. The boulder has slipped twice in the last week.
* The kingdom's most wanted thief has been at large for a decade now. An adventurer finally caught him and confiscated his magic boots, but the boots alone have such a famous reputation that this adventurer is now in danger from both the law and criminals.
* An alchemist's lab in the middle of the village has exploded, scattering magic powder that turns anyone who touches it into a blobby pile of flesh. The village elder has offered a reward to anyone who can arrest the alchemist (by turning everyone back into humans so that they can figure out which one is the alchemist).
* A scholar recently came across a map that points to treasure buried somewhere in the forest just outside the village. The first group of adventurers the scholare mentioned the map to stole it, but the scholar has a partial copy that can be used to figure out where they're going.
* Someone snuck into the castle using a suit of magic armor that lets its wearer swim like a fish. The stolen treasure has been dredged up from the moat, but the thief is still at large. An ambassador from the zora tribe wants the thief relieved of the suit of armor so that there is no evidence of that detail of the theft.
* A yeti has climbed down from the high mountains to ask for a hero to come slay a horrible monster.
* A rich merchant in town has been arrested for theft. The merchant claims innocence, and will reward anyone who can clear their name.
* A soldier who was given a hero's funeral a short while ago has risen from the grave. The soldier's shade claims that a local noble betrayed them on the battlefield, and demands blood.
* A group of bandits who were executed a short while ago have risen from the grave. They immediately attempted another robbery and landed in jail, again. But this time they quickly escaped by passing their bones one at a time through the bars of their jail cell.
* A section of the city wall recently collapsed. Some gorons are at fault for irresponsible excavation, but they retreated back into their underground tunnels before they could be arrested.
* A masked bandit who is an extremely skilled illusionist has been single-handedly robbing caravans. Nobody knows this, all reports describe an army of highwaymen who only ever steal an armful of goods.
* Strange music from the woods has been luring children away from their homes. Nobody has gone missing for more than a day, but a few of the children have started behaving strangely and violently insist on returning to the woods.
* A monkey has been running around town since a few days ago. It chatters at anyone who will listen, but noone can understand its language. It keeps trying to lead people out of town for some reason.

Thomar_of_Uointer
2014-09-06, 11:50 AM
And a bump for updates. Added a bunch of races, choosing the most popular ones based on Google search results. Wrote a bunch of plot hooks for magic items.

Thomar_of_Uointer
2014-09-14, 12:26 PM
Another bump because Hyrule Warriors is coming out soon and I added a bunch of new items. Some feedback would be nice.

Darkstand
2014-09-17, 07:19 AM
The races are.... odd. While there are some interesting points in there, many of the races either seem bland, weird rules for powers, or don't do justice to the original. I understand how this could be an issue, given a lot of the races have canonical powers that outstrip the 5e balance, though. They may have to either be consigned to NPC races (unfortunate) or wait for the 5e equivalent of ECL. Most anything with flight falls into this category.

The items are genius. Not only do many or even most capture the spirit of the games, but I could see many of them being introduced in a 'regular' D&D game. The plot hooks only further this, as many of them could be dropped into any setting.
Nitpicks:
I'd say that the iron boots increase the wearers weight to all other effects, but the wearer him(or her)self does not need to muscle through this extra weight, like the entry for the hammer. Keep the explicitly mentioned restrictions though (half speed, can't jump).
Add a stasis effect on the bottle maybe. Anything put inside (for example, bugs) stays as it was when you corked it for as long as it remains sealed. A sentient being put inside would experience no time passing from the closing to its opening again. (Hrmmmm... plot hook: a wizard is trying to reverse engineer how the bottle works to build prisons for exceedingly powerful inmates. If no time passes they can't try to escape.) If you wanted to soften this, you could merely say that anything in the bottle needs no sustenance or air, and does not age. (This could still result in boredom-maddened creatures being released upon opening).

I'd mention goron tunic but its effects seem obvious and overlapping with the subrosian cloak besides.

Maybe turn the Deku scrub leaf ability into a item instead? It makes a lot of sense.

Hrmmmmmm......

*Goes to write alternative Hyrule history that allows for adventurers*

Thomar_of_Uointer
2014-09-17, 10:23 AM
While there are some interesting points in there, many of the races either seem bland, weird rules for powers, or don't do justice to the original.
Any particular suggestions? I'm open to ideas. Many of the races aren't described in much depth in canon.


Most anything with flight falls into this category.
All of the flying races can only glide while falling. Most low-level adventures are on flat, two-dimensional maps where that won't be an issue. I think it's well-balanced.


The items are genius. Not only do many or even most capture the spirit of the games, but I could see many of them being introduced in a 'regular' D&D game. The plot hooks only further this, as many of them could be dropped into any setting.
That's intentional, and I'm glad you saw that. :)


I'd say that the iron boots increase the wearers weight to all other effects, but the wearer him(or her)self does not need to muscle through this extra weight, like the entry for the hammer. Keep the explicitly mentioned restrictions though (half speed, can't jump).
Just the fluff?


Add a stasis effect on the bottle maybe. Anything put inside (for example, bugs) stays as it was when you corked it for as long as it remains sealed. A sentient being put inside would experience no time passing from the closing to its opening again. (Hrmmmm... plot hook: a wizard is trying to reverse engineer how the bottle works to build prisons for exceedingly powerful inmates. If no time passes they can't try to escape.) If you wanted to soften this, you could merely say that anything in the bottle needs no sustenance or air, and does not age. (This could still result in boredom-maddened creatures being released upon opening).
It's hinted at in the description. This is the kind of thing I would leave up to the GM, since it could conceivably lead to horrible plot abuses when combined with reduce person and polymorph effects.


I'd mention goron tunic but its effects seem obvious and overlapping with the subrosian cloak besides.
Yep. I'm not statting up anything that's too obvious. This is especially an issue because most of the really obvious effects would need to scale from levels 1 to 20, and it's better for a GM to make an appropriate item.


*Goes to write alternative Hyrule history that allows for adventurers*
The plot hooks go out of their way to avoid anything about the Triforce or Hero of Legend. If you GM a game in this setting, I recommend either going for something close to a D&D Points of Light setting, or doing a completely oddball setting as different from the usual Zelda setting as Majora's Mask was.

Ninjadeadbeard
2014-09-17, 09:33 PM
I'm going to second the "Items are Genius" line here. Absolutely fantastic stuff! Sadly, I see no Hook shots or Grapple shots.

Are you going to add an entry for Monster stats? Or would it be better to just find an equivalent in one of the books/pdfs that are out?

Darkstand
2014-09-18, 01:47 AM
Any particular suggestions? I'm open to ideas. Many of the races aren't described in much depth in canon.
Statting as things considered 'balanced' for PC use or statting as close to canon as possible, and screw balance? The two won't be the same, and as stated I'm not really sure how to get to A.


All of the flying races can only glide while falling. Most low-level adventures are on flat, two-dimensional maps where that won't be an issue. I think it's well-balanced.
It is balanced... but thats the problem. Most of those races absolutely CAN fly, based on material. Fairy and Rito primarily fall to this trap.

Ok, lets go one by one. A sentence or two for each.
Anouki: not much to say here. Seems fine.
Deku Scrub: I still see gliding as a item, personally. Kinda like how Elves and Dwarves are known for certain kinds of craftsmanship. You could go so far as to say only Deku Scrubs could use them.
Fairy: Probably better left as a familiar. Fairies are so light and small that a PC is going to have a lot of trouble. I can't recall them ever doing anything in game other than assist.
Gerudo: Bland, but then again so are humans. Maybe something about desert survival in place of some of the +1s?
Ghost: I'll admit I did not see the line about hovering as a reaction. I like that. If they can move while doing it that would actually be quite powerful. (IE the 3.5 elocator 'scorn earth'). Maybe expand on that and lose in-air movement.... The Fade effect is very good as well. I don't think its broken, but its hard to tell.
Goron: Seems balanced and thematically accurate. I might also add a damage bonus if you traveled more than a certain distance without stopping. It would rarely come up (only on downhills or more than one turn movement). I also might say you only get the stealth advantage when not moving (curled up)
Hylian: I probably would have just used human, but I like this a lot. Simple, flavorful, and useful. The trifecta.
Keaton: I only remember one appearance, in Majoras Mask. Race does not seem broken.
Kokiri: I like this. Remember what I was saying about Fairies as companions? Yeah. The skull kid is good too... though I might move the darkvision onto skull kids and give Fairy Children something else. Maybe trade nimble into a race trait? No... something else.
Monkey - As a PC? Eh. Also, make them unable to speak verbally, but give them a climb speed. I think that would be very interesting to see in a game. They can communicate normally with other monkeys and anyone who can learn... I'm imagining something close to sign language accentuated with yelps and shrieks. I think I watched Planet of the Apes too recently.
Revenant: no real issues, but Implacable does not seem to stack up to Fade and Float on the ghosts. Don't know if that means this is too weak or that is too strong.
Rito: Flight. They need some form of real flight. Maybe something about exhaustion per distance flown? You need a good launching point (its impossible to fly in cramped quarters) and can't do anything BUT fly while you do (so no flyby attacks... or even self defense in the air). Still very powerful, but not game breaking. Maybe. The resistance to electricity is odd.
Robot: Seem fine. Take your notes from Warforged.
Sheikah: They need some minor magics I think. Condense all the +1 into a normal +2/+1 (Dex and choice?) and give them some cantrips, maybe? Maybe even as a bonus action. They seem good, though.
Subrosian: I can't remember them very much (maybe one of the handheld games?) so I can't comment on accuracy. But I like the race. Immunity to natural fire is a nice compromise without negating half of all attacks.
Twili: Good, although I'd prefer a weaker but repeatable power for shadow magic. Maybe only one roll gets advantage/disadvantage, but its short rest? Still, good stuff, and the weakness to radiant damage is nice, thematically. It also might be enough to compensate for a stronger shadow magic anyway.
Wolf: Weird as PC. I'd argue a true wolf would have huge difficulties using tools and other things, as they lack thumbs. Repeat what I said earlier about not talking as well.
Zora: This is good stuff. I might add fire vulnerability to the river zora, but it would need something to counter it.

Thats about it for the races, I think.

As for the hammer, I just meant that if you were actually wearing boots that increased weight a hundredfold, your legs would rip apart before you could move even one step. Its mostly a thematical issue rather than mechanical, its true, but I feel it needs to be pointed out. Especially since you did so on the hammer.


The plot hooks go out of their way to avoid anything about the Triforce or Hero of Legend. If you GM a game in this setting, I recommend either going for something close to a D&D Points of Light setting, or doing a completely oddball setting as different from the usual Zelda setting as Majora's Mask was.
I did notice the explicit lack of mention of the Master Sword. Probably for the better, it'd be a major game breaking artifact.
Yes, the main problem for Hyrule as a setting is the presence of Link and Zelda (or whoever has the relevant piece of the triforce). (Gannondorf can stay... until we kill him. For a little while at least, the bugger refuses to die permanently.) Options for dealing with this include;
A) Link, Zelda and possibly Gannondorf exist but are sealed off.
B) The triforce itself was recombined and sealed away permanently.
C) the Triforce never existed. What is this Triforce you speak of?
Hrmmmm..... hold on, I'll make a new Forum post for my attempts rather than hijack this thread.
http://www.giantitp.com/forums/showthread.php?372557-Legend-of-Zelda-lore-rewrite-(WIP)

Thomar_of_Uointer
2014-09-21, 02:20 PM
Are you going to add an entry for Monster stats? Or would it be better to just find an equivalent in one of the books/pdfs that are out?

Between the Hoard of the Dragon Queen and GM Guide PDFs, you shouldn't have too much trouble finding monsters. I'm also not so great at statting up monsters.


Fairy: Probably better left as a familiar. Fairies are so light and small that a PC is going to have a lot of trouble. I can't recall them ever doing anything in game other than assist.
They make great rogues and casters. Also of note, it's canon that faeries come in many different sizes, and they're often associated with combat magic and weaponry.


Goron: Seems balanced and thematically accurate. I might also add a damage bonus if you traveled more than a certain distance without stopping. It would rarely come up (only on downhills or more than one turn movement). I also might say you only get the stealth advantage when not moving (curled up)
Good points.


Revenant: no real issues, but Implacable does not seem to stack up to Fade and Float on the ghosts. Don't know if that means this is too weak or that is too strong.
I'm not sure what to give them either. Maybe just +2 Strength.


Rito: Flight. They need some form of real flight. Maybe something about exhaustion per distance flown? You need a good launching point (its impossible to fly in cramped quarters) and can't do anything BUT fly while you do (so no flyby attacks... or even self defense in the air). Still very powerful, but not game breaking. Maybe. The resistance to electricity is odd.
The limited flight/dragon scale thing is canon. The electricity resistance is a mythology gag (they're descended from zoras).


Sheikah: They need some minor magics I think. Condense all the +1 into a normal +2/+1 (Dex and choice?) and give them some cantrips, maybe? Maybe even as a bonus action. They seem good, though.
The more human tribes are simply human subraces, so I'm giving them +1 to four ability scores and an ability that's weaker than a feat.

Thomar_of_Uointer
2014-09-25, 01:49 PM
Another update. I've changed every race with flight so that their flying ability is specifically called "Restricted Flight" and says "only while falling" to make the ability's drawbacks more clear. Added boomerangs. Made tweaks to everything here and there.

Thomar_of_Uointer
2014-09-29, 11:39 AM
Adjustments to restricted flight wording again. Added koroks.