Artifacts
Blade of Demise
Weapon (greatsword), Artifact (requires attunement)
This blade is the weapon wielded by Demise against the forces of good at the creation of Hyrule. It is also known as the Anti-Master Sword due to its aura of evil and upside-down triforce that lines the hilt. After the creation of the world, Demise wanted to take it as well as the Triforce for his own, and used this sword to generate a fissure in the earth for himself and his minions to escape into Hyrule from.
The sword itself has the ultimate goal of freeing its master from imprisonment and will even take on a humanlike form to further these plans. Its dark prowess is beyond compare, summoning monsters and weaponry alike to cover the world for darkness or claim the Triforce as its own for Demise to return.
The Blade of Demise has the following features:
Book of Koridai
Spellbook, Artifact (requires attunement)
This sacred relic is a spellbook written in Ancient Hylian by Koridai, an ancient sage that traveled the world using his divine knowledge to trap demons inside of his spellbook. His travels took him beyond the borders of Hyrule itself, founding the island of Koridai and carving divine figures into its mountains, known as the faces of light. These faces are part of the book’s power as well, using the divinity found in the very land itself to empower its pages.
The Book of Koridai has the following features:
Book of Secrets
Spellbook, Artifact (requires attunement)
The Book of Secrets is the Sacred Artifact beholden to Farore, the Oracle of Secrets. This book is said to contain the secrets of extraplanar travel within its pages, hiding knowledge of realm-warping abilities and far reaching teleportation out of the hands of those that may abuse it.
The book has an insatiable need to store history and lost knowledge within itself, trying to create a full record of the world and all its inhabitants since the Goddess Farore created those inhabitants in the first place. It is said that the Book of Secrets lets Farore herself read what has been going on in Hyrule from the heavens she departed to long ago.
The Book of Secrets has the following features:
Bow of Light
Weapon (longbow), Artifact (requires attunement)
Legends tell of a sacred bow made of pure light that aids those with the wisdom to call upon it in the hour of need. This bow is the only weapon that is truly able to fully destroy creatures of pure darkness instead of banishing them and generally reveals itself to the true holder of the Triforce of Wisdom in their time of need.
The Bow of Light has the following features:
Fierce Deity Mask
Wondrous Item (head), Artifact (requires attunement)
This mask is the embodiment of the emotions of an unnamed dark god. This god once became mortal and roamed the lands of the world, finding and defeating the strongest beasts, gods, and demons everywhere they went. He was like a force of nature, promoting combat and bloodshed to resolve all conflict in the world and believing that only the powerful are fit to take charge.
None alive know how it happened but somehow his consciousness was transferred into a mask of unimaginable strength. This mask is fickle and dark, only awakening its true abilities when a formidable foe rises up to challenge its wearer.
The Fierce Deity Mask has the following features:
Four Sword
Weapon (longsword), Artifact (requires attunement)
This shortsword is the finest work of Ancient Minish from long ago and also goes by the name the Picori Blade. It was forged through Minish magic when no Minish roamed Hyrule. When men warred in the past the Minish descended from the sky and gave this blade to one man, who took it to vanquish the darkness and unite the men of Hyrule.
The Four Sword now sleeps in the Sanctuary of the Four Sword, hidden to time and waiting for someone of pure intention to wield it, good or evil. The sword is said to require someone so driven due to its personality-splitting nature, transforming the strongest emotions of the wielder into four separate entities.
The Four Sword has the following features:
Fused Shadow
Wondrous Item (head), Artifact (requires attunement)
This artifact was created by the Spirits of Light as a method of imprisoning the power of the Dark Interlopers, powerful sorcerers who attempted to use their power to break into the Sacred Realm and claim the Triforce as their own. They did not have enough power to fully destroy it and therefore turned it into this dark helm. Even Fragments of the Fused Shadow are enough to corrupt good people it comes into contact with, clouding their mind with dark thoughts and the thirst for power as the shadow takes over their personality.
The Fused Shadow has the following features:
Great Fairy Sword
Weapon (greatsword), Artifact (requires attunement)
Also known as the Black Rose Sword, this legendary blade is given to heroes of fairykind. The sword was created by a dark fairy of magic, who used the blade to try and lead the dark fey of the world to become the new fairy queen. No fey will now use this sword for fear of any secret powers that may lie within the blade. The fairy queen bestows this sword to non-fey that are completely trusted by her that are immune to its deadly powers, hoping giving them an artifact will help them change the course of the world for the better despite the blade's fey-killing nature.
The Great Fairy Sword has the following features:
Goddess Harp
Instrument (harp), Artifact (requires attunement)
This harp was left for the mortal incarnation of the Goddess Hylia and her reincarnations. This harp connects people to their past lives and as such can awaken vast troves of knowledge in a sleeping mind. It is another of the artifacts that are scattered throughout the Royal Family's past, to be wielded by the descendants of Hylia to reawaken the power of the hero.
The Goddess Harp has the following features:
Harp of Ages
Instrument (harp), Artifact (requires attunement)
The Harp of Ages is the Sacred Artifact beholden to Nayru, the Oracle of Ages. This harp is said to have the power to create rifts in time, altering events that lead to certain doom and giving the world second chances if need be. The harp is attuned to the laws that govern the world and all of its inhabitants. It is said that the Goddess Nayru created the harp so that its beautiful melodies could reach back in time so she could hear it at the dawn of creation.
The Harp of Ages has the following features:
Hylian Shield
Shield, Artifact (requires attunement)
The true Hylian Shield is a sacred relic entrusted by Hylia to the dragon spirits and imbued with heroic energy, making it the ideal shield for those fighting the forces of darkness. The shield is now said to be passed down from one generation of the royal family to the next, with many replicas of it commonly distributed to the masses of soldiers that protect them.
The Hylian Shield has the following features:
Lokomo Sword
Weapon (longsword), Artifact (requires attunement)
This sacred artifact was a gift for the Lokomo from the spirits that resided over their previous home. It was used to slay dark creatures summoned by the demon Malladus long ago in a war between spirits and demons. Though the sword was made to be wielded by spirits, its sacred energy can cut through planes and make creatures of all kinds be a hero.
The Lokomo Sword has the following features:
Mage’s Cap
Wondrous Item (head), Artifact (requires attunement)
This magic cap was made by the Minish Sage Ezlo and his apprentice Vaati to grant the wishes of the one who wears it. In many places it is simply known as the Minish Cap as it was a gift for men that Minish used to nearly destroy Hyrule long ago. Due to the nature of the cap and its ease of use for granting power, wealth, or more it is considered a very dangerous object since anyone can be corrupted by the sudden burst of ability that it brings to them.
The Mage’s Cap has the following features:
Majora’s Mask
Wondrous Item (head), Artifact (requires attunement)
Majora's mask is an ancient mask created from the Demonic beast Majora, a beast with the desire to feed on the greed of human hearts. This beast would leave chaos in its wake, spreading lust for its neigh-impervious hide to all in a land, drawing the most powerful to it, then destroying them in combat by feeding on their desires. Majora was eventually slain by one who slew it by not fighting it head to head, but instead causing it to collapse from exhaustion by dancing to a magical song for three days straight. Fearing the beast's power, he carved its hide into a mask, naming it after the beast.
The beast's maliciousness and spirit remained in the mask, drawing men and creatures to the man until he was no longer able to survive, losing the mask to an ancient tribe that took the mask from him by force. This tribe used the mask in its hexing rituals, making all other tribes bow down to the power of the mask, however the mask's evil proved to be too great for them to control and eventually it was sealed away. Majora's Mask now slumbers, awaiting a time when its evil spirit can once again consume the world with chaos and destruction.
Majora’s Mask has the following features:
Mask of Truth
Wondrous Item (head), Artifact (requires attunement)
This mask was created by the Sheikah of the past through their knowledge of shadow magic. It was used specifically for interrogation and information gathering, learning the secrets of others and storing their knowledge within special Gossip Stones that would reveal information to the wearer of this mask.
Donning the mask is a dangerous ordeal, as the mask will search through a wearer's secrets as well as the secrets of the world around it. If it sees that the wearer will use its abilities for greed or evil intent it will curse not only them but their family, transforming them all into Gossip Stones as well.
The Mask of Truth has the following features:
Master Sword
Weapon (longsword), Artifact (requires attunement)
This weapon is considered the Blade of Evil's Bane by many, forged by the Goddess Hylia to counteract the evil forces of Demise. This sword's power comes not only from Hylia but by the power of the three Goddesses of creation, Din, Farore, and Nayru, each whose sacred flame reforged it into the state it is found in today.
The sword itself always chooses its master by its own will, looking for a hero that has gone through great tests of courage, power, and wisdom that prove them worthy to wield it. In addition it is often tied closely to the Triforce of Courage, with most of its true masters earning this piece of the Triforce for themselves as well. It may be due to the sentience that sleeps deep within the blade that it can only be earned by one who has proven themselves worthy, or perhaps as a failsafe put there by the Goddess Hylia so that evil forces could never use her treasure. Regardless, the sword now sleeps deep within the forest, nearly lost to time until the next hero comes along that can wield it in times of need.
The Master Sword has the following features:
Ocarina of Time
Instrument (ocarina), Artifact (requires attunement)
One of the sacred treasures of Hyrule's Royal Family, the Ocarina of Time is an artifact created by the first Queen of Hyrule. This object has the power to manipulate the flow of time and space through its connection to the Temple of Time, a location that bridges multiple dimensions and points in time all at once.
The Ocarina of Time has the following features:
Phantom Hourglass
Wondrous Item, Artifact (requires attunement)
This sacred artifact holds Sand of Hours, a special blessed sand from overseas that has the power to stave off curses for a short period of time. This sand recharges its magic through the energy of the sunlight, keeping it constantly fueled with energy. If all of the Sand of Hours is contained within the Phantom Hourglass it can be infused with a weapon to stave off not only curses but time itself. The potency of this ability is based on the purity of the weapon it is augmented on and how much power the Sand of Hours contains at the time of use.
The Phantom Hourglass has the following features:
Rod of Seasons
Rod, Artifact (requires attunement)
The Rod of Seasons is the Sacred Artifact beholden to Din, the Oracle of Seasons. This rod is said to have the power to manipulate the very essence of the world itself. This rod is attuned to the cycles of the seasons and the position of the world in space. It is said that the Goddess Din created the rod so that the world could be repositioned back into balance with the sun if anything ever destroyed its orbit, allowing the world to fix itself with its own power.
The Rod of Seasons has the following features:
Spirit Flute
Instrument (flute), Artifact (requires attunement)
The Spirit Flute is a treasure guarded by the Lokomo race that ties the past and present lives of the Lokomo together with its power. Each reed of this pan flute corresponds with one of the locations found within the Lokomo's home country as well as the sages that resided over it. This flute has the power to call those past lives' strength into action, empowering and expanding upon the railways of Hyrule or otherwise using sacred melodies to assist the one playing them.
The Spirit Flute has the following features:
Trident of Power
Weapon (trident), Artifact (requires attunement)
This magical trident is now the symbol of Ganon's influence over the world. It was created by the dark magic of the ancient Zuna, a sorcerer tribe that lives in the haunted wasteland. This tribe built the pyramids themselves to house this weapon, however most Zuna that live in the world today have forgotten the dark past of their people and their powerful Sorcerer-Queens. It is said that the wielder of this weapon shall become the King of Darkness and that it was stolen from the Pyramid by the Gerudo thief Gannondorf long ago.
The Trident of Power has the following features:
Triforce
Wondrous Item, Artifact
The three sacred triangles that mark where the Goddesses of creation left the world is known as the Triforce. This artifact is traditionally known as the most powerful thing in all of existence, with many wars fought over its power. It has traditionally been hidden away in the Sacred Realm with those that earned it transforming that realm with the magic of the Triforce to reflect their desires. To truly master the Triforce a creature who wishes upon it needs to have a balanced heart with equal amounts of Wisdom, Power, and Courage, otherwise the shape of their wishes will be reflected based on what they embody. The Triforce itself is very fragile, with each piece able to break into multiple pieces if they cannot find a suitable host.
The Triforce has the following features:
Wand of Gamelon
Wand, Artifact (requires attunement)
The Wand of Gamelon is the sacred relic stored on the island of Gamelon, named after a powerful sorcerer that used the wand as a conduit for the chaotic energy they controlled. The wand itself is said to contain both his power and his spirit, enhancing the magic of the wielder to unprecedented levels that can rival even the gods themselves.
The Wand of Gamelon has the following features:
Wind Waker
Wondrous Item, Artifact (requires attunement)
The Wind Waker is a sacred conductor's baton created by the gods Cyclos and Zephos for the King of Hyrule to conduct the sages when they called upon the gods. More of a ceremonial device than anything, it was used in the past to control the winds to make the towns above the flooded landscape of Hyrule flourish and keep them safe from dangerous weather. In addition this baton has the power to empower objects through song and prayer, rituals that have been used in the past to restore the Master Sword to its glory through the prayers of sages at sacred temples.
The Wind Waker has the following features:
Weapon (greatsword), Artifact (requires attunement)
This blade is the weapon wielded by Demise against the forces of good at the creation of Hyrule. It is also known as the Anti-Master Sword due to its aura of evil and upside-down triforce that lines the hilt. After the creation of the world, Demise wanted to take it as well as the Triforce for his own, and used this sword to generate a fissure in the earth for himself and his minions to escape into Hyrule from.
The sword itself has the ultimate goal of freeing its master from imprisonment and will even take on a humanlike form to further these plans. Its dark prowess is beyond compare, summoning monsters and weaponry alike to cover the world for darkness or claim the Triforce as its own for Demise to return.
The Blade of Demise has the following features:
- Magical Weapon: The Blade of Demise is a +3 magical greatsword.
- Vile Blade: A non-evil creature who attempts to wield the blade takes 12d6 necrotic damage, or twice that if the creature is good aligned. When attuned to the blade a creature must perform at least 1 evil act per week or the blade will take human form and attempt to leave. While used it deals 2d10 extra necrotic damage to Angels and sacred beings and is treated as a Defender, Nine Lives Stealer, and Rod of Rulership. The blade has infinite charges for the Nine Lives Stealer's abilities instead of its usual amount.
- Realmblight Strike: While wielding this weapon you may take an action to absorb the natural energy around you, charging the blade with magic and making a 20-foot radius area nearby wither as though it were under the effects of a Blight spell. The next attack you may make with that weapon has a range of 100 feet, deals an additional 2d10 damage, is considered a magical attack, and deals either fire, lightning, cold, radiant, or necrotic damage instead of its normal damage type.
- Fissuring Darkness: While you hold this drawn sword, it creates an aura in a 10-foot radius around you. All creatures hostile towards you have disadvantage on saving throws against spells and other magical effects. If you have 17 or more levels in Paladin, the radius of this aura increases to 30 feet. If wielded by Demise, the radius of this aura increases to 100 feet. You may also use the powers of the blade once per Short or Long Rest to summon 20 CR worth of blin within 100 feet of you who obey your commands unquestioningly. These blin are no longer bound to you after 1 hour.
- Sentience: The Blade of Demise is a sentient evil weapon with an Intelligence of 16, a Wisdom of 12, and Charisma of 26. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. As an action the blade can shapeshift into Giriham.
- Personality: The Blade of Demise is proud and arrogant, much like its master. It tends to be flamboyant and tries to awe and inspire its audience with its mere presence, doing whatever it can to make its wielder attempt to revive Demise by promising great power and influence in the world. If the one wielding it does not perform evil acts almost consistently the blade will complain about not being used properly and may even transform and leave outright if it doesn't respect its master's intentions.
- Destroying the Blade: Demise's blade can only be destroyed with the use of Light Arrows when Giriham has been sufficiently weakened.
Book of Koridai
Spellbook, Artifact (requires attunement)
This sacred relic is a spellbook written in Ancient Hylian by Koridai, an ancient sage that traveled the world using his divine knowledge to trap demons inside of his spellbook. His travels took him beyond the borders of Hyrule itself, founding the island of Koridai and carving divine figures into its mountains, known as the faces of light. These faces are part of the book’s power as well, using the divinity found in the very land itself to empower its pages.
The Book of Koridai has the following features:
- Demon Imprisonment: This spellbook can be used to imprison up to 100 hit dice worth of demons within it when using the Imprisonment spell. Casting Imprisonment on a Fiend using this book ignores the material components usually required for its casting.
- Faces of Light: Each of the carved faces on Koridai represents a different holy person Koridai saw on his travels. While a face is unspoiled the holy person’s spell can be cast using this spellbook once per Long Rest: Astral Projection, Imprisonment, Mass Heal, Power Word: Heal, and True Resurrection.
- Koridai Enriched: While on the island of Koridai creatures have disadvantage on saving throws against spells cast using this spellbook.
- Destroying the Book: The book itself can be destroyed by defiling each of the faces of light that empower it before attempting to destroy it, removing its magical defenses and making it as defenseless as a normal spellbook.
Book of Secrets
Spellbook, Artifact (requires attunement)
The Book of Secrets is the Sacred Artifact beholden to Farore, the Oracle of Secrets. This book is said to contain the secrets of extraplanar travel within its pages, hiding knowledge of realm-warping abilities and far reaching teleportation out of the hands of those that may abuse it.
The book has an insatiable need to store history and lost knowledge within itself, trying to create a full record of the world and all its inhabitants since the Goddess Farore created those inhabitants in the first place. It is said that the Book of Secrets lets Farore herself read what has been going on in Hyrule from the heavens she departed to long ago.
The Book of Secrets has the following features:
- Secret Gathering: This spellbook has 1,000 pages but it still looks the same size as a regular spellbook. Magical scrolls and potions within 100 feet of this item become inert as the book gathers power. As an action you may roll 1d8. A Wizard spell of the level rolled that is not in this spellbook already suddenly appears scribed within this book. All potions within range also appear within the pages of the book, taking up a single page and being able to be released as a bonus action. Once this feature is used you cannot use this feature again until 7 days have passed.
- Lore of Secrets: To attune to this book you must be able to read and write Ancient Hylian. After you spend at least 80 hours reading and digesting the book's contents your Intelligence score increases by 2, up to a maximum of 24. In addition you gain proficiency and expertise in all Intelligence-based skills after reading this book.
- Farore’s Transposition: While this book is on your person you can cast the Teleportation Circle, Plane Shift, and Teleport spells as rituals. Charisma is your spellcasting ability score for these spells.
- Destroying the Book: If the Book of Secrets, Harp of Ages, and Rod of Seasons are all placed within 5 feet of each other they become vulnerable. Dealing more than 150 damage to all three of them combined when they are vulnerable in this way destroys them all, severing the ties the Three Goddesses have to the lands far away from Hyrule.
Bow of Light
Weapon (longbow), Artifact (requires attunement)
Legends tell of a sacred bow made of pure light that aids those with the wisdom to call upon it in the hour of need. This bow is the only weapon that is truly able to fully destroy creatures of pure darkness instead of banishing them and generally reveals itself to the true holder of the Triforce of Wisdom in their time of need.
The Bow of Light has the following features:
- Magical Weapon: The Bow of Light is a magic shortbow that grants a +3 bonus to attack and damage rolls.
- Conjured Need: As an action a creature attuned to this artifact may dismiss this weapon, causing it to vanish in a flash of light. Another action can be used to return the bow to them. Clerics of Wisdom, sages of light, and descendants of the royal family with a wisdom score of 20 or higher are automatically considered proficient with this weapon and attuned to this artifact when fighting a demon of CR 20 or higher, allowing them to summon it as an action.
- Light Infused: Arrows shot from this bow automatically transform into Light Arrows and deal radiant damage instead of their usual damage type. When these arrows hit a creature being possessed they immediately remove the possessor from them, forcing them out of their body and becoming unable to possess anyone else for the next hour.
- Sacred Relic: The Bow of Light can only be wielded by good creatures. An evil creature who touches this bow makes a DC 18 Charisma saving throw. On a failed save they take 6d6 radiant damage. Demons and Devils reduced to 0 HP by this weapon disintegrate in a burst of light instead of returning to their original plane of existence. This causes them to cease existing completely.
- Destroying the Bow: The bow never truly becomes destroyed due to it being made of pure light. It will however vanish if it does not deem its wielder worthy of using it or once the threat to Hyrule has been vanquished.
Fierce Deity Mask
Wondrous Item (head), Artifact (requires attunement)
This mask is the embodiment of the emotions of an unnamed dark god. This god once became mortal and roamed the lands of the world, finding and defeating the strongest beasts, gods, and demons everywhere they went. He was like a force of nature, promoting combat and bloodshed to resolve all conflict in the world and believing that only the powerful are fit to take charge.
None alive know how it happened but somehow his consciousness was transferred into a mask of unimaginable strength. This mask is fickle and dark, only awakening its true abilities when a formidable foe rises up to challenge its wearer.
The Fierce Deity Mask has the following features:
- Challenger’s Compulsion: If the mask notices a hostile creature within its field of hearing or sight that is a worthy challenge (CR 10 or above) the creature holding the mask must make a DC 21 Charisma saving throw or be forced to put the mask on, becoming an Avatar of the Fierce Deity and increasing the wearer’s Strength by 1 for every magical item they carry, to a maximum of 30. All magical items except for the ones manifested by this mask are unusable while the mask is worn.
- Helix Blade: You manifest a +3 magical greatsword that you are proficient in while wearing this mask and may cast the Guiding Bolt spell as an action without expending any spell slots, using Strength as your ability modifier for this spell. As worthy creatures are destroyed while a creature wears this mask this blade permanently grows in strength based on how many have been defeated in total:
- 10+ worthy creatures: You may score critical hits when using this weapon on attack rolls of 19-20 on the die.
- 25+ worthy creatures: Critical hits with this weapon deal an additional die of damage.
- 50+ worthy creatures: You may score critical hits when using this weapon on attack rolls of 18-20 on the die.
- 100+ worthy creatures: You permanently transform into the new Fierce Deity, making the mask’s power whole once again.
- Fierce Deity Armor: Your AC becomes 10 + your Strength modifier and you gain advantage against damaging spells cast against you. In addition, defeating worthy foes absorbs their spirit into your armor, granting you temporary hit points equal to that creature’s CR plus your Strength modifier.
- Sentience: The Fierce Deity mask is a sentient evil mask with an Intelligence of 12, a Wisdom of 14, and a Charisma of 26. It has hearing and darkvision out to a range of 120 feet. This mask can speak telepathically and can read, write, and understand Common.
- Personality: The Fierce Deity Mask will only allow itself to be worn by creatures of at least 11th level or creatures with a CR above 10, and only then when there is a worthy creature to fight. Its ultimate goal is to become whole again and challenge all that stand in its way in taking charge of the world through might and physical prowess.
- Destroying the Mask: The only way to destroy the fierce deity mask is to not have it see combat for 1,000 years. After that time has passed the deity thinks its job is done since there is nothing left to fight against and crumbles into dust.
Four Sword
Weapon (longsword), Artifact (requires attunement)
This shortsword is the finest work of Ancient Minish from long ago and also goes by the name the Picori Blade. It was forged through Minish magic when no Minish roamed Hyrule. When men warred in the past the Minish descended from the sky and gave this blade to one man, who took it to vanquish the darkness and unite the men of Hyrule.
The Four Sword now sleeps in the Sanctuary of the Four Sword, hidden to time and waiting for someone of pure intention to wield it, good or evil. The sword is said to require someone so driven due to its personality-splitting nature, transforming the strongest emotions of the wielder into four separate entities.
The Four Sword has the following features:
- Magical Weapon: The Four Sword is a magic longsword that grants a +3 bonus to attack and damage rolls.
- Focused Intentions: A creature who attempts to wield this weapon must have a single goal or task in mind when attuning to this weapon. If not, the Four Sword is immovable by that creature. When making skill checks or attack rolls that directly lead to completing that task you may use your highest ability score modifier for those rolls.
- Power of Four: When held by a creature attuned to this weapon they immediately split into four separate beings. Each of these beings displays one of the wielder's four strongest emotions. Hit points, spells, and recharge abilities the original character had are shared amongst the four, however each has their own movement, personality, and actions. If a creature wielding the Four Sword is reduced to 0 hit points it reverts back into a single creature.
- Jewel of Imprisonment: The Four Sword has a pocket dimension encrusted on its jewel. When a creature that is seen as the bane of the wielder's determination is slain with this weapon that creature is instead sucked into the gem hilt of the sword, as though they were under the effects of the Imprisonment Spell. A creature trapped in this way can be released if the wielder of the sword speaks the proper keyword or if a new wielder of this weapon does not have goals that misalign with the sealed creature.
- Destroying the Sword: The Four Sword was bathed in magic from birth and as such it needs sufficient magic to dispel its existence. Four spellcasters all casting a Wish spell to have it destroyed simultaneously will cause the magic creating it to become undone.
Fused Shadow
Wondrous Item (head), Artifact (requires attunement)
This artifact was created by the Spirits of Light as a method of imprisoning the power of the Dark Interlopers, powerful sorcerers who attempted to use their power to break into the Sacred Realm and claim the Triforce as their own. They did not have enough power to fully destroy it and therefore turned it into this dark helm. Even Fragments of the Fused Shadow are enough to corrupt good people it comes into contact with, clouding their mind with dark thoughts and the thirst for power as the shadow takes over their personality.
The Fused Shadow has the following features:
- Fragmented Darkness: The fused shadow is initially broken into four separate pieces. A non-Twili creature that touches any of these immediately attunes to this item and has their alignment shift to Neutral Evil until they are no longer touching a part of the Fused Shadow and they become extremely protective of the pieces of Fused Shadow they have, becoming hostile towards anyone trying to take them.
- Demonic Transformation: Creatures increase in size by one category and increase the damage they deal with melee attacks by 1d8 damage of any element plus 1d6 necrotic damage for each piece of the fused shadow they hold. The element can be either acid, cold, fire, lightning, or poison.
- Pollute Region: A creature who holds a piece of the Fused Shadow for at least a week without moving from the region corrupts the area they are in, transforming it into their lair as though they were an adult chromatic dragon of the same type as the element they gained from their Demonic Transformation.
- Interloper’s Fusion: A creature wielding all pieces of the Fused Shadow ignores the hardness of objects with their attacks and increases all of their ability scores by 8 until the helm is removed, to a maximum of 28. In addition they may cast the Bane, Hex, Ray of Sickness, Darkness, Vampiric Touch, Bestow Curse, Blight, Circle of Death, Harm, Finger of Death, and Power Word: Kill spells as though they had them prepared in any class they have the spellcasting feature from.
- Destroying the Helm: The Fused Shadow was created from a full cabal of powerful dark sorcerers and has nearly enough might to rival the Deities of Creation. As such it can only be fully destroyed with a wish on the Triforce. Time and strong Magic from Sacred beings is enough to fragment it however, turning it back into shards of power that can still corrupt non-Twili.
Great Fairy Sword
Weapon (greatsword), Artifact (requires attunement)
Also known as the Black Rose Sword, this legendary blade is given to heroes of fairykind. The sword was created by a dark fairy of magic, who used the blade to try and lead the dark fey of the world to become the new fairy queen. No fey will now use this sword for fear of any secret powers that may lie within the blade. The fairy queen bestows this sword to non-fey that are completely trusted by her that are immune to its deadly powers, hoping giving them an artifact will help them change the course of the world for the better despite the blade's fey-killing nature.
The Great Fairy Sword has the following features:
- Magical Weapon: The Four Sword is a magic greatsword that grants a +3 bonus to attack and damage rolls.
- Wild Magic Blade: Warlocks and Sorcerers can use this weapon as an implement for their spells and are considered proficient with this weapon. Rolling a 1 on an attack roll when wielding this weapon causes a Wild Magic surge as though you were a Wild Magic Sorcerer. Charisma is the spellcasting modifier for any spells cast this way. If you roll a 99-00 as a warlock with a Wild Magic Surge you instead regain all expended warlock spell slots.
- Dark Fairy’s Thorn: Creatures struck by this weapon take 2d6 poison damage and and lose the highest 1d6 spell slots currently available to them (if they have any). You regain a single expended spell slot of your choosing that is the same level that a creature loses in this way.
- Command Fey: You have advantage on all charisma checks made to interact with fey creatures and fey creatures have disadvantage on wisdom and charisma saving throws against spells you cast.
- Destroying the Sword: This sword requires a specific ritual to be destroyed, known only to the Fairy Queen and her court. It involves red rose thorns, bloodshed, and a circle of powerful Fey creatures.
Goddess Harp
Instrument (harp), Artifact (requires attunement)
This harp was left for the mortal incarnation of the Goddess Hylia and her reincarnations. This harp connects people to their past lives and as such can awaken vast troves of knowledge in a sleeping mind. It is another of the artifacts that are scattered throughout the Royal Family's past, to be wielded by the descendants of Hylia to reawaken the power of the hero.
The Goddess Harp has the following features:
- Knowledge of Past Lives: When attuned to this item you may use your action to focus on a skill or tool. Until you focus on a different skill or tool you have proficiency with the chosen skill or tool. In addition you may read, write, and speak all common languages as well as Ancient Hylian.
- Sacred Strings: When playing this harp you may use an action to cast the Guidance, Mending, Bless, Sanctuary, or Lesser Restoration spells on any number of creatures within 30 feet of you. Wisdom is your spellcasting ability for these spells.
- Silent Realm: Playing the harp for 10 minutes can send a single creature within 30 feet of you into the Silent Realm, a proving ground for heroes filled with challenges of speed, stealth, and scavenging. Completing one of these challenges rewards the creature with a single Uncommon or Rare magic item as appropriate for completing the specific challenge given in the realm. Once this feature is used on a creature and they have successfully completed three challenges they cannot attempt a challenge again until a year has passed.
- Destroying the Harp: This instrument was given to Hylia by the goddesses of creation so her descendants would always have the necessary tools available to keep the races of the world free from darkness. As it is tied to the mind of the Goddess her spirit's reincarnation can destroy it by playing a specific song on it that returns its power to the heavens.
Harp of Ages
Instrument (harp), Artifact (requires attunement)
The Harp of Ages is the Sacred Artifact beholden to Nayru, the Oracle of Ages. This harp is said to have the power to create rifts in time, altering events that lead to certain doom and giving the world second chances if need be. The harp is attuned to the laws that govern the world and all of its inhabitants. It is said that the Goddess Nayru created the harp so that its beautiful melodies could reach back in time so she could hear it at the dawn of creation.
The Harp of Ages has the following features:
- Time Echo: You may play the harp for 10 minutes and outline a possible course of action you may take. A translucent duplicate of yourself appears from your body, showing what would happen if you were to follow the course of action to the best of its ability. This duplicate can only be seen by you and only one duplicate can exist at any given time.
- Chronomantic Casting: You may alter the speed of casting spells to be faster or slower than usual. Spells that normally require an action to cast may be cast as a bonus action. Once a spell is cast you may choose to delay that spell’s effects for up to a minute before they happen.
- Nayru’s Shift: While this book is on your person you can cast the Time Portal, Time Jump, and Time Sync spells as rituals. Charisma is your spellcasting ability score for these spells.
- Destroying the Harp: If the Book of Secrets, Harp of Ages, and Rod of Seasons are all placed within 5 feet of each other they become vulnerable. Dealing more than 150 damage to all three of them combined when they are vulnerable in this way destroys them all, severing the ties the Three Goddesses have to the lands far away from Hyrule.
Hylian Shield
Shield, Artifact (requires attunement)
The true Hylian Shield is a sacred relic entrusted by Hylia to the dragon spirits and imbued with heroic energy, making it the ideal shield for those fighting the forces of darkness. The shield is now said to be passed down from one generation of the royal family to the next, with many replicas of it commonly distributed to the masses of soldiers that protect them.
The Hylian Shield has the following features:
- Perfect Durability: The Hylian Shield is completely indestructible, unable to be chipped, sundered, consumed, dissolved, shattered, or anything else of the like.
- Divine Guard: When held this shield provides advantage on Strength, Constitution, and Dexterity saving throws against traps and magical effects.
- Symbol of Heroism: Gain temporary hit points equal to your level whenever you take a short or long rest.
- Destroying the Shield: This shield is indestructible as long as the dragon spirits exist within the world; if they are destroyed it is no longer indestructible but still has a hardness of 50.
Lokomo Sword
Weapon (longsword), Artifact (requires attunement)
This sacred artifact was a gift for the Lokomo from the spirits that resided over their previous home. It was used to slay dark creatures summoned by the demon Malladus long ago in a war between spirits and demons. Though the sword was made to be wielded by spirits, its sacred energy can cut through planes and make creatures of all kinds be a hero.
The Lokomo Sword has the following features:
- Magical Weapon: The Lokomo Sword is a magic longsword that grants a +3 bonus to attack and damage rolls.
- Phasing Weapon: This weapon pierces armor and solid objects of all kinds. When making an attack roll with this weapon against a creature, that creature’s AC is equal to 10 + the target’s Dexterity modifier. This weapon also ignores all forms of cover and can attack creatures even without line of sight.
- Spirit Blade: This weapon can be wielded by and damage creatures as though it were both in the physical realm and material plane at the same time. Whenever it damages an ethereal undead or possessed creature that creature must make a DC 20 Constitution saving throw or they are stunned until the end of your next turn.
- Soul Anchor: Creatures struck by this blade cannot turn invisible, teleport, move through time, or shift through planes for the next hour.
- Destroying the Sword: The Lokomo sword is a marvel of spiritual power, able to exist in two worlds at a time. Dispel Magic from an ethereal spellcaster and a material spellcaster simultaneously can render it inert with a DC of 20 for each. If one or both of the Dispel Magic spells fails the blade is immune to being destroyed in this way until the next dawn.
Mage’s Cap
Wondrous Item (head), Artifact (requires attunement)
This magic cap was made by the Minish Sage Ezlo and his apprentice Vaati to grant the wishes of the one who wears it. In many places it is simply known as the Minish Cap as it was a gift for men that Minish used to nearly destroy Hyrule long ago. Due to the nature of the cap and its ease of use for granting power, wealth, or more it is considered a very dangerous object since anyone can be corrupted by the sudden burst of ability that it brings to them.
The Mage’s Cap has the following features:
- Unlimited Potential: When you first attune to this item choose one class. You may lose levels in your current classes to gain levels in the chosen class equal to the amount of levels lost. In addition one of your ability scores increases by 2, up to a maximum of 24. You can only benefit from the ability score increase from this cap once, even if you attune to the cap again later.
- Mage’s Wish: As an action you may cast the Wish spell. You cannot use this feature again until the next dawn.
- Forms of the First Ones: This cap has 3 charges. By expending one charge you may cast the Polymorph spell as an action with Charisma as your spellcasting ability for this spell. The duration of a Polymorph spell cast in this way is permanent (until dispelled) and you can choose to transform the creature targeted by Polymorph into a beast, fiend, elemental, or humanoid creature when cast in this way. If you choose to polymorph yourself you retain all abilities and features of the Mage's cap while in your new form and may still activate them. The charges for this feature refresh themselves at dawn.
- Destroying the Cap: After the cap's Wish spell is used roll a d20. On a 1 the cap is overloaded and renders itself inert permanently.
Majora’s Mask
Wondrous Item (head), Artifact (requires attunement)
Majora's mask is an ancient mask created from the Demonic beast Majora, a beast with the desire to feed on the greed of human hearts. This beast would leave chaos in its wake, spreading lust for its neigh-impervious hide to all in a land, drawing the most powerful to it, then destroying them in combat by feeding on their desires. Majora was eventually slain by one who slew it by not fighting it head to head, but instead causing it to collapse from exhaustion by dancing to a magical song for three days straight. Fearing the beast's power, he carved its hide into a mask, naming it after the beast.
The beast's maliciousness and spirit remained in the mask, drawing men and creatures to the man until he was no longer able to survive, losing the mask to an ancient tribe that took the mask from him by force. This tribe used the mask in its hexing rituals, making all other tribes bow down to the power of the mask, however the mask's evil proved to be too great for them to control and eventually it was sealed away. Majora's Mask now slumbers, awaiting a time when its evil spirit can once again consume the world with chaos and destruction.
Majora’s Mask has the following features:
- Cursed: This Mask is considered a cursed item. When this mask is worn the creature who wears it has their alignment shift to Evil. Every day at dawn a creature wearing the mask must make a DC 18 Charisma saving throw. On a failed save their Charisma is reduced by 2. Removing the mask reverts their Charisma back to their original Charisma value. Attempting to use Remove Curse to remove this mask while the creature attune to this item requires the creature attuned to this mask to make a DC 21 Charisma saving throw. On a failed save the mask cannot be removed and Remove Curse will not work on this item until 3 days have passed.
- Majora’s Magic: While wearing Majora’s Mask a character is considered a 20th level Spellcaster and can cast the following spells and metamagic as though they were a 20th level Sorcerer, using the Mask’s spellcasting modifier (DC 21, +13 to hit):
- Cantrips (at-will): Dancing Lights, Empty Double, Friends, Minor Illusion, Message, Prestidigitation, Sorcerous Burst
- 1st Level (4 slots): Chaos Bolt, Charm Person, Chromatic Orb, Disguise Self, Silent Image
- 2nd Level (3 slots): Crown of Madness, Levitate, Suggestion
- 3rd Level (3 slots): Fear, Incite Greed, Major Image, Sorcerous Vitality
- 4th Level (3 slots): Arcane Eruption, Confusion, Greater Invisibility, Polymorph
- 5th Level (3 slots): Animate Objects, Creation, Sorcery Incarnate, Telekinesis
- 6th Level (2 slots): Mass Suggestion, Mental Prison
- 7th Level (2 slots): Reverse Gravity, Teleport
- 8th Level (1 slot): Demiplane
- 9th Level (1 slot): Mass Polymorph
- Metamagic (20 points): Distant Spell, Extended Spell, Heighten Spell, Quicken Spell, Transmuted Spell, Twinned Spell
- Doomsday: A creature wearing Majora’s Mask creates the conditions for a world-altering event, which happens after 2d6 days have passed and permanently alters all creatures, structures, and/or terrain within 100 miles of where Majora casts this spell. Only one doomsday event can be progressing at a time.
- Sentience: Majora's mask is a sentient evil mask with an Intelligence of 12, a Wisdom of 14, and a Charisma of 26. It has hearing and darkvision out to a range of 120 feet. This mask can speak telepathically and can read, write, and understand Common.
- Personality: Majora's Mask is chaotic yet calculating with the ultimate goal of destroying the world that it finds itself in as it hates its existence as well as the existence of the world itself for creating it. It will use its spells to do all it can in its power to assist in its host's desires until it can dominate them fully. The creature that Majora's Mask is attuned to immediately falls unconscious once it has reached 0 Charisma and Majora detaches itself, transforming into Majora's Incarnation. In this form it can attempt to destroy the world without being burdened with the thoughts and personality of a host.
- Destroying the Mask: Majora is a being of extreme power that can only truly be destroyed by something stronger than itself. Only the Triforce or a creature wearing the Fierce Deity Mask is able to make such a thing happen. If Majora itself is reduced to 0 hit points it instead loses all power it has gathered and becomes comatose, awakening when a new creature tries it on.
Mask of Truth
Wondrous Item (head), Artifact (requires attunement)
This mask was created by the Sheikah of the past through their knowledge of shadow magic. It was used specifically for interrogation and information gathering, learning the secrets of others and storing their knowledge within special Gossip Stones that would reveal information to the wearer of this mask.
Donning the mask is a dangerous ordeal, as the mask will search through a wearer's secrets as well as the secrets of the world around it. If it sees that the wearer will use its abilities for greed or evil intent it will curse not only them but their family, transforming them all into Gossip Stones as well.
The Mask of Truth has the following features:
- Foresight: Creatures have disadvantage on attack rolls made against you. In addition you take no damage or additional effects from any attacks, spells, or abilities that creatures would use against you when you successfully save against them. This ability has no effect against creatures whose mind you cannot read.
- Gossip Stone: As an action you may summon a Gossip Stone to an unoccupied space you can see. A gossip stone is a magically crafted object with an HP of 50. When summoned you imprint a sentence of no more than 25 words into the stone. Any creature that can hear the surface thoughts of a creature hears the message you left in the stone if they attempt to detect the thoughts of it. Once you use this feature you cannot use it again until you complete a long rest.
- Detect Thoughts: While this mask is worn you can read the surface thoughts of creatures within 30 feet of you, letting you know where all creatures are in that range as well as what's on their mind at the moment. As an action you may probe deeper into a target's mind. That creature makes a Wisdom saving throw. On a failed save you gain insight into their reasoning (if any), emotional state, and something that looms largely in its mine (such as something it worries over, loves, or hates). When used in this way the target knows a creature has read its mind, but not necessarily that you were the one that did it. Any creature with Intelligence 3 or lower, constructs, or creatures that do not speak a language are unaffected by this feature.
- Destroying the Mask: The mask lives for gossip and interrogation gathering. If a creature with a Mind Blank spell on itself attempts to wear it the mask crumbles to dust.
Master Sword
Weapon (longsword), Artifact (requires attunement)
This weapon is considered the Blade of Evil's Bane by many, forged by the Goddess Hylia to counteract the evil forces of Demise. This sword's power comes not only from Hylia but by the power of the three Goddesses of creation, Din, Farore, and Nayru, each whose sacred flame reforged it into the state it is found in today.
The sword itself always chooses its master by its own will, looking for a hero that has gone through great tests of courage, power, and wisdom that prove them worthy to wield it. In addition it is often tied closely to the Triforce of Courage, with most of its true masters earning this piece of the Triforce for themselves as well. It may be due to the sentience that sleeps deep within the blade that it can only be earned by one who has proven themselves worthy, or perhaps as a failsafe put there by the Goddess Hylia so that evil forces could never use her treasure. Regardless, the sword now sleeps deep within the forest, nearly lost to time until the next hero comes along that can wield it in times of need.
The Master Sword has the following features:
- Ambient Divinity: The Master sword has an ambient amount of power based on the amount of holy energy and prayer it has been touched by recently. When finding an especially sacred artifact, creature, or location while wielding the master sword it becomes empowered, increasing the sword’s potency. This potency disappears after being away from holy energy for 100 years. The levels of empowerment grant features as follows:
- Weakened: The sword guards itself against those that would seek it harm, dealing 12d6 radiant damage every round to an evil creature that is holding it. This sword can also be used to empower abjuration and time altering spells by stabbing it into the area being affected by that spell as part of the casting process, making them permanent until the sword is removed from the location it has been placed into.
- Active: This weapon’s enhancement bonus increases to +1. When at full hit points you may make a ranged weapon attack with this weapon out to 60 feet, dealing 1d8 radiant damage on a hit.
- Empowered: The weapon’s enhancement bonus increases to +2. When a creature attacks you with a ranged spell attack you may use your reaction to make an attack roll against the creature that cast that spell. If your attack roll is higher than their attack roll the spell instead hits its original caster.
- Ascendant: The weapon’s enhancement bonus increases to +3 and it is treated as a Holy Avenger. In addition, while wielding this weapon you may take an action to raise it above you and charge it with magic. The next attack you may make with that weapon has a range of 100 feet, deals an additional 2d10 damage, is considered a magical attack, and deals either fire, lightning, cold, radiant, or necrotic damage instead of its normal damage type. While at full hit points, you may use this attack as part of your attack action instead of a normal attack.
- Evil’s Bane: Creatures vulnerable to radiant damage take additional radiant damage from this sword equal to the level of the creature wielding it. When a creature that would take additional damage from this feature is within 100 feet of the Master Sword it sheds dim blue light out to 5 feet.
- Spirit Guidance: The spirit within the sword subtly assists you with recalling knowledge, granting you a bonus 1d4 to Intelligence and Wisdom based skill checks.
- Sentience: The Master Sword is a sentient evil weapon with an Intelligence of 24, a Wisdom of 26, and Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. As an action the blade can manifest an astral projection of Fi, the spirit that lives within the sword.
- Personality: The Master Sword is calculating but kind. It tends to make quick calculations about the world around it, guiding its owner to perform acts of heroism against the forces of evil. The sword often remains quiet even to those wielding it, instead preferring to subtly guide them in their acts of courage so they garner more self confidence and faith in themselves.
- Destroying the Sword: The Master Sword was forged by the power of the goddesses who created the world itself. As such it takes a powerful demonic entity or ritual when the sword is weakened to make it shatter and separate into pieces. Even in a broken state, the Master Sword is never fully gone, allowing its shards to eventually come back together and restore it to its previous state after enough sacred energy is returned to it.
Ocarina of Time
Instrument (ocarina), Artifact (requires attunement)
One of the sacred treasures of Hyrule's Royal Family, the Ocarina of Time is an artifact created by the first Queen of Hyrule. This object has the power to manipulate the flow of time and space through its connection to the Temple of Time, a location that bridges multiple dimensions and points in time all at once.
The Ocarina of Time has the following features:
- Songs of Time: While attuned to this ocarina you may cast all time altering spells as rituals. You may also use your spell slots to cast these spells normally when using this ocarina as an implement, though you must still use your spell slots to do so. The time altering spells are Double Time, Expeditious Retreat, Haste, Invert Time, Recall, Slow, Stasis, Sunrise/Sunset, Time Block, Time Jump, Time Portal, Time Ravage, Time Stop, and Time Sync.
- Songs of Warping: After playing a song on the Ocarina for a minute you may have yourself and up to 5 other creatures immediately teleport to the entrance of any Town or Dungeon you have already entered at least once before (or the Temple of Time) that is in your current timeline and plane of existence.
- Temple Key: When the song of time is played on this instrument while within the Temple of Time the Temple can be transported through time and space, moving where the temple is within the world, moving it across planes, and/or moving it across time.
- Destroying the Ocarina: Destroying the Temple of Time renders the Ocarina of Time powerless.
Phantom Hourglass
Wondrous Item, Artifact (requires attunement)
This sacred artifact holds Sand of Hours, a special blessed sand from overseas that has the power to stave off curses for a short period of time. This sand recharges its magic through the energy of the sunlight, keeping it constantly fueled with energy. If all of the Sand of Hours is contained within the Phantom Hourglass it can be infused with a weapon to stave off not only curses but time itself. The potency of this ability is based on the purity of the weapon it is augmented on and how much power the Sand of Hours contains at the time of use.
The Phantom Hourglass has the following features:
- Sand of Hours: The Phantom Hourglass contains 10 + 1d20 minutes worth of sand inside of it. When a creature uses its action to turn over the hourglass the wielder of this Hourglass is immune to curses, diseases, aging, and effects that would reduce ability scores or maximum hit points until the sand is depleted. The effect of this sand can be used on any number of creatures within 10 feet of it, however the amount of time that it grants is split amongst all targets affected by it. The sand recharges itself when a short or long rest is taken with the Hourglass left in direct sunlight.
- Extra Sand: Defeating bosses adds 2 minutes to the amount of sand contained within this hourglass, up to a maximum of 30 minutes worth of sand. Sand can be removed from the hourglass as an action.
- Weapon Augmentation: When 30 minutes of sand are contained within this Hourglass it can be attached to any weapon to augment it with the power of time. The weapon gains the following ability, with the duration dependent on the purity of the materials used to craft it: As an action you briefly stop the flow of time for everyone except yourself. No time passes for other creatures while you take a number of turns in a row based on the purity of this weapon. During this time you may move and use actions as normal. This spell ends if one the actions used during this period affects a creature other than you or if it affects an object being worn or carried by someone other than you. You can use this feature a number of times based on the purity of this weapon, which recharge when you take an extended rest.
- Standard Weapon: Lasts 1 turn, usable once
- Magical, Masterwork, or Special Metal Weapon: Lasts 1d4 + 1 turn, usable twice
- 1 Pure Metal Forged Into Weapon: 2d4 + 1 turn, usable twice
- 2 Pure Metals Forged Into Weapon: 3d4 + 1 turn, usable twice
- 3 Pure Metals Forged Into Weapon: 15 turns, usable thrice
- Destroying the Hourglass: If a creature takes all of the sand out of the hourglass, both the sand as well as the hourglass itself lose their power.
Rod of Seasons
Rod, Artifact (requires attunement)
The Rod of Seasons is the Sacred Artifact beholden to Din, the Oracle of Seasons. This rod is said to have the power to manipulate the very essence of the world itself. This rod is attuned to the cycles of the seasons and the position of the world in space. It is said that the Goddess Din created the rod so that the world could be repositioned back into balance with the sun if anything ever destroyed its orbit, allowing the world to fix itself with its own power.
The Rod of Seasons has the following features:
- Season’s Attunement: While attuned to this rod you pick a season. This season changes your personality slightly, grants you expertise in a single skill, and gives you a different spell you can cast as an action, using Charisma as your spellcasting modifier for these spells. You may use a bonus action to swap to the next season in order.
- Spring: Your mood shifts towards cheerfulness and celebration marked by merriment and hope; spring is when winter's sorrow passes. You have expertise in Performance and may cast the Aid spell.
- Summer: Your mood shifts towards boldness and aggression; summer is a time of unfettered energy and calls to action. You have expertise in Intimidation and may cast the Hold Person spell.
- Autumn: Your mood shifts towards peace and goodwill; autumn is when the harvest is shared with all. You have expertise in Persuasion and may cast the Calm Emotions spell.
- Winter: Your mood shifts towards contemplation and dolor; winter is when the vibrant energy of the world slumbers. You have expertise in Insight and may cast the Invisibility spell.
- Seasonal Beguilement: When you cast a spell against a creature you may have that creature make a Wisdom saving throw based on what season you are currently attuned to. On a failed save they are afflicted with a status effect for the next round.
- Spring: Wisdom save or they begin dancing, becoming unable to move from their current location.
- Summer: Wisdom save or they become enraged, having to use their action on their turn to attack the nearest creature hostile to them with a melee attack.
- Autumn: Wisdom save or they are charmed by you.
- Winter: Wisdom save or they are frightened by you.
- Din’s Cultivation: While this rod is on your person you can cast the Investiture of Autumn, Investiture of Spring, Investiture of Summer, and Investiture of Winter spells without expending spell slots. Charisma is your spellcasting ability score for these spells.
- Destroying the Rod: If the Book of Secrets, Harp of Ages, and Rod of Seasons are all placed within 5 feet of each other they become vulnerable. Dealing more than 150 damage to all three of them combined when they are vulnerable in this way destroys them all, severing the ties the Three Goddesses have to the lands far away from Hyrule.
Spirit Flute
Instrument (flute), Artifact (requires attunement)
The Spirit Flute is a treasure guarded by the Lokomo race that ties the past and present lives of the Lokomo together with its power. Each reed of this pan flute corresponds with one of the locations found within the Lokomo's home country as well as the sages that resided over it. This flute has the power to call those past lives' strength into action, empowering and expanding upon the railways of Hyrule or otherwise using sacred melodies to assist the one playing them.
The Spirit Flute has the following features:
- Reeds of the Realm: The Spirit Flute empowers the one who plays it depending on what environment they find themselves in. Playing the flute for 1 minute makes it so you cannot get lost in that environment, remain alert to danger regardless of what you are doing while traveling, and grants the following benefit until you find yourself in a new environment:
- Arctic or Snow: Your weapon attacks and spells deal cold damage and slow creatures until the end of their next turn.
- Coast or Ocean: Your weapon attacks and spells deal bludgeoning damage and knock creatures back 10 feet.
- Desert or Town: Your weapon attacks and spells deal lightning damage and creatures damaged by you cannot take reactions until the end of their next turn.
- Forest or Grasslands: You weapon attacks and spells deal piercing damage and creatures damaged by you have their AC reduced by 2 until the end of their next turn.
- Mountain or Volcanos: Your weapon attacks and spells deal fire damage and an additional 1d6 fire damage. Anything the target is holding catches on fire if it’s flammable.
- Other Realms: Your weapon attacks and spells deal either force, radiant, or necrotic damage based on if the balance of the realm you are currently in is more divine (radiant), more fiendish (necrotic), or balanced (force). Creatures damaged by your attacks either are blinded until the end of their next turn (radiant), cannot regain hit points until the end of their next turn (necrotic), or are moved 5 feet in any direction (force).
- Spirit Knowledge: As an action all creatures that can hear your flute gain proficiency in a single tool or skill of your choosing until the next dawn. This feature can only be used once and recharges at dawn.
- Song of Lokomo: If these flutes are used in duet with a Lokomo sage you can create, destroy, or move up to 50 miles of Spirit Track that lay across the surface of the world. The tracks must all remain connected in one way or another to each other as well as the Lokomo's Tower of Spirits.
- Destroying the Flute: Removing all the Spirit Tracks from the world then unbinding the magic within these flutes with a Dispel Magic spell (DC 20) will render the Spirit Flute useless, as well as the power of the Lokomo. If this flute is undone Lokomo in the world can no longer reincarnate and the Tower of Spirits crumbles to the ground.
Trident of Power
Weapon (trident), Artifact (requires attunement)
This magical trident is now the symbol of Ganon's influence over the world. It was created by the dark magic of the ancient Zuna, a sorcerer tribe that lives in the haunted wasteland. This tribe built the pyramids themselves to house this weapon, however most Zuna that live in the world today have forgotten the dark past of their people and their powerful Sorcerer-Queens. It is said that the wielder of this weapon shall become the King of Darkness and that it was stolen from the Pyramid by the Gerudo thief Gannondorf long ago.
The Trident of Power has the following features:
- Magical Weapon: The Four Sword is a magic trident that grants a +3 bonus to attack and damage rolls.
- Lord of Keese: As an action you may summon 2d4 empowered Keese. These can have any elemental cloak of you choice at the time of summoning.
- Wake of Energy: The Trident of Power acts as a Dancing Weapon. When This Trident is doing so it leaves a trail of energy underneath where it moves until the start of your next turn. Creatures that are not you that walk over this energy or start their turn within it take 10 damage of a type chosen by you at the time you speak the command word to cause the weapon to animate.
- Empowered Darkness: You may use an action while in dim light or darkness to become invisible for the next 10 minutes. While you are invisible you can only be hurt by Radiant damage. Radiant damage also removes this invisibility.
- Destroying the Trident: This artifact was created by dark sorcery long ago. To destroy it the Trident has to be contained within a location filled with Sacred Energy for a millenia, slowly siphoning off the evil energy found within it.
Triforce
Wondrous Item, Artifact
The three sacred triangles that mark where the Goddesses of creation left the world is known as the Triforce. This artifact is traditionally known as the most powerful thing in all of existence, with many wars fought over its power. It has traditionally been hidden away in the Sacred Realm with those that earned it transforming that realm with the magic of the Triforce to reflect their desires. To truly master the Triforce a creature who wishes upon it needs to have a balanced heart with equal amounts of Wisdom, Power, and Courage, otherwise the shape of their wishes will be reflected based on what they embody. The Triforce itself is very fragile, with each piece able to break into multiple pieces if they cannot find a suitable host.
The Triforce has the following features:
- Triforce Piece: A creature may either attune to one or multiple pieces of the Triforce at once, with the Triforce only counting as one Magical Item for purposes of attuning to it. The Triforce is generally split into three distinct pieces which grant the following benefits:
- Triforce of Courage: Your Dexterity and Charisma become 24 and diseases and curses on you can only last a minute maximum. You may cast the Holy Weapon, Courageous Continue, and Aura of Purity spells once per long rest without expending a spell slot or requiring components.
- Triforce of Power: Your Strength and Constitution become 24 and you no longer age. You may cast the Destructive Wave, Duel of Power, and Death Ward spells once per long rest without expending a spell slot or requiring components.
- Triforce of Wisdom: Your Intelligence and Wisdom become 24 and you are always under the effects of a Nondetection spell. You may cast the Dream, Wisdom’s Will, and Divination spells once per long rest without expending a spell slot or requiring components.
- Triforce Duel: When multiple Triforce pieces are within 100 feet of each other all pieces in the vicinity begin to glow, symbolizing that multiple pieces can be claimed and the Triforce is becoming closer to being whole again. If all three pieces are near each other they instead come together as the full Triforce and cannot be used to grant wishes until after battle has been done if the Triforce wielders oppose one another.
- Major Wish: With the Triforce complete a creature may use it to cast the spell Wish as an action. If the person who wishes upon this artifact did not vanquish the true bearers of the Triforce prior to making this wish and do not have an equal balance of Wisdom, Power, and Courage the Triforce splits into its separate pieces, joining with the one most fit to wield each piece with the original wisher gaining the piece that they most represent. Wishes cast this way cannot be misinterpreted as they reflect the desires of the one using the Triforce, however if they do not have an equal balance of Wisdom, Courage, and Power the wish may be somewhat modified based on their unequal qualities. In addition the Sacred Realm slowly transforms itself to reflect the heart and desires of the current wielder of the Triforce. Wishing in this way does not cause stress to the one who cast Wish in this way and does not have the ability to render the Triforce inert. Only one Major Wish can ever be active at a time, another wish removes the previous one.
- Destroying the Triforce: The Triforce itself is easily shattered by its wielder, transforming into multiple fragments that can be collected and pieced together to grant its power. To truly destroy the Triforce however it takes the power of the 7 Sages of the realm. Destroying this artifact however severs ties to the Goddesses that made the realm and causes it to slowly crumble into ruin as the lives, land, and laws of the world begin to come undone.
Wand of Gamelon
Wand, Artifact (requires attunement)
The Wand of Gamelon is the sacred relic stored on the island of Gamelon, named after a powerful sorcerer that used the wand as a conduit for the chaotic energy they controlled. The wand itself is said to contain both his power and his spirit, enhancing the magic of the wielder to unprecedented levels that can rival even the gods themselves.
The Wand of Gamelon has the following features:
- Spellchange: When you cast a spell you may roll a d20. If your roll is 11 or above you may choose to instead cast any other spell of the same level, though you need material components for the new spell as normal. If the roll is 10 or below your spell fails.
- Steelchange: Once per long rest you may transform this magical item into any other magical item with a Very Rare or more common rarity, remaining attuned to it. It stays that way until dawn. If that magic item normally has charges, it gains 1d4 of those charges and expending all charges does not destroy the wand or render it inert.
- Maxchange: You may cast a single spell of any level using this wand, ignoring its spell components, reducing its casting time to a single action, and having targets automatically get struck by the spell or automatically fail saving throws against the spell. Once this wand is used in this way it cannot be used in the same way again until 1 year passes.
- Destroying the Wand: This wand can be overloaded by using Maxchange to target this wand with the Ravenous Void spell, forcing all the chaotic magic into a single point, binding it together, and removing its power.
Wind Waker
Wondrous Item, Artifact (requires attunement)
The Wind Waker is a sacred conductor's baton created by the gods Cyclos and Zephos for the King of Hyrule to conduct the sages when they called upon the gods. More of a ceremonial device than anything, it was used in the past to control the winds to make the towns above the flooded landscape of Hyrule flourish and keep them safe from dangerous weather. In addition this baton has the power to empower objects through song and prayer, rituals that have been used in the past to restore the Master Sword to its glory through the prayers of sages at sacred temples.
The Wind Waker has the following features:
- Wind Spells: his instrument has a total of 5d20 charges when found. You may use the Gust cantrip (1 charge) and the Catapult (2 charges), Owl Flight (2 charges), Tulin’s Gust (2 charges), Wind Compass (2 charges), Cyclone (4 charges), Gust of Wind (4 charges), Dust Devil (4 charges), Revali’s Gale (4 charges), Warding Wind (4 charges), Skywrite (6 charges), Wind Wall (6 charges), Control Winds (10 charges), Wind Walk (10 charges), Investiture of Wind (15 charges), and Whirlwind (20 charges) spells by expending charges from this instrument with Charisma as your spellcasting ability score for these spells. At dawn this instrument refreshes 3d10 charges to a maximum of 100. If this instrument has less than 10 charges after a short rest the number of charges it has is set to 10.
- Conduct Power: You may expend 5 charges of this instrument as a bonus action to grant an ally an inspiration die, a d8. This works exactly as the Bardic Inspiration feature. If you are a bard the creature you grant an inspiration die may treat it as a normal inspiration die granted by you (including the die they use and any extra features they may use with it).
- Command Ally: As an action you may expend 20 charges of this instrument to immediately grant an ally who can see you a bonus turn, which they must immediately take.
- Destroying the Baton: The wind waker can be destroyed by overloading it with Sacred or Demonic energy. A Skyward or Realmblight Strike from either the Master Sword or Blade of Demise that strikes just this baton with its full energy will cause it to crumble.