Magic Weapons
Ancient Weapon
Weapon (any), Legendary (requires attunement)
This +3 Magic Weapon does an extra 6d6 damage to Constructs.
Attacking Weapon
Weapon (any), Rare
This weapon deals additional damage equal to your proficiency bonus.
Biggoron Sword
Weapon (greatsword), Very Rare
This Greatsword uses 2d12 as its damage die.
Bladesaw
Weapon (shortsword), Rare
Plant creatures are vulnerable to damage dealt by this +1 magic shortsword. This sword automatically cuts through nonmagical wooden objects regardless of their normal hardness.
Bone Weapon
Weapon (any melee), Common
Attacking with a Bone Weapon deals an additional die of damage. When a 1 is rolled on a damage die for that weapon it immediately shatters and loses its magical properties.
Boulder Breaker
Weapon (crusher), Very Rare (requires attunement)
This +2 magic crusher deals double damage to objects and creatures and objects made of stone or ore are vulnerable to its damage.
Bouncy Weapon
Weapon (any melee), Uncommon
When scoring a critical hit with this weapon the target of this attack is pushed 50 feet immediately backwards.
Breaking Point Weapon
Weapon (any melee), Common
You may choose to automatically score a critical hit with this weapon when attacking. After this feature is used the weapon immediately shatters and loses its magical properties.
Burst Weapon
Weapon (any), Rare (requires attunement)
When a creature is struck with this weapon it explodes in energy, causing all enemies within 5 feet of that creature (including itself) to take 1d6 damage of a type chosen at the creation of this weapon.
Clawshot
Weapon (hookshot), Uncommon
This +1 magical hookshot lets you hold onto surfaces without falling. You have a +10 bonus to not be knocked prone and to not fall when clinging to walls or ceilings.
Critical Weapon
Weapon (any), Rare (requires attunement)
The critical hit range of your weapon attacks increases by 1 (usually to a range of 19-20 on the die roll).
Demon King’s Bow
Weapon (longbow), Legendary (requires attunement)
Attacks with this +3 longbow deal 1 extra point of damage for every 50 maximum hit points the wielder has.
Demolisher Weapon
Weapon (any melee), Uncommon
This weapon deals double damage to objects and constructs.
Desperate Strength Weapon
Weapon (any melee), Rare
When at an amount of hit points below your Constitution score your damage with this weapon is doubled.
Duplex Bow
Weapon (shortbow), Uncommon
When making an attack using this shortbow you may target one additional creature within 10 feet of your original target with the attack.
Durable Weapon
Weapon (any melee), Uncommon
The hardness and hit point amount of this weapon is doubled and it is immune to corrosion.
Drillshaft
Weapon (spear), Uncommon
This +1 spear ignores the hardness of objects made from stone, ore, and ice.
Dusk Bow
Weapon (longbow), Legendary (requires attunement)
This +3 longbow transforms regular arrows into Light Arrows when fired.
Eightfold Blade
Weapon (shortsword), Uncommon (requires attunement)
This +1 shortsword deals 2d6 extra damage with Sneak Attacks.
Fan Weapon
Weapon (any melee), Uncommon
You may cast the Gust cantrip from this weapon. Strength is your spellcasting modifier for this spell.
Flame Weapon
Weapon (any), Uncommon (requires attunement)
Creatures struck by this weapon take an additional 1d6 fire damage.
Flurry Weapon
Weapon (any melee), Very Rare (requires attunement)
You may make an additional melee attack with this weapon when taking the Attack action.
Forest Weapon
Weapon (any), Rare (requires attunement)
When using a consumable plant-based item or ammunition while this weapon is held that item is not consumed. This has no effect on bottled items.
Frost Weapon
Weapon (any), Uncommon (requires attunement)
Creatures struck by this weapon take an additional 1d6 cold damage.
Gale Boomerang
Weapon (boomerang), Uncommon
When you hit a target with this +1 magical boomerang they must make a DC12 Strength Saving Throw. On a failed save you may move the target up to 10 feet in any direction.
Gloom Toll Weapon
Weapon (any martial), Rare (requires attunement)
Attacking with this +3 magical weapon reduces the maximum hit points of the creature wielding this weapon by 5. Taking a short or long rest in direct sunlight restores their maximum hit points to normal.
Goron Bracelet
Weapon (power bracelet), Uncommon
You have advantage on strength checks made to shove a creature when using this +1 power bracelet.
Great Eagle Bow
Weapon (longbow), Very Rare (requires attunement)
This +2 magic longbow ignores disadvantage when firing from long range and deals additional damage equal to your Strength modifier.
Guarded Weapon
Weapon (any melee), Uncommon
This weapon counts as a shield in addition to its usual properties. If you attack with this weapon on your turn you lose this benefit until the start of your next turn.
Guardian Weapon
Weapon (any), Rare
This +1 weapon deals double damage to vehicles, guardians, and electronic devices.
Kokiri Sword
Weapon (shortsword), Rare (requires attunement)
This shortsword allows you to lock onto an enemy. As a bonus action on your turn you may select a creature you can see, granting you a +2 bonus to attack rolls, saving throws, and AC against that target and any attacks it makes and giving it disadvantage on stealth checks made to hide from you. You can only have one creature targeted in this way at a time.
Light Dragon Weapon
Weapon (any melee), Rare (requires attunement)
Making a weapon attack roll with this weapon causes you to regain a number of hit points equal to your proficiency bonus.
Lightscale Trident
Weapon (trident), Very Rare (requires attunement)
This +2 magic trident is incredibly light, having both the Light and Finesse properties.
Long Throw Weapon
Weapon (any melee), Uncommon
The thrown weapon range of this melee weapon is doubled. If the weapon does not have a thrown weapon range its throwing range is 10/30.
Longshot
Weapon (hookshot), Uncommon
The range of this Hookshot is doubled.
Lynel Bow
Weapon (shortbow), Very Rare
When making an attack using this shortbow you may make an attack roll against all creatures within a 5 foot wide, 320 foot long line from yourself.
Lynel Weapon
Weapon (any two handed), Very Rare
Lynel weapons have their damage dice increased by 2 steps, to a maximum of 2d10 (up from 2d6).
Magic Hammer
Weapon (warhammer), Uncommon (requires attunement)
A creature attuned to this +1 magic warhammer may cast the Earth Tremor spell as a 1st level spell a number of times equal to their proficiency bonus, regaining all expended uses after completing a long rest. Strength is your ability score modifier for this spell.
Megaton Hammer
Weapon (maul), Rare
This +2 maul deals double damage to creatures and objects made of elemental ice or stone.
Noble Sword
Weapon (longsword), Legendary (requires attunement)
This sacred blade is considered a +2 magical longsword. When a creature attuned to this weapon is at full health they may make ranged energy attacks with this weapon with a range of 100 feet. This ranged attack deals radiant damage instead of its normal damage and uses a d6 instead of its traditional damage die.
One-Hit Obliterator
Weapon (mace), Legendary (requires attunement)
While attuned to this mace, any damage dealt to you reduces you to 0 hit points and any damage you deal with this weapon to a creature with a CR of 20 or lower reduces them to 0 hit points.
Plant Cutter Weapon
Weapon (any slashing or piercing melee weapon), Uncommon
This magical weapon deals double damage to plant creatures and wooden objects.
Power Sword
Weapon (longsword), Very Rare (requires attunement)
Melee attacks and spells while wielding this longsword have a range of 50 feet.
Quick Shot Weapon
Weapon (any ranged), Rare (requires attunement)
You may load and fire this ranged weapon as a bonus action.
Recycling Weapon
Weapon (any ranged), Rare (requires attunement)
Ammunition fired from this weapon is only consumed on a roll of 1 when making an attack roll.
Scattershot
Weapon (slingshot), Rare
With this +1 magical slingshot you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within this weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Scimitar of the Seven
Weapon (scimitar), Very Rare (requires attunement)
This +2 magic scimitar deals its maximum damage when landing a critical hit.
Sea-Breeze Boomerang
Weapon (boomerang), Very Rare (requires attunement)
You do not need line of sight to make attack rolls with this +2 magical boomerang. The weapon still needs a path available to it where it can reach the target without going through solid objects.
Seed Shooter
Weapon (slingshot), Rare
This +1 Magical Slingshot has a range of 150/600.
Shot Burst Weapon
Weapon (any ranged), Very Rare (requires attunement)
You may make an additional ranged attack with this weapon when taking the Attack action and ignore any loading properties the weapon may have.
Skull Hammer
Weapon (maul), Uncommon
This +2 maul deals its maximum damage to any target it strikes. Attacking with this weapon causes the creature who is wielding it to have all of its movement speeds to drop to 0 until the end of their next turn.
Smart Weapon
Weapon (any), Uncommon
Allies and friendly creatures are immune to attacks made with this weapon.
Sneakstrike Weapon
Weapon (any finesse), Uncommon
This weapon can score critical hits on rolls of 18-20 against creatures when attacking from hidden or when attacking creatures who have not yet acted in combat.
Spring-Loaded Hammer
Weapon (warhammer), Uncommon
Your attacks with this +1 warhammer have the Push mastery property.
Stamina Weapon
Weapon (any martial), Uncommon (requires attunement)
The amount of rages, maneuver dice, or discipline dice you normally have is increased by 2 (if they are available to you).
Strong Fusion Weapon
Weapon (any melee), Rare (requires attunement)
Electronic devices and batteries can be attached to this weapon. While charged this weapon deals extra damage equal to your proficiency bonus and the electronic devices activate when making a weapon attack using this weapon.
Switch Hook
Weapon (hookshot), Rare
When you hit a creature or object your size or smaller than you with this +1 magical hookshot you trade places with it instead of pulling yourself or the object.
Sword of the Six Sages
Weapon (greatsword), Legendary (requires attunement)
This +3 greatsword deals an additional 2d6 radiant damage on a hit. Creatures killed by this sword are sealed within another dimension as though they were subjected to the Imprisonment spell.
Sword of the Sky
Weapon (longsword), Legendary (requires attunement)
As an action this +2 longsword can absorb the power of wind. The next attack made with this weapon is made against all enemies in a 30-foot cone, dealing piercing damage instead of its usual damage type.
Thunder Weapon
Weapon (any), Uncommon (requires attunement)
Creatures struck by this weapon take an additional 1d6 lightning damage.
Titan’s Mitt
Weapon (power bracelet), Very Rare (requires attunement)
This power bracelet can be used to pick up and throw items that are Gargantuan sized or smaller. Huge and Gargantuan objects deal an additional weapon die of damage upon impact.
Tomahawk
Weapon (handaxe), Legendary (requires attunement)
This +3 Handaxe deals 6d6 extra damage to dragons.
Torch Weapon
Weapon (any), Common
This weapon can be lit on fire to shed light as a torch.
Water Weapon
Weapon (any), Uncommon (requires attunement)
Attacks with this item extinguish magical and nonmagical fire, remove mud from those struck by it, and knocks creatures back 5 feet when struck if they are Medium sized or smaller.
Water Warrior Weapon
Weapon (any), Uncommon (requires attunement)
This weapon is a +3 magical weapon when fully submerged in water.
Whipping Weapon
Weapon (any melee), Uncommon
The melee range of this weapon is increased by 5 feet.
Windcleaver
Weapon (longsword), Rare
This longsword can make ranged weapon attacks at a range of 30 feet.
Zonai-Powered Weapon
Weapon (any), Rare (requires attunement)
Your highest ability score modifier is used for attack and damage rolls with this weapon.
Magic Focuses and Spellbooks
Ancient Sky Book
Spellbook, Rare
This spellbook contains ancient techniques passed on by the Oocca of the far past to modify spells with sky magic. When using Modify Spell you may choose for the spell being modified to have its zone transformed if it was originally a cone, line, cube, or had a radius. The spell now uses one of the following as its zone:
Bee Rod
Rod, Uncommon (requires attunement)
This rod starts with 2d4 charges. As an action you can expend a charge to summon a swarm of bees within 30 feet of you that attack enemies nearby. After 1 minute the bees disperse. Applying honey to the rod refreshes its expended charges.
Blizzard Rod
Rod, Legendary (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the blizzard spell at 9th level with a DC of 20, expending 1 charge when you do so. This rod restores 1 charge every night at midnight. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters and cannot be used again.
Bombos Medallion
Holy Symbol, Legendary (requires attunement)
This holy symbol can be inset into your weapon. As an action you may perform a specific flourish with your weapon to cast spells based on your weapon’s magic enhancement bonus, using your Strength modifier for your spellcasting modifier. Removing this medallion from a weapon can only be done when no spells are recharging and each spell may be cast a single time per long rest.
Book of Madora
Spellbook, Very Rare
This book can be used to translate any text into the common Hylian tongue.
Book of Magic
Spellbook, Legendary (requires attunement)
This magical spellbook enhances the power of the spells within it. When you prepare spells from this spell book they are considered cast from a spell slot 1 level higher than the spell slot you expend.
Book of Seals
Spellbook, Very Rare (requires attunement)
This book can be used as an action to cast the True Seeing spell on yourself without expending a spell slot or material components.
Cane of Byrna
Staff, Legendary (requires attunement)
As an action you create a magical barrier around yourself, protecting yourself from all harm. For the next minute, all damage you take is reduced to 0. Once used you cannot use this action again until 24 hours have passed.
Cane of Pacci
Staff, Rare (requires attunement)
As an action you create a 5' x 5' x 1' area of inverted gravity within 5 feet of you until the end of your next turn. Objects within the area flip upside-down if not attached to the floor below it. If a creature is within this area when you use this action, they must make a DC 15 Dexterity saving throw or fall prone. Any creature moving through this area of inverted gravity immediately moves up to 30 ft. directly upwards when walking through the space, then continues moving.
Cane of Somaria
Staff, Rare (requires attunement)
As an action you create a 5' x 5' x 3' cube of solid stone within an unoccupied space within 5 feet of you. When you use this action again the cube you originally created vanishes.
Cross
Holy Symbol, Very Rare (requires attunement)
This +3 Holy Symbol can be used as an action to make all invisible creatures and creatures in the Ethereal Plane become visible and unable to phase through solid surfaces for 10 minutes. Once used in this way this feature cannot be used again until you finish a long rest.
Din’s Fire Crystal
Orb, Rare (requires attunement)
While attuned you have the Din’s Fire spell prepared.
Dominion Rod
Rod, Very Rare (requires attunement)
As an action an attuned creature can cast the Dominate Construct spell.
Ether Medallion
Holy Symbol, Legendary (requires attunement)
This holy symbol can be inset into your weapon. As an action you may perform a specific flourish with your weapon to cast spells based on your weapon’s magic enhancement bonus, using your Strength modifier for your spellcasting modifier. Removing this medallion from a weapon can only be done when no spells are recharging and each spell may be cast a single time per long rest.
Farore’s Wind Crystal
Orb, Rare (requires attunement)
While attuned you have the Farore’s Wind spell prepared.
Fire Rod
Rod, Rare (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the fireball spell as a 4th level spell through it with a DC of 15, expending 1 charge when you do so. This rod restores 1 charge every day at sunrise. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod becomes inert and cannot be used again.
Flute of Molduga
Instrument (flute), Legendary (requires attunement)
This flute has 1d4 charges. As an action you can expend a charge to summon a Molduga in a location you can see that does its best to obey your commands. The Molduga remains summoned for 1 minute, until it is reduced to 0 hit points, or until you dismiss it as an action. Once the charges are fully expended this flute crumbles into sand.
Ice Rod
Rod, Rare (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the ice storm spell with it with a DC of 15, expending 1 charge when you do so. This rod restores 1 charge every night at midnight. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters and cannot be used again.
Instrument of Stillness
Instrument (flute or bell), Very Rare (requires attunement)
As an action you create a zone within 100 feet of you that immobilizes all flying creatures within range. They remain suspended in the air for the next minute. You must take a long rest before using this action again.
Korok Maracas
Instrument (maracas), Uncommon (requires attunement)
Attuning to these maracas enhances the amount of weight you can carry by 25 pounds times the number of Korok seeds you currently have or by 25 times your proficiency bonus (whichever is greater).
Lightning Rod
Rod, Rare (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the lightning bolt spell as a 4th level spell through it with a DC of 15, expending 1 charge when you do so. This rod restores 1 charge every night at dusk. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod becomes inert and cannot be used again.
Magic Rod
Rod, Uncommon (requires attunement)
This rod has 3 charges. As an action you can attach a gemstone to this rod. Once a gemstone is attached you can use an action to cast a specific spell through it with a DC equal to 8 + your proficiency bonus + your spellcasting modifier, expending 1 charge when you do so. This rod restores 1 charge after taking a long rest. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod becomes inert and cannot be used again. The spells and gemstones are as follows:
Meteor Rod
Rod, Legendary (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the meteor swarm spell with it with a DC of 20, expending 1 charge when you do so. This rod restores 1 charge every day at sunrise. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters and cannot be used again.
Nayru’s Love Crystal
Orb, Rare (requires attunement)
While attuned you have the Nayru’s Love spell prepared.
Ocarina of Wind
Instrument (ocarina), Rare (requires attunement)
While attuned you may cast the Cyclone spell as a ritual.
Purah Pad
Spellbook, Uncommon (requires attunement)
This spellbook stores specific spells within runes that anyone can use. As an action the Message, Orient Object, and Snapshot can be cast from this pad, as well as the 1st-level spells Detect Terrain and Owl’s Flight which both can be used as a ritual. Intelligence is your casting stat for these spells.
Quake Medallion
Holy Symbol, Legendary (requires attunement)
This holy symbol can be inset into your weapon. As an action you may perform a specific flourish with your weapon to cast spells based on your weapon’s magic enhancement bonus, using your Strength modifier for your spellcasting modifier. Removing this medallion from a weapon can only be done when no spells are recharging and each spell may be cast a single time per long rest.
Sand Rod
Rod, Rare
While you hold this rod you can use an action to cast the Wall of Sand spell. This can only be used in areas where enough sand to make the wall is already present.
Sea Ukulele
Instrument (ukulele), Very Rare (requires attunement)
While attuned you may cast the Water Breathing spell as a ritual.
Star Wand
Wand, Uncommon (requires attunement)
This wand has a star fragment at its core, allowing you to cast the Dancing Lights spell.
Sheikah Slate
Spellbook, Very Rare (requires attunement)
This special spellbook stores spells within runes that anyone can use. As an action an attuned spellcaster can store up to three cantrips and two 1st-level spells within this book for any who attune to it to use as part of their list of known spells. If they do not know any spells, they may cast each of the first level spells up to twice per day. Intelligence is their casting stat for these spells. If new spells are stored within this spellbook, the previous ones are lost.
Thunderstorm Rod
Rod, Legendary (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the storm of vengeance spell with a DC of 20, expending 1 charge when you do so. This rod restores 1 charge every night at dusk. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters and cannot be used again.
Tornado Rod
Rod, Very Rare (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the whirlwind spell with a DC of 18, expending 1 charge when you do so. This rod restores 1 charge every day at noon. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters and cannot be used again.
Water Rod
Rod, Rare (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the tidal wave spell as a 4th level spell through it with a DC of 15, expending 1 charge when you do so. This rod restores 1 charge every day at noon. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod becomes inert and cannot be used again.
Spellbook, Rare
This spellbook contains ancient techniques passed on by the Oocca of the far past to modify spells with sky magic. When using Modify Spell you may choose for the spell being modified to have its zone transformed if it was originally a cone, line, cube, or had a radius. The spell now uses one of the following as its zone:
- A 30-foot cone
- A 120-foot line with a 5-foot width
- A 30-foot by 30-foot cube
- A 20-foot radius sphere
Bee Rod
Rod, Uncommon (requires attunement)
This rod starts with 2d4 charges. As an action you can expend a charge to summon a swarm of bees within 30 feet of you that attack enemies nearby. After 1 minute the bees disperse. Applying honey to the rod refreshes its expended charges.
Blizzard Rod
Rod, Legendary (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the blizzard spell at 9th level with a DC of 20, expending 1 charge when you do so. This rod restores 1 charge every night at midnight. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters and cannot be used again.
Bombos Medallion
Holy Symbol, Legendary (requires attunement)
This holy symbol can be inset into your weapon. As an action you may perform a specific flourish with your weapon to cast spells based on your weapon’s magic enhancement bonus, using your Strength modifier for your spellcasting modifier. Removing this medallion from a weapon can only be done when no spells are recharging and each spell may be cast a single time per long rest.
- No enhancement bonus: Din’s Fire
- +1 Weapon: Melf’s Minute Meteors
- +2 Weapon: Disintegrate
- +3 Weapon: Incendiary Cloud
Book of Madora
Spellbook, Very Rare
This book can be used to translate any text into the common Hylian tongue.
Book of Magic
Spellbook, Legendary (requires attunement)
This magical spellbook enhances the power of the spells within it. When you prepare spells from this spell book they are considered cast from a spell slot 1 level higher than the spell slot you expend.
Book of Seals
Spellbook, Very Rare (requires attunement)
This book can be used as an action to cast the True Seeing spell on yourself without expending a spell slot or material components.
Cane of Byrna
Staff, Legendary (requires attunement)
As an action you create a magical barrier around yourself, protecting yourself from all harm. For the next minute, all damage you take is reduced to 0. Once used you cannot use this action again until 24 hours have passed.
Cane of Pacci
Staff, Rare (requires attunement)
As an action you create a 5' x 5' x 1' area of inverted gravity within 5 feet of you until the end of your next turn. Objects within the area flip upside-down if not attached to the floor below it. If a creature is within this area when you use this action, they must make a DC 15 Dexterity saving throw or fall prone. Any creature moving through this area of inverted gravity immediately moves up to 30 ft. directly upwards when walking through the space, then continues moving.
Cane of Somaria
Staff, Rare (requires attunement)
As an action you create a 5' x 5' x 3' cube of solid stone within an unoccupied space within 5 feet of you. When you use this action again the cube you originally created vanishes.
Cross
Holy Symbol, Very Rare (requires attunement)
This +3 Holy Symbol can be used as an action to make all invisible creatures and creatures in the Ethereal Plane become visible and unable to phase through solid surfaces for 10 minutes. Once used in this way this feature cannot be used again until you finish a long rest.
Din’s Fire Crystal
Orb, Rare (requires attunement)
While attuned you have the Din’s Fire spell prepared.
Dominion Rod
Rod, Very Rare (requires attunement)
As an action an attuned creature can cast the Dominate Construct spell.
Ether Medallion
Holy Symbol, Legendary (requires attunement)
This holy symbol can be inset into your weapon. As an action you may perform a specific flourish with your weapon to cast spells based on your weapon’s magic enhancement bonus, using your Strength modifier for your spellcasting modifier. Removing this medallion from a weapon can only be done when no spells are recharging and each spell may be cast a single time per long rest.
- No enhancement bonus: Fog Cloud
- +1 Weapon: Sleet Storm
- +2 Weapon: Chain Lightning
- +3 Weapon: Blizzard
Farore’s Wind Crystal
Orb, Rare (requires attunement)
While attuned you have the Farore’s Wind spell prepared.
Fire Rod
Rod, Rare (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the fireball spell as a 4th level spell through it with a DC of 15, expending 1 charge when you do so. This rod restores 1 charge every day at sunrise. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod becomes inert and cannot be used again.
Flute of Molduga
Instrument (flute), Legendary (requires attunement)
This flute has 1d4 charges. As an action you can expend a charge to summon a Molduga in a location you can see that does its best to obey your commands. The Molduga remains summoned for 1 minute, until it is reduced to 0 hit points, or until you dismiss it as an action. Once the charges are fully expended this flute crumbles into sand.
Ice Rod
Rod, Rare (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the ice storm spell with it with a DC of 15, expending 1 charge when you do so. This rod restores 1 charge every night at midnight. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters and cannot be used again.
Instrument of Stillness
Instrument (flute or bell), Very Rare (requires attunement)
As an action you create a zone within 100 feet of you that immobilizes all flying creatures within range. They remain suspended in the air for the next minute. You must take a long rest before using this action again.
Korok Maracas
Instrument (maracas), Uncommon (requires attunement)
Attuning to these maracas enhances the amount of weight you can carry by 25 pounds times the number of Korok seeds you currently have or by 25 times your proficiency bonus (whichever is greater).
Lightning Rod
Rod, Rare (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the lightning bolt spell as a 4th level spell through it with a DC of 15, expending 1 charge when you do so. This rod restores 1 charge every night at dusk. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod becomes inert and cannot be used again.
Magic Rod
Rod, Uncommon (requires attunement)
This rod has 3 charges. As an action you can attach a gemstone to this rod. Once a gemstone is attached you can use an action to cast a specific spell through it with a DC equal to 8 + your proficiency bonus + your spellcasting modifier, expending 1 charge when you do so. This rod restores 1 charge after taking a long rest. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod becomes inert and cannot be used again. The spells and gemstones are as follows:
- Zoanite: Light
- Amber: Detect Magic
- Opal: Create Water
- Luminous Stone: See Invisibility
- Topaz: Lightning Bolt
- Ruby: Fireball
- Sapphire: Ice Storm
- Star Fragment: Sickening Radiance
- Mystery Jade: Cloudkill
- Diamond: Telekinesis
- Aquanine: Control Weather
- Azurine: Tsunami
- Crimsonine: Earthquake
Meteor Rod
Rod, Legendary (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the meteor swarm spell with it with a DC of 20, expending 1 charge when you do so. This rod restores 1 charge every day at sunrise. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters and cannot be used again.
Nayru’s Love Crystal
Orb, Rare (requires attunement)
While attuned you have the Nayru’s Love spell prepared.
Ocarina of Wind
Instrument (ocarina), Rare (requires attunement)
While attuned you may cast the Cyclone spell as a ritual.
Purah Pad
Spellbook, Uncommon (requires attunement)
This spellbook stores specific spells within runes that anyone can use. As an action the Message, Orient Object, and Snapshot can be cast from this pad, as well as the 1st-level spells Detect Terrain and Owl’s Flight which both can be used as a ritual. Intelligence is your casting stat for these spells.
Quake Medallion
Holy Symbol, Legendary (requires attunement)
This holy symbol can be inset into your weapon. As an action you may perform a specific flourish with your weapon to cast spells based on your weapon’s magic enhancement bonus, using your Strength modifier for your spellcasting modifier. Removing this medallion from a weapon can only be done when no spells are recharging and each spell may be cast a single time per long rest.
- No enhancement bonus: Earth Tremor
- +1 Weapon: Erupting Earth
- +2 Weapon: Bones of the Earth
- +3 Weapon: Earthquake
Sand Rod
Rod, Rare
While you hold this rod you can use an action to cast the Wall of Sand spell. This can only be used in areas where enough sand to make the wall is already present.
Sea Ukulele
Instrument (ukulele), Very Rare (requires attunement)
While attuned you may cast the Water Breathing spell as a ritual.
Star Wand
Wand, Uncommon (requires attunement)
This wand has a star fragment at its core, allowing you to cast the Dancing Lights spell.
Sheikah Slate
Spellbook, Very Rare (requires attunement)
This special spellbook stores spells within runes that anyone can use. As an action an attuned spellcaster can store up to three cantrips and two 1st-level spells within this book for any who attune to it to use as part of their list of known spells. If they do not know any spells, they may cast each of the first level spells up to twice per day. Intelligence is their casting stat for these spells. If new spells are stored within this spellbook, the previous ones are lost.
Thunderstorm Rod
Rod, Legendary (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the storm of vengeance spell with a DC of 20, expending 1 charge when you do so. This rod restores 1 charge every night at dusk. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters and cannot be used again.
Tornado Rod
Rod, Very Rare (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the whirlwind spell with a DC of 18, expending 1 charge when you do so. This rod restores 1 charge every day at noon. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters and cannot be used again.
Water Rod
Rod, Rare (requires attunement)
This rod has 3 charges. While holding this rod, you can use an action to cast the tidal wave spell as a 4th level spell through it with a DC of 15, expending 1 charge when you do so. This rod restores 1 charge every day at noon. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod becomes inert and cannot be used again.
Magic Armor
Ancient Armor
Armor (heavy), Legendary (requires attunement)
While in this armor you have resistance to damage against constructs. When wielding a guardian or ancient weapon this armor enhances their magic weapon bonus to +3. When not wearing this armor or if the item is no longer wielded by you the bonus returns to normal.
Ancient Hero’s Aspect
Armor (medium), Legendary (requires attunement)
This +3 armor allows you to ignore your own hit point requirements of any features, feats, spells, or magic items you wield.
Awakening Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who dreamt of another world. While worn you may spend 1 minute focusing to cast the Dream spell.
Barbarian Wear
Armor (clothing), Uncommon (requires attunement)
Wearing this armor lets you use the barbarian’s Rage class feature. You may use this feature once before needing a long rest to use it again.
Climbing Suit
Armor (clothing), Uncommon
Wearing this armor grants advantage on checks made to climb. You may jump up to half your speed and continue climbing as part of your movement without needing to make an Acrobatics check.
Champion’s Tunic
Armor (clothing), Legendary (requires attunement)
A creature attuned to this clothing cannot truly die as it has been imbued with the powers of the Shrine of Resurrection. When killed their body enters a period of stasis, not being able to be interacted with at all, slowly restoring itself, and regaining 1 hit point every year. Once they reach full hit points they regain consciousness, enter the nearest unoccupied space where they originally died, and are no longer in a state of stasis.
Charged Armor
Armor (clothing), Very Rare (requires attunement)
This armor was made by the ancients to harness the power of storms. You gain resistance to lightning damage and your weapon attacks deal 2d6 additional lightning damage whenever you are in a location with stormy weather.
Dark Tunic
Armor (light), Very Rare (requires attunement)
This tunic is a dark approximation of the armor once worn by legendary heroes. At night your movement speed is doubled while wearing it.
Depths Clothes
Armor (light), Very Rare (requires attunement)
Your maximum hit points cannot be reduced while wearing this +1 armor.
Desert Clothes
Armor (clothing), Uncommon
While wearing this armor you ignore exhaustion from traveling in desert environments and do not have your vision impaired by sandstorms.
Durable Armor
Armor (any), Uncommon
The hardness and hit point amount of this armor is doubled and it is immune to corrosion.
Ember Armor
Armor (clothing), Very Rare (requires attunement)
This armor was made by the ancients to harness the power of volcanoes. You gain resistance to fire damage and your weapon attacks deal 2d6 additional fire damage whenever you are in a location with extreme heat.
Evil Spirit Armor
Armor (heavy), Legendary (requires attunement)
This ancient +3 armor allows you to be one with the spirits. Creatures that are undead regard you as their general, allowing you to command them as an action, forcing them to follow your instructions as directed unless they are CR 10 or higher. In addition this armor makes you leave no trace of yourself on the world, as though you were constantly under the Nondetection and Pass Without Trace spells.
Fashion Wear
Armor (any), Varies (requires attunement)
Fashion wear from Hytopia varies in power depending on how it was woven and what magic it contains. All clothing within Hytopia has one of the following effects, chosen at the time of crafting or when the clothes enter Hytopia for the first time:
Flamebreaker Suit
Armor (heavy), Rare
This heavy suit makes you immune to fire damage and extreme heat.
Froggy Suit
Armor (clothing), Uncommon
Wearing this clothing lets you ignore the increased difficulties of climbing up or moving on slippery surfaces.
Frostbite Armor
Armor (clothing), Very Rare (requires attunement)
This armor was made by the ancients to harness the power of glaciers. You gain resistance to cold damage and your weapon attacks deal 2d6 additional cold damage whenever you are in a location with extreme cold.
Glide Suit
Armor (medium), Rare
Wearing this suit makes you immune to falling damage. When falling you may glide 4 feet horizontally for every 1 foot you fall vertically.
Goron Tunic
Armor (clothing), Uncommon
While this tunic is worn you ignore the effects of extreme heat and have advantage on Saving Throws made against attacks that deal fire damage.
Hero’s Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who destroyed evil. While worn you may spend 1 minute focusing to cast the Holy Weapon spell.
Mermaid Suit
Armor (clothing), Legendary (requires attunement)
While this suit is worn you gain a 50-ft. swim speed, can breathe water as well as air, do not have disadvantage on attacks made when swimming, and can speak Aquid.
Miner’s Suit
Armor (light), Uncommon (requires attunement)
This armor causes you to shed bright light as a torch. You may use a bonus action to cause your footprints to glow for the next 10 minutes. You can end this effect early with another bonus action.
Mystic Armor
Armor (clothing), Legendary (requires attunement)
While attuned to this tunic damage that you would take instead removes a number of rupees from you equal to 100 times the amount of damage taken. If you do not have enough rupees to defend against this damage you instead take damage as normal. You may use this item a number of times equal to your proficiency bonus, regaining all uses at midnight.
Phantom Armor
Armor (heavy), Very Rare (requires attunement)
This +1 armor can be worn by the attuned creature as though they had proficiency with it and the proper amount of strength for it.
Radiant Suit
Armor (light), Uncommon
This suit uses magical dyes to shed dim light out to 10 feet. When wearing it you have advantage on Charisma checks made to interact with the undead.
Royal Guard Armor
Armor (light), Rare (requires attunement)
Once per long rest you may either shorten the casting time of a spell that would require an action to require a bonus action or take the Attack action as a bonus action.
Rubber Suit
Armor (light), Rare
This heavy suit makes you immune to lightning damage and effects that prevent you from taking reactions.
Sky Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who traveled the skies. While worn you may spend 1 minute focusing to cast the Freedom of the Winds spell.
Snowquill Suit
Armor (clothing), Uncommon
While this suit is worn you ignore the effects of extreme cold and have advantage on Saving Throws made against attacks that deal cold damage.
Stealth Suit
Armor (clothing), Uncommon
This suit grants advantage on Dexterity (stealth) checks.
Time Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who sent objects through time. While worn you may spend 1 minute focusing to cast the Creation spell.
Twilight Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who traveled safely through twilight. While worn you may spend 1 minute focusing to cast the Circle of Power spell.
Wild Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who explored the wilds. While worn you may spend 1 minute focusing to cast the Skill Empowerment spell.
Wind Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who controlled the wind. While worn you may spend 1 minute focusing to cast the Control Winds spell.
Zoanite Armor
Armor (clothing), Very Rare (requires attunement)
This armor doubles the battery life of electronic devices used by you.
Zora Tunic
Armor (clothing), Uncommon
While this tunic is worn you may breathe water as well as air.
Armor (heavy), Legendary (requires attunement)
While in this armor you have resistance to damage against constructs. When wielding a guardian or ancient weapon this armor enhances their magic weapon bonus to +3. When not wearing this armor or if the item is no longer wielded by you the bonus returns to normal.
Ancient Hero’s Aspect
Armor (medium), Legendary (requires attunement)
This +3 armor allows you to ignore your own hit point requirements of any features, feats, spells, or magic items you wield.
Awakening Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who dreamt of another world. While worn you may spend 1 minute focusing to cast the Dream spell.
Barbarian Wear
Armor (clothing), Uncommon (requires attunement)
Wearing this armor lets you use the barbarian’s Rage class feature. You may use this feature once before needing a long rest to use it again.
Climbing Suit
Armor (clothing), Uncommon
Wearing this armor grants advantage on checks made to climb. You may jump up to half your speed and continue climbing as part of your movement without needing to make an Acrobatics check.
Champion’s Tunic
Armor (clothing), Legendary (requires attunement)
A creature attuned to this clothing cannot truly die as it has been imbued with the powers of the Shrine of Resurrection. When killed their body enters a period of stasis, not being able to be interacted with at all, slowly restoring itself, and regaining 1 hit point every year. Once they reach full hit points they regain consciousness, enter the nearest unoccupied space where they originally died, and are no longer in a state of stasis.
Charged Armor
Armor (clothing), Very Rare (requires attunement)
This armor was made by the ancients to harness the power of storms. You gain resistance to lightning damage and your weapon attacks deal 2d6 additional lightning damage whenever you are in a location with stormy weather.
Dark Tunic
Armor (light), Very Rare (requires attunement)
This tunic is a dark approximation of the armor once worn by legendary heroes. At night your movement speed is doubled while wearing it.
Depths Clothes
Armor (light), Very Rare (requires attunement)
Your maximum hit points cannot be reduced while wearing this +1 armor.
Desert Clothes
Armor (clothing), Uncommon
While wearing this armor you ignore exhaustion from traveling in desert environments and do not have your vision impaired by sandstorms.
Durable Armor
Armor (any), Uncommon
The hardness and hit point amount of this armor is doubled and it is immune to corrosion.
Ember Armor
Armor (clothing), Very Rare (requires attunement)
This armor was made by the ancients to harness the power of volcanoes. You gain resistance to fire damage and your weapon attacks deal 2d6 additional fire damage whenever you are in a location with extreme heat.
Evil Spirit Armor
Armor (heavy), Legendary (requires attunement)
This ancient +3 armor allows you to be one with the spirits. Creatures that are undead regard you as their general, allowing you to command them as an action, forcing them to follow your instructions as directed unless they are CR 10 or higher. In addition this armor makes you leave no trace of yourself on the world, as though you were constantly under the Nondetection and Pass Without Trace spells.
Fashion Wear
Armor (any), Varies (requires attunement)
Fashion wear from Hytopia varies in power depending on how it was woven and what magic it contains. All clothing within Hytopia has one of the following effects, chosen at the time of crafting or when the clothes enter Hytopia for the first time:
- Adventuring Outfits: Choose one type of environmental hazard (extreme cold, extreme heat, ice, lava, poison gas, quicksand, rubble, water, etc.). You ignore difficult terrain created by that environment, take no damage from traversing it, and can move through it as though it were solid ground.
- Casting Clothes: Choose one cantrip or 1st level spell. You may cast that spell at-will, using the clothing as a focus for the spell. The modifier used for that spell is the same as the spellcasting class you picked that spell from. If the spell is a cantrip, treat the damage dealt by it as though you were level 5.
- Enervating Ensembles: One of the following is enhanced, based on your choice at the time of creation: AC (Your AC increases by 2), Hit Dice (Whenever you take a short rest your healing from spending hit dice is maximized), Initiative (You gain a +5 bonus to initiative), Maximum HP (Increase your maximum HP by your Constitution score plus your level), or Movement Speed (Your movement speed increases by 20 ft.)
- Skill Suits: Choose one skill.You always roll that skill with advantage.
- Warrior Wear: Choose one specific type of weapon. That weapon has one bonus feature from the following list, chosen by you at the time of creation: Accurate (+1 to hit), Reaching (+5 ft. range for melee weapons or double the short and long range for ranged weapons), Slaying (+1 damage die), or Spreading (When you take the attack action using the chosen weapon, make one additional attack against a different target within range).
Flamebreaker Suit
Armor (heavy), Rare
This heavy suit makes you immune to fire damage and extreme heat.
Froggy Suit
Armor (clothing), Uncommon
Wearing this clothing lets you ignore the increased difficulties of climbing up or moving on slippery surfaces.
Frostbite Armor
Armor (clothing), Very Rare (requires attunement)
This armor was made by the ancients to harness the power of glaciers. You gain resistance to cold damage and your weapon attacks deal 2d6 additional cold damage whenever you are in a location with extreme cold.
Glide Suit
Armor (medium), Rare
Wearing this suit makes you immune to falling damage. When falling you may glide 4 feet horizontally for every 1 foot you fall vertically.
Goron Tunic
Armor (clothing), Uncommon
While this tunic is worn you ignore the effects of extreme heat and have advantage on Saving Throws made against attacks that deal fire damage.
Hero’s Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who destroyed evil. While worn you may spend 1 minute focusing to cast the Holy Weapon spell.
Mermaid Suit
Armor (clothing), Legendary (requires attunement)
While this suit is worn you gain a 50-ft. swim speed, can breathe water as well as air, do not have disadvantage on attacks made when swimming, and can speak Aquid.
Miner’s Suit
Armor (light), Uncommon (requires attunement)
This armor causes you to shed bright light as a torch. You may use a bonus action to cause your footprints to glow for the next 10 minutes. You can end this effect early with another bonus action.
Mystic Armor
Armor (clothing), Legendary (requires attunement)
While attuned to this tunic damage that you would take instead removes a number of rupees from you equal to 100 times the amount of damage taken. If you do not have enough rupees to defend against this damage you instead take damage as normal. You may use this item a number of times equal to your proficiency bonus, regaining all uses at midnight.
Phantom Armor
Armor (heavy), Very Rare (requires attunement)
This +1 armor can be worn by the attuned creature as though they had proficiency with it and the proper amount of strength for it.
Radiant Suit
Armor (light), Uncommon
This suit uses magical dyes to shed dim light out to 10 feet. When wearing it you have advantage on Charisma checks made to interact with the undead.
Royal Guard Armor
Armor (light), Rare (requires attunement)
Once per long rest you may either shorten the casting time of a spell that would require an action to require a bonus action or take the Attack action as a bonus action.
Rubber Suit
Armor (light), Rare
This heavy suit makes you immune to lightning damage and effects that prevent you from taking reactions.
Sky Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who traveled the skies. While worn you may spend 1 minute focusing to cast the Freedom of the Winds spell.
Snowquill Suit
Armor (clothing), Uncommon
While this suit is worn you ignore the effects of extreme cold and have advantage on Saving Throws made against attacks that deal cold damage.
Stealth Suit
Armor (clothing), Uncommon
This suit grants advantage on Dexterity (stealth) checks.
Time Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who sent objects through time. While worn you may spend 1 minute focusing to cast the Creation spell.
Twilight Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who traveled safely through twilight. While worn you may spend 1 minute focusing to cast the Circle of Power spell.
Wild Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who explored the wilds. While worn you may spend 1 minute focusing to cast the Skill Empowerment spell.
Wind Tunic
Armor (light), Legendary (requires attunement)
This tunic was once worn by a hero who controlled the wind. While worn you may spend 1 minute focusing to cast the Control Winds spell.
Zoanite Armor
Armor (clothing), Very Rare (requires attunement)
This armor doubles the battery life of electronic devices used by you.
Zora Tunic
Armor (clothing), Uncommon
While this tunic is worn you may breathe water as well as air.
Magic Shields
Ancient Shield
Shield, Legendary (requires attunement)
As a reaction you may cause a ranged magical attack to automatically miss you.
Airtime Shield
Shield, Uncommon
This shield doubles as a paraglider.
Catching Shield
Shield, Rare
This +1 shield is made of enchanted wood. When a ranged attack misses you while wielding this shield the ammunition is embedded into the wood, allowing the ammunition to be collected and reused.
Daybreaker
Shield, Rare
This shield can be drawn or stowed without penalty in addition to another object being drawn or stowed on your turn.
Durable Shield
Shield, Uncommon
The hardness and hit point amount of this shield is doubled and it is immune to corrosion.
Explosive Shield
Shield, Rare
As a reaction to a melee attack missing you this shield explodes, dealing 1d6 fire damage to each creature within 5 feet of you (excluding yourself).
Glow Shield
Shield, Uncommon
As a bonus action you may have this shield begin glowing as though the Light spell was cast upon it.
Goddess Shield
Shield, Rare (requires attunement)
Wielding this +2 shield grants you resistance to necrotic damage.
Guardian Shield
Shield, Rare
This +1 shield grants resistance to vehicles, guardians, and electronic devices.
Lynel Shield
Shield, Very Rare
A creature who attacks you with a melee attack while you wield this shield takes 2d6 slashing damage.
Kite Shield
Shield, Uncommon
This shield reduces the falling damage you take by half. Using this shield when flying causes ranged weapon attacks to have disadvantage against you.
Mirror Shield
Shield, Legendary (requires attunement)
You may use your reaction whenever you are targeted by a ranged magical attack to select one other creature within range as the target of that attack instead. In addition when you successfully make a Dexterity or Constitution saving throw against a spell that deals elemental damage while wielding this shield that spell becomes stored in the shield, allowing you to use an action to cast the same spell (using the original caster's DC for it). Only one spell at a time may be stored in this way.
Red Shield
Shield, Rare
Creatures have disadvantage on ranged magical attacks made against you.
Rocket Shield
Shield, Uncommon
As an action you may propel yourself 50 feet upwards. This shield recharges itself after a Long Rest.
Shield Guard Shield
Shield, Uncommon
If a ranged attack misses you by 5 or more you may use your reaction to have the attack be rerolled, targeting the one who initially made the attack.
Shield of the Mind’s Eye
Shield, Rare (requires attunement)
You have advantage against effects that would modify your mind while attuned to this shield, such as the charm and fear conditions, a ghost’s possession, and the like.
Shield of Object Bursting
Shield, Rare (requires attunement)
This shield builds up and unleashes different types of magical energy found within salvaged objects. When a melee attack roll is made against you this shield can create a 10-foot radius sphere of magic as a reaction that is centered on yourself. Creatures within this sphere other than you make a DC 13 saving throw or they are subjected to one of the following effects based on what item has been attached to the shield (per the DM’s discretion), destroying that item in the process. Once this is used in this way you must take a short or long rest to use this feature again, attaching a new salvaged material. The possible effects are as follows:
Sled Shield
Shield, Uncommon
This shield works as a sled, allowing you to quickly slide down surfaces when riding upon it.
Spring Shield
Shield, Uncommon
With this shield you may expend your movement on your turn to jump up to 30 feet.
Shield, Legendary (requires attunement)
As a reaction you may cause a ranged magical attack to automatically miss you.
Airtime Shield
Shield, Uncommon
This shield doubles as a paraglider.
Catching Shield
Shield, Rare
This +1 shield is made of enchanted wood. When a ranged attack misses you while wielding this shield the ammunition is embedded into the wood, allowing the ammunition to be collected and reused.
Daybreaker
Shield, Rare
This shield can be drawn or stowed without penalty in addition to another object being drawn or stowed on your turn.
Durable Shield
Shield, Uncommon
The hardness and hit point amount of this shield is doubled and it is immune to corrosion.
Explosive Shield
Shield, Rare
As a reaction to a melee attack missing you this shield explodes, dealing 1d6 fire damage to each creature within 5 feet of you (excluding yourself).
Glow Shield
Shield, Uncommon
As a bonus action you may have this shield begin glowing as though the Light spell was cast upon it.
Goddess Shield
Shield, Rare (requires attunement)
Wielding this +2 shield grants you resistance to necrotic damage.
Guardian Shield
Shield, Rare
This +1 shield grants resistance to vehicles, guardians, and electronic devices.
Lynel Shield
Shield, Very Rare
A creature who attacks you with a melee attack while you wield this shield takes 2d6 slashing damage.
Kite Shield
Shield, Uncommon
This shield reduces the falling damage you take by half. Using this shield when flying causes ranged weapon attacks to have disadvantage against you.
Mirror Shield
Shield, Legendary (requires attunement)
You may use your reaction whenever you are targeted by a ranged magical attack to select one other creature within range as the target of that attack instead. In addition when you successfully make a Dexterity or Constitution saving throw against a spell that deals elemental damage while wielding this shield that spell becomes stored in the shield, allowing you to use an action to cast the same spell (using the original caster's DC for it). Only one spell at a time may be stored in this way.
Red Shield
Shield, Rare
Creatures have disadvantage on ranged magical attacks made against you.
Rocket Shield
Shield, Uncommon
As an action you may propel yourself 50 feet upwards. This shield recharges itself after a Long Rest.
Shield Guard Shield
Shield, Uncommon
If a ranged attack misses you by 5 or more you may use your reaction to have the attack be rerolled, targeting the one who initially made the attack.
Shield of the Mind’s Eye
Shield, Rare (requires attunement)
You have advantage against effects that would modify your mind while attuned to this shield, such as the charm and fear conditions, a ghost’s possession, and the like.
Shield of Object Bursting
Shield, Rare (requires attunement)
This shield builds up and unleashes different types of magical energy found within salvaged objects. When a melee attack roll is made against you this shield can create a 10-foot radius sphere of magic as a reaction that is centered on yourself. Creatures within this sphere other than you make a DC 13 saving throw or they are subjected to one of the following effects based on what item has been attached to the shield (per the DM’s discretion), destroying that item in the process. Once this is used in this way you must take a short or long rest to use this feature again, attaching a new salvaged material. The possible effects are as follows:
- Strength save: The target is knocked back 20 feet after failing the saving throw.
- Dexterity save: The target takes 2d6 damage of a damage type of your choice after failing the saving throw, or half as much on a success.
- Constitution save: The target is blinded, dazed, deafened, poisoned, or slowed until the end of your next turn after failing the saving throw.
- Intelligence save: The target has disadvantage on skill checks for a skill of your choice for the next minute after failing the saving throw.
- Wisdom save: The target is charmed or frightened by you until the end of your next turn after failing the saving throw.
- Charisma save: The target is teleported up to 10 feet to an unoccupied location you can see after failing the saving throw.
Sled Shield
Shield, Uncommon
This shield works as a sled, allowing you to quickly slide down surfaces when riding upon it.
Spring Shield
Shield, Uncommon
With this shield you may expend your movement on your turn to jump up to 30 feet.
Magic Headgear
Amber Earring
Wondrous Item (head), Uncommon (requires attunement)
These earrings provide a +1 bonus to AC.
Aqua Crown
Wondrous Item (head), Uncommon (requires attunement)
While attuned you know the Shape Water cantrip. Intelligence, Wisdom, or Charisma is your spellcasting modifier for this spell.
Blast Mask
Wondrous Item (head), Uncommon (requires attunement)
As an action each creature within 15 feet of you must make a DC 12 Dexterity saving throw (including yourself). On a failed save a creature take 3d6 fire damage.
Bremen Mask
Wondrous Item (head), Uncommon
While this mask is worn you have advantage on all Animal Handling check and you may use the Animal Friendship spell. Intelligence, Wisdom, or Charisma is your spellcasting modifier for this spell.
Bunny Hood
Wondrous Item (head), Uncommon
While wearing this hood you may use the bonus action on your turn to take the Dash action.
Captain’s Hat
Wondrous Item (head), Very Rare (requires attunement)
You have advantage on Charisma checks when dealing with Undead creatures and may use a bonus action to command a friendly undead creature to take the attack action.
Coral Earring
Wondrous Item (head), Uncommon
When using this earring as a fish hook you have advantage on all checks made to catch fish with it.
Deku Mask
Wondrous Item (head), Rare (requires attunement)
While attuned to this item you transform into a Summer Deku Scrub whenever this mask is worn.
Diamond Circlet
Wondrous Item (head), Legendary (requires attunement)
This circlet provides a +2 to AC and resistance to bludgeoning, piercing, and slashing damage.
Fireshield Earrings
Wondrous Item (head), Uncommon
You have resistance to Fire damage and objects held or worn by you cannot be set aflame.
Giant’s Mask
Wondrous Item (head), Very Rare (requires attunement)
You may cast the Enlarge spell on yourself when attuned to this item. When you do so, all of its effects are doubled. You cannot use this feature again until you finish a long rest.
Gnat Hat
Wondrous Item (head), Uncommon (requires attunement)
As an action you shrink down to Tiny size if you are attuned to this item. In this state your speed is halved, your weight decreases and your size becomes Tiny, and you have advantage on Stealth checks made to hide. You may use another action to return to normal size.
Goron Mask
Wondrous Item (head), Rare (requires attunement)
While attuned to this item you transform into a Goron whenever this mask is worn.
Great Fairy Mask
Wondrous Item (head), Rare
While this mask is worn you innately know the location of any fairy fountains within 5 miles of you.
Hawkeye
Wondrous Item (head), Uncommon
While wearing this mask your ranged weapon attacks ignore cover and you may see minute details from up to a mile away.
Hero’s Charm
Wondrous Item (head), Uncommon
As a bonus action you learn the current HP of a creature within 60 feet of you.
Information Mask
Wondrous Item (head), Uncommon
This mask grants you advantage on Intelligence and Charisma checks used to gather information about a specific topic, such as a person or place. The topic is chosen at the time of the mask’s creation.
Lightning Helm
Wondrous Item (head), Rare
While wearing this helm you are immune to lightning damage.
Korok Mask
Wondrous Item (head), Rare
While this mask is worn you innately know the location of any Koroks within 5 miles of you.
Mask of Avarice
Wondrous Item (head), Rare
This cursed mask alters the mind of those that wear it, transforming their thoughts to think only of greed and granting the wearer the ability to cast Friends and Charm Person without expending spell slots. Charisma is your spellcasting modifier for these spells.
Mask of Scents
Wondrous Item (head), Uncommon (requires attunement)
While this mask is worn you have advantage on perception and investigation checks that rely on your sense of smell.
Monster Mask
Wondrous Item (head), Rare
While this mask is worn you have advantage on Charisma (Deception) checks against a specific type of monster, chosen at the time of this mask’s creation.
Opal Earring
Wondrous Item (head), Rare (requires attunement)
This earring provides resistance to acid damage.
Ravio’s Hood
Wondrous Item (head), Rare
This hood grants advantage on Charisma (deception) checks made to hide your identity and Strength (athletics) checks made to climb sideways.
Regal Necklace
Wondrous Item (head), Very Rare (requires attunement)
This necklace makes you and allies within 30 feet of you immune to any effects created by harsh winds, magical or otherwise.
Ruby Circlet
Wondrous Item (head), Rare (requires attunement)
This circlet provides resistance to cold damage.
Sanctuary Mask
Wondrous Item (head), Rare (requires attunement)
This mask provides resistance to radiant damage.
Sapphire Circlet
Wondrous Item (head), Rare (requires attunement)
This circlet provides resistance to fire damage.
Stone Mask
Wondrous Item (head), Very Rare (requires attunement)
While wearing this mask your features become uninteresting and part of the background that creatures sense. While in this state creatures know you are there but cannot place that you could possibly be a threat, shouldn't be there, are a source of food, or anything else that makes you interesting. It takes a DC 20 Insight check to reveal your true nature to a creature that senses you. If you attack a creature or use a hostile spell or ability against a creature while wearing this mask you immediately lose the benefits of this mask and your true nature is revealed to all creatures who could sense you at the time of your hostility.
Topaz Earring
Wondrous Item (head), Rare (requires attunement)
This earring provides resistance to lightning damage.
Thunder Helm
Wondrous Item (head), Legendary (requires attunement)
While wearing this helm you are immune to lightning damage. If lightning damage would strike you the helm supercharges your body, granting you the effects of a Haste spell until the end of your next turn without causing lethargy after this effect ends.
Vah Medoh Helm
Wondrous Item (head), Legendary (requires attunement)
This helm grants you the divine power of the Rito, giving you a flying speed equal to your speed. If you are within Vah Medoh this helm allows you to control its actions.
Vah Naboris Helm
Wondrous Item (head), Legendary (requires attunement)
This helm grants you the divine power of the Gerudo, giving you advantage on athletics checks made to jump, proficiency with spears and scimitars, and allows you to score critical hits with spears and scimitars on attack rolls of 19-20. If you are within Vah Naboris this helm allows you to control its actions.
Vah Rudania Helm
Wondrous Item (head), Legendary (requires attunement)
This helm grants you the divine power of the Goron, giving you darkvision out to 60 feet, resistance to fire damage, and treats you as 1 size larger for purposes of pushing, pulling, or dragging objects. If you are within Vah Rudania this helm allows you to control its actions.
Vah Ruta Helm
Wondrous Item (head), Legendary (requires attunement)
This helm grants you the divine power of the Zora, giving you darkvision out to 60 feet, a swim speed equal to your speed, and the ability to hold your breath for 1 hour. If you are within Vah Ruta this helm allows you to control its actions.
Winged Helmet
Wondrous Item (head), Very Rare (requires attunement)
While wearing this helmet you are immune to falling damage, gently floating to the ground. As a bonus action you may gain a fly speed equal to your movement speed until the end of your turn.
Zant’s Helmet
Wondrous Item (head), Legendary (requires attunement)
While attuned to this mask you are immune to magical sleep and any status conditions that would make you incapacitated (except the unconscious condition caused by losing all of your hit points).
Zora Mask
Wondrous Item (head), Rare (requires attunement)
While attuned to this item you transform into a Sea Zora whenever this mask is worn.
Wondrous Item (head), Uncommon (requires attunement)
These earrings provide a +1 bonus to AC.
Aqua Crown
Wondrous Item (head), Uncommon (requires attunement)
While attuned you know the Shape Water cantrip. Intelligence, Wisdom, or Charisma is your spellcasting modifier for this spell.
Blast Mask
Wondrous Item (head), Uncommon (requires attunement)
As an action each creature within 15 feet of you must make a DC 12 Dexterity saving throw (including yourself). On a failed save a creature take 3d6 fire damage.
Bremen Mask
Wondrous Item (head), Uncommon
While this mask is worn you have advantage on all Animal Handling check and you may use the Animal Friendship spell. Intelligence, Wisdom, or Charisma is your spellcasting modifier for this spell.
Bunny Hood
Wondrous Item (head), Uncommon
While wearing this hood you may use the bonus action on your turn to take the Dash action.
Captain’s Hat
Wondrous Item (head), Very Rare (requires attunement)
You have advantage on Charisma checks when dealing with Undead creatures and may use a bonus action to command a friendly undead creature to take the attack action.
Coral Earring
Wondrous Item (head), Uncommon
When using this earring as a fish hook you have advantage on all checks made to catch fish with it.
Deku Mask
Wondrous Item (head), Rare (requires attunement)
While attuned to this item you transform into a Summer Deku Scrub whenever this mask is worn.
Diamond Circlet
Wondrous Item (head), Legendary (requires attunement)
This circlet provides a +2 to AC and resistance to bludgeoning, piercing, and slashing damage.
Fireshield Earrings
Wondrous Item (head), Uncommon
You have resistance to Fire damage and objects held or worn by you cannot be set aflame.
Giant’s Mask
Wondrous Item (head), Very Rare (requires attunement)
You may cast the Enlarge spell on yourself when attuned to this item. When you do so, all of its effects are doubled. You cannot use this feature again until you finish a long rest.
Gnat Hat
Wondrous Item (head), Uncommon (requires attunement)
As an action you shrink down to Tiny size if you are attuned to this item. In this state your speed is halved, your weight decreases and your size becomes Tiny, and you have advantage on Stealth checks made to hide. You may use another action to return to normal size.
Goron Mask
Wondrous Item (head), Rare (requires attunement)
While attuned to this item you transform into a Goron whenever this mask is worn.
Great Fairy Mask
Wondrous Item (head), Rare
While this mask is worn you innately know the location of any fairy fountains within 5 miles of you.
Hawkeye
Wondrous Item (head), Uncommon
While wearing this mask your ranged weapon attacks ignore cover and you may see minute details from up to a mile away.
Hero’s Charm
Wondrous Item (head), Uncommon
As a bonus action you learn the current HP of a creature within 60 feet of you.
Information Mask
Wondrous Item (head), Uncommon
This mask grants you advantage on Intelligence and Charisma checks used to gather information about a specific topic, such as a person or place. The topic is chosen at the time of the mask’s creation.
Lightning Helm
Wondrous Item (head), Rare
While wearing this helm you are immune to lightning damage.
Korok Mask
Wondrous Item (head), Rare
While this mask is worn you innately know the location of any Koroks within 5 miles of you.
Mask of Avarice
Wondrous Item (head), Rare
This cursed mask alters the mind of those that wear it, transforming their thoughts to think only of greed and granting the wearer the ability to cast Friends and Charm Person without expending spell slots. Charisma is your spellcasting modifier for these spells.
Mask of Scents
Wondrous Item (head), Uncommon (requires attunement)
While this mask is worn you have advantage on perception and investigation checks that rely on your sense of smell.
Monster Mask
Wondrous Item (head), Rare
While this mask is worn you have advantage on Charisma (Deception) checks against a specific type of monster, chosen at the time of this mask’s creation.
Opal Earring
Wondrous Item (head), Rare (requires attunement)
This earring provides resistance to acid damage.
Ravio’s Hood
Wondrous Item (head), Rare
This hood grants advantage on Charisma (deception) checks made to hide your identity and Strength (athletics) checks made to climb sideways.
Regal Necklace
Wondrous Item (head), Very Rare (requires attunement)
This necklace makes you and allies within 30 feet of you immune to any effects created by harsh winds, magical or otherwise.
Ruby Circlet
Wondrous Item (head), Rare (requires attunement)
This circlet provides resistance to cold damage.
Sanctuary Mask
Wondrous Item (head), Rare (requires attunement)
This mask provides resistance to radiant damage.
Sapphire Circlet
Wondrous Item (head), Rare (requires attunement)
This circlet provides resistance to fire damage.
Stone Mask
Wondrous Item (head), Very Rare (requires attunement)
While wearing this mask your features become uninteresting and part of the background that creatures sense. While in this state creatures know you are there but cannot place that you could possibly be a threat, shouldn't be there, are a source of food, or anything else that makes you interesting. It takes a DC 20 Insight check to reveal your true nature to a creature that senses you. If you attack a creature or use a hostile spell or ability against a creature while wearing this mask you immediately lose the benefits of this mask and your true nature is revealed to all creatures who could sense you at the time of your hostility.
Topaz Earring
Wondrous Item (head), Rare (requires attunement)
This earring provides resistance to lightning damage.
Thunder Helm
Wondrous Item (head), Legendary (requires attunement)
While wearing this helm you are immune to lightning damage. If lightning damage would strike you the helm supercharges your body, granting you the effects of a Haste spell until the end of your next turn without causing lethargy after this effect ends.
Vah Medoh Helm
Wondrous Item (head), Legendary (requires attunement)
This helm grants you the divine power of the Rito, giving you a flying speed equal to your speed. If you are within Vah Medoh this helm allows you to control its actions.
Vah Naboris Helm
Wondrous Item (head), Legendary (requires attunement)
This helm grants you the divine power of the Gerudo, giving you advantage on athletics checks made to jump, proficiency with spears and scimitars, and allows you to score critical hits with spears and scimitars on attack rolls of 19-20. If you are within Vah Naboris this helm allows you to control its actions.
Vah Rudania Helm
Wondrous Item (head), Legendary (requires attunement)
This helm grants you the divine power of the Goron, giving you darkvision out to 60 feet, resistance to fire damage, and treats you as 1 size larger for purposes of pushing, pulling, or dragging objects. If you are within Vah Rudania this helm allows you to control its actions.
Vah Ruta Helm
Wondrous Item (head), Legendary (requires attunement)
This helm grants you the divine power of the Zora, giving you darkvision out to 60 feet, a swim speed equal to your speed, and the ability to hold your breath for 1 hour. If you are within Vah Ruta this helm allows you to control its actions.
Winged Helmet
Wondrous Item (head), Very Rare (requires attunement)
While wearing this helmet you are immune to falling damage, gently floating to the ground. As a bonus action you may gain a fly speed equal to your movement speed until the end of your turn.
Zant’s Helmet
Wondrous Item (head), Legendary (requires attunement)
While attuned to this mask you are immune to magical sleep and any status conditions that would make you incapacitated (except the unconscious condition caused by losing all of your hit points).
Zora Mask
Wondrous Item (head), Rare (requires attunement)
While attuned to this item you transform into a Sea Zora whenever this mask is worn.
Magic Armwear
Absorption Bracelet
Wondrous Item (arms), Legendary (requires attunement)
This bracelet can be used as a reaction to absorb the energy of a transmutation spell cast on you. This energy is stored within the bracelet and it can be used as an action to have you transform from your regular form to your transmuted form and vice-versa. This bracelet only transmutes you for an amount of time equal to the maximum duration of the spell that was cast on you; when this time runs out or you use this reaction again this energy is lost.
Bands of Enlightenment
Wondrous Item (arms), Very Rare (requires attunement)
These bands are enchanted with the power of Sheikah technology that can summon and dismiss objects. While attuned you may touch a number of objects up to your proficiency bonus that are Large sized or smaller. You may summon those objects straight into your hand or directly in front of you without requiring an action or bonus action provided they are on the same plane of existence and the area they are being summoned to is free.
Fire Gloves
Wondrous Item (hands), Uncommon
Unarmed strikes you make deal 1d6 fire damage instead of their regular damage type. If your unarmed strikes would deal more than 1d6 damage, they use their regular damage dice (though they are still fire damage).
Golden Gauntlets
Wondrous Item (hands), Very Rare
Your lifting capacity is quintupled.
Handy Glove
Wondrous Item (hands), Uncommon (requires attunement)
When worn and attuned to these gloves allow the wearer to deal double damage to objects as well as deal damage to constructs as though they were using a magical weapon.
Magnetic Gloves
Wondrous Item (hands), Uncommon (requires attunement)
As an action you can activate these gloves to pull or push you towards a metallic object within 100 feet of you (or vice-versa if the object is smaller than you). If the object is wielded by a creature they may choose to drop the object as a reaction or make a DC12 Strength check to continue holding the object. If they succeed on the check they resist the movement (which means you are pulled to them instead).
Mole Mitts
Wondrous Item (hands), Uncommon
While wearing these gloves you have a burrow speed equal to your speed. If you end your turn underground you pop up to the nearest available space on the surface.
Power Glove
Wondrous Item (hands), Rare (requires attunement)
While attuned to these gloves your Strength is 18. These gloves have no effect if your strength is already 18 or higher.
Silver Gauntlets
Wondrous Item (hands), Rare
Your lifting capacity is tripled.
Wondrous Item (arms), Legendary (requires attunement)
This bracelet can be used as a reaction to absorb the energy of a transmutation spell cast on you. This energy is stored within the bracelet and it can be used as an action to have you transform from your regular form to your transmuted form and vice-versa. This bracelet only transmutes you for an amount of time equal to the maximum duration of the spell that was cast on you; when this time runs out or you use this reaction again this energy is lost.
Bands of Enlightenment
Wondrous Item (arms), Very Rare (requires attunement)
These bands are enchanted with the power of Sheikah technology that can summon and dismiss objects. While attuned you may touch a number of objects up to your proficiency bonus that are Large sized or smaller. You may summon those objects straight into your hand or directly in front of you without requiring an action or bonus action provided they are on the same plane of existence and the area they are being summoned to is free.
Fire Gloves
Wondrous Item (hands), Uncommon
Unarmed strikes you make deal 1d6 fire damage instead of their regular damage type. If your unarmed strikes would deal more than 1d6 damage, they use their regular damage dice (though they are still fire damage).
Golden Gauntlets
Wondrous Item (hands), Very Rare
Your lifting capacity is quintupled.
Handy Glove
Wondrous Item (hands), Uncommon (requires attunement)
When worn and attuned to these gloves allow the wearer to deal double damage to objects as well as deal damage to constructs as though they were using a magical weapon.
Magnetic Gloves
Wondrous Item (hands), Uncommon (requires attunement)
As an action you can activate these gloves to pull or push you towards a metallic object within 100 feet of you (or vice-versa if the object is smaller than you). If the object is wielded by a creature they may choose to drop the object as a reaction or make a DC12 Strength check to continue holding the object. If they succeed on the check they resist the movement (which means you are pulled to them instead).
Mole Mitts
Wondrous Item (hands), Uncommon
While wearing these gloves you have a burrow speed equal to your speed. If you end your turn underground you pop up to the nearest available space on the surface.
Power Glove
Wondrous Item (hands), Rare (requires attunement)
While attuned to these gloves your Strength is 18. These gloves have no effect if your strength is already 18 or higher.
Silver Gauntlets
Wondrous Item (hands), Rare
Your lifting capacity is tripled.
Magic Footwear
Golden Boots
Wondrous Item (feet), Uncommon
You ignore difficult terrain created from deep or swampy water.
Hover Boots
Wondrous Item (feet), Uncommon
You may move across air as though it were solid ground when you move off of a platform using normal movement. If you end your turn within the air you immediately fall.
Pegasus Boots
Wondrous Item (feet), Rare (requires attunement)
Your movement speed on land increases by 10 feet. You may use the Dash action as a bonus action on your turn.
Red Boots
Wondrous Item (feet), Rare
These boots allow you to walk on water as though it were solid ground.
Sand Boots
Wondrous Item (feet), Uncommon
You ignore difficult terrain created from sand or and may move through quicksand as though it were solid ground.
Snow Boots
Wondrous Item (feet), Uncommon
You ignore difficult terrain created from ice or snow.
Wondrous Item (feet), Uncommon
You ignore difficult terrain created from deep or swampy water.
Hover Boots
Wondrous Item (feet), Uncommon
You may move across air as though it were solid ground when you move off of a platform using normal movement. If you end your turn within the air you immediately fall.
Pegasus Boots
Wondrous Item (feet), Rare (requires attunement)
Your movement speed on land increases by 10 feet. You may use the Dash action as a bonus action on your turn.
Red Boots
Wondrous Item (feet), Rare
These boots allow you to walk on water as though it were solid ground.
Sand Boots
Wondrous Item (feet), Uncommon
You ignore difficult terrain created from sand or and may move through quicksand as though it were solid ground.
Snow Boots
Wondrous Item (feet), Uncommon
You ignore difficult terrain created from ice or snow.
Magic Rings
rmor Ring
Wondrous Item (ring), Uncommon (requires attunement)
While wearing this ring your AC from wearing armor is 16 (as though you were wearing chainmail).
Blast Ring
Wondrous Item (ring), Rare (requires attunement)
When the wearer of this ring uses a bomb the explosion portion of that bomb's damage increases by 2d6.
Blue Holy Ring
Wondrous Item (ring), Very Rare (requires attunement)
While this ring is worn you have an immunity to fire damage.
Blue Luck Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you have resistance against damage you would take from ranged magical attacks.
Blue Ring
Wondrous Item (ring), Very Rare (requires attunement)
As a reaction when you are hit by an attack or spell that deals damage you may expend a spell slot. Reduce the amount of damage you took from that attack by 4 times the level of spell slot you expended from the triggering attack.
Blue Joy Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you roll 2d4 for any hearts you gain (instead of the standard 1d4).
Bomber’s Ring
Wondrous Item (ring), Rare (requires attunement)
You can draw and throw more than one bomb when using the Attack action.
Bombproof Ring
Wondrous Item (ring), Uncommon (requires attunement)
While wearing this ring you take no damage from bombs thrown by you.
Charge Ring
Wondrous Item (ring), Rare (requires attunement)
This ring lets you infuse your weapon with energy as a bonus action, treating its next attack action as though it were a +1 magical weapon.
Cursed Ring
Wondrous Item (ring), Uncommon (requires attunement)
While worn you gain the Accursed feat of your choice. This ring can only be removed through a Remove Curse spell. Once the feat has been chosen, this ring always grants those particular benefits and detriments (instead of choosing a new curse and bonus feat).
Discovery Ring
Wondrous Item (ring), Very Rare (requires attunement)
This ring grants advantage on checks made to find illusions or hidden locations.
Disguise Ring
Wondrous Item (ring), Rare (requires attunement)
This ring disguises you as a specific type of monster, chosen at the time this ring was created. An Investigation check with a DC of 10 + your Deception bonus can be used to determine you are a fake.
Double-Edged Ring
Wondrous Item (ring), Uncommon (requires attunement)
While this ring is worn your melee weapon attacks deal maximum damage but you take 1d4 damage whenever you make a melee weapon attack (whether the attack hits or not).
Energy Ring
Wondrous Item (ring), Rare (requires attunement)
When you are wielding a melee weapon you may take an action to charge it with magic. The next attack you may make with that weapon has a range of 100 feet, is considered a magical attack, and deals force damage instead of its normal damage type.
Expert’s Ring
Wondrous Item (ring), Rare (requires attunement)
While worn your unarmed strikes and melee attacks while wildshaped deal damage as though they were two die steps higher. For example, a normal unarmed strike would now deal 1d6 damage while a d6 of damage now deals a d10.
Fist Ring
Wondrous Item (ring), Uncommon (requires attunement)
While worn your unarmed strikes deal 1d6 damage.
Friendship Ring
Wondrous Item (ring), Rare (requires attunement)
This ring doubles the duration of the charmed condition when it is caused by you.
Gasha Ring
Wondrous Item (ring), Uncommon (requires attunement)
When opening a Gasha seed, roll twice and use the higher result.
Gold Luck Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you have resistance against damage you would take from falling.
Gold Joy Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you double the amount of ammunition you find from defeating monsters.
Green Holy Ring
Wondrous Item (ring), Very Rare (requires attunement)
While this ring is worn you have an immunity to electricity damage.
Green Luck Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you have resistance against damage dealt by traps.
Green Joy Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you double the amount of Zoanite and ore you earn from mining and defeating monsters.
Green Ring
Wondrous Item (ring), Very Rare (requires attunement)
You may expend a spell slot as a bonus action on your turn to increase your movement speed by 20 feet per level of the spell slot you expended in this way until the start of your next turn.
Heart Ring
Wondrous Item (ring), Rare (requires attunement)
When spending a hit die, roll the die twice and use the higher of the two rolls.
Light Ring
Wondrous Item (ring), Very Rare (requires attunement)
You may make ranged weapon attacks from your melee weapon out to 30 feet, dealing 1d6 radiant damage on a hit.
Maple’s Ring
Wondrous Item (ring), Rare (requires attunement)
Wearing this ring allows you to cast the Hex and Witch Bolt spells once per rest without expending a spell slot. Charisma is your spellcasting modifier for these spells.
Novelty Ring
Wondrous Item (ring), Common
Wearing this ring allows you to create an effect as though you cast the Druidcraft, Elementalism, Prestidigitation, or Thaumaturgy cantrip. The specific effect it creates is chosen at the time of the ring’s creation.
Peace Ring
Wondrous Item (ring), Rare (requires attunement)
When dealing damage in a zone you may exclude a number of creatures from that zone up to your proficiency bonus.
Pegasus Ring
Wondrous Item (ring), Rare (requires attunement)
You can expend one pegasus seed to grant yourself the effects of a Haste spell. You must complete a long rest before you can use this feature again.
Protection Ring
Wondrous Item (ring), Very Rare (requires attunement)
Damage die rolls made against you are always rolled with d6s instead of their traditional damage dice.
Power Ring
Wondrous Item (ring), Uncommon (requires attunement)
While wearing this ring your melee weapon attacks deal 1d10 damage if wielding a 1-handed weapon and 2d6 if wielding a 2-handed weapon. Ranged weapon attacks instead deal 1d8 damage if they do not have the loading property and 1d12 damage if they do.
Quicksand Ring
Wondrous Item (ring), Uncommon (requires attunement)
While this ring is worn you ignore all difficult terrain caused by sand and can treat quicksand as though it was a solid surface (instead of falling into it).
Rang Ring
Wondrous Item (ring), Uncommon (requires attunement)
Boomerang attacks you make are considered magical and deal an additional 1d4 damage.
Red Holy Ring
Wondrous Item (ring), Very Rare (requires attunement)
While this ring is worn you have an immunity to cold damage.
Red Joy Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn, rupees that you find are upgraded to the next highest rupee value.
Red Luck Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you have resistance against damage you would take from spikes, thorns, or caltrops.
Red Ring
Wondrous Item (ring), Very Rare (requires attunement)
When you hit a creature with an attack or spell that deals damage you may expend a spell slot. Increase the damage dealt to that creature by 1d8 per level of the spell slot you expended in this way.
Roc’s Ring
Wondrous Item (ring), Uncommon (requires attunement)
While attuned to this ring you do not trigger the effects of traps or cracked floors that require placing a specific amount of weight upon them.
Rupee Ring
Wondrous Item (ring), Rare (requires attunement)
As an action you can convert mundane items, jewelry, artwork, and gemstones directly into half their value in rupees.
Sign Ring
Wondrous Item (ring), Uncommon (requires attunement)
As an action you may mentally command this ring to display up to 25 words of your choice. These words disappear after 1 minute, after using this action again, or after using a bonus action to dismiss them.
Slayer’s Ring
Wondrous Item (ring), Very Rare (requires attunement)
Once per turn you may choose to have a -5 to hit on one of your attack rolls. If that attack hits it deals 10 additional damage.
Snowshoe Ring
Wondrous Item (ring), Uncommon (requires attunement)
While this ring is worn you ignore all difficult terrain caused by ice and snow.
Spin Ring
Wondrous Item (ring), Very Rare (requires attunement)
When you hit a creature with a melee weapon attack you may deal damage to all other enemies within your weapon's melee range equal to the damage roll. This damage is the same type as the triggering attack. You cannot use this feature again until you finish a long rest.
Steadfast Ring
Wondrous Item (ring), Uncommon (requires attunement)
You have advantage on saving throws to avoid forced movement.
Swimmer’s Ring
Wondrous Item (ring), Uncommon (requires attunement)
While this ring is worn you gain a swim speed of 50 feet.
Toss Ring
Wondrous Item (ring), Uncommon (requires attunement)
While this ring is worn the short and long range throwing distances of any thrown weapon you wield are doubled.
Victory Ring
Wondrous Item (ring), Legendary (requires attunement)
You gain a point of inspiration whenever you finish a Long Rest.
Whimsical Ring
Wondrous Item (ring), Legendary (requires attunement)
While wearing this ring you roll a d4 whenever you hit an enemy with a weapon attack. On a 3 or 4 you automatically score a critical hit. Otherwise the damage you deal with the attack is halved.
Whisp Ring
Wondrous Item (ring), Uncommon (requires attunement)
While wearing this ring you are immune to curses and being jinxed.
Zora Ring
Wondrous Item (ring), Uncommon (requires attunement)
You may hold your breath for up to an hour while this ring is worn.
Wondrous Item (ring), Uncommon (requires attunement)
While wearing this ring your AC from wearing armor is 16 (as though you were wearing chainmail).
Blast Ring
Wondrous Item (ring), Rare (requires attunement)
When the wearer of this ring uses a bomb the explosion portion of that bomb's damage increases by 2d6.
Blue Holy Ring
Wondrous Item (ring), Very Rare (requires attunement)
While this ring is worn you have an immunity to fire damage.
Blue Luck Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you have resistance against damage you would take from ranged magical attacks.
Blue Ring
Wondrous Item (ring), Very Rare (requires attunement)
As a reaction when you are hit by an attack or spell that deals damage you may expend a spell slot. Reduce the amount of damage you took from that attack by 4 times the level of spell slot you expended from the triggering attack.
Blue Joy Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you roll 2d4 for any hearts you gain (instead of the standard 1d4).
Bomber’s Ring
Wondrous Item (ring), Rare (requires attunement)
You can draw and throw more than one bomb when using the Attack action.
Bombproof Ring
Wondrous Item (ring), Uncommon (requires attunement)
While wearing this ring you take no damage from bombs thrown by you.
Charge Ring
Wondrous Item (ring), Rare (requires attunement)
This ring lets you infuse your weapon with energy as a bonus action, treating its next attack action as though it were a +1 magical weapon.
Cursed Ring
Wondrous Item (ring), Uncommon (requires attunement)
While worn you gain the Accursed feat of your choice. This ring can only be removed through a Remove Curse spell. Once the feat has been chosen, this ring always grants those particular benefits and detriments (instead of choosing a new curse and bonus feat).
Discovery Ring
Wondrous Item (ring), Very Rare (requires attunement)
This ring grants advantage on checks made to find illusions or hidden locations.
Disguise Ring
Wondrous Item (ring), Rare (requires attunement)
This ring disguises you as a specific type of monster, chosen at the time this ring was created. An Investigation check with a DC of 10 + your Deception bonus can be used to determine you are a fake.
Double-Edged Ring
Wondrous Item (ring), Uncommon (requires attunement)
While this ring is worn your melee weapon attacks deal maximum damage but you take 1d4 damage whenever you make a melee weapon attack (whether the attack hits or not).
Energy Ring
Wondrous Item (ring), Rare (requires attunement)
When you are wielding a melee weapon you may take an action to charge it with magic. The next attack you may make with that weapon has a range of 100 feet, is considered a magical attack, and deals force damage instead of its normal damage type.
Expert’s Ring
Wondrous Item (ring), Rare (requires attunement)
While worn your unarmed strikes and melee attacks while wildshaped deal damage as though they were two die steps higher. For example, a normal unarmed strike would now deal 1d6 damage while a d6 of damage now deals a d10.
Fist Ring
Wondrous Item (ring), Uncommon (requires attunement)
While worn your unarmed strikes deal 1d6 damage.
Friendship Ring
Wondrous Item (ring), Rare (requires attunement)
This ring doubles the duration of the charmed condition when it is caused by you.
Gasha Ring
Wondrous Item (ring), Uncommon (requires attunement)
When opening a Gasha seed, roll twice and use the higher result.
Gold Luck Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you have resistance against damage you would take from falling.
Gold Joy Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you double the amount of ammunition you find from defeating monsters.
Green Holy Ring
Wondrous Item (ring), Very Rare (requires attunement)
While this ring is worn you have an immunity to electricity damage.
Green Luck Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you have resistance against damage dealt by traps.
Green Joy Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you double the amount of Zoanite and ore you earn from mining and defeating monsters.
Green Ring
Wondrous Item (ring), Very Rare (requires attunement)
You may expend a spell slot as a bonus action on your turn to increase your movement speed by 20 feet per level of the spell slot you expended in this way until the start of your next turn.
Heart Ring
Wondrous Item (ring), Rare (requires attunement)
When spending a hit die, roll the die twice and use the higher of the two rolls.
Light Ring
Wondrous Item (ring), Very Rare (requires attunement)
You may make ranged weapon attacks from your melee weapon out to 30 feet, dealing 1d6 radiant damage on a hit.
Maple’s Ring
Wondrous Item (ring), Rare (requires attunement)
Wearing this ring allows you to cast the Hex and Witch Bolt spells once per rest without expending a spell slot. Charisma is your spellcasting modifier for these spells.
Novelty Ring
Wondrous Item (ring), Common
Wearing this ring allows you to create an effect as though you cast the Druidcraft, Elementalism, Prestidigitation, or Thaumaturgy cantrip. The specific effect it creates is chosen at the time of the ring’s creation.
Peace Ring
Wondrous Item (ring), Rare (requires attunement)
When dealing damage in a zone you may exclude a number of creatures from that zone up to your proficiency bonus.
Pegasus Ring
Wondrous Item (ring), Rare (requires attunement)
You can expend one pegasus seed to grant yourself the effects of a Haste spell. You must complete a long rest before you can use this feature again.
Protection Ring
Wondrous Item (ring), Very Rare (requires attunement)
Damage die rolls made against you are always rolled with d6s instead of their traditional damage dice.
Power Ring
Wondrous Item (ring), Uncommon (requires attunement)
While wearing this ring your melee weapon attacks deal 1d10 damage if wielding a 1-handed weapon and 2d6 if wielding a 2-handed weapon. Ranged weapon attacks instead deal 1d8 damage if they do not have the loading property and 1d12 damage if they do.
Quicksand Ring
Wondrous Item (ring), Uncommon (requires attunement)
While this ring is worn you ignore all difficult terrain caused by sand and can treat quicksand as though it was a solid surface (instead of falling into it).
Rang Ring
Wondrous Item (ring), Uncommon (requires attunement)
Boomerang attacks you make are considered magical and deal an additional 1d4 damage.
Red Holy Ring
Wondrous Item (ring), Very Rare (requires attunement)
While this ring is worn you have an immunity to cold damage.
Red Joy Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn, rupees that you find are upgraded to the next highest rupee value.
Red Luck Ring
Wondrous Item (ring), Rare (requires attunement)
While this ring is worn you have resistance against damage you would take from spikes, thorns, or caltrops.
Red Ring
Wondrous Item (ring), Very Rare (requires attunement)
When you hit a creature with an attack or spell that deals damage you may expend a spell slot. Increase the damage dealt to that creature by 1d8 per level of the spell slot you expended in this way.
Roc’s Ring
Wondrous Item (ring), Uncommon (requires attunement)
While attuned to this ring you do not trigger the effects of traps or cracked floors that require placing a specific amount of weight upon them.
Rupee Ring
Wondrous Item (ring), Rare (requires attunement)
As an action you can convert mundane items, jewelry, artwork, and gemstones directly into half their value in rupees.
Sign Ring
Wondrous Item (ring), Uncommon (requires attunement)
As an action you may mentally command this ring to display up to 25 words of your choice. These words disappear after 1 minute, after using this action again, or after using a bonus action to dismiss them.
Slayer’s Ring
Wondrous Item (ring), Very Rare (requires attunement)
Once per turn you may choose to have a -5 to hit on one of your attack rolls. If that attack hits it deals 10 additional damage.
Snowshoe Ring
Wondrous Item (ring), Uncommon (requires attunement)
While this ring is worn you ignore all difficult terrain caused by ice and snow.
Spin Ring
Wondrous Item (ring), Very Rare (requires attunement)
When you hit a creature with a melee weapon attack you may deal damage to all other enemies within your weapon's melee range equal to the damage roll. This damage is the same type as the triggering attack. You cannot use this feature again until you finish a long rest.
Steadfast Ring
Wondrous Item (ring), Uncommon (requires attunement)
You have advantage on saving throws to avoid forced movement.
Swimmer’s Ring
Wondrous Item (ring), Uncommon (requires attunement)
While this ring is worn you gain a swim speed of 50 feet.
Toss Ring
Wondrous Item (ring), Uncommon (requires attunement)
While this ring is worn the short and long range throwing distances of any thrown weapon you wield are doubled.
Victory Ring
Wondrous Item (ring), Legendary (requires attunement)
You gain a point of inspiration whenever you finish a Long Rest.
Whimsical Ring
Wondrous Item (ring), Legendary (requires attunement)
While wearing this ring you roll a d4 whenever you hit an enemy with a weapon attack. On a 3 or 4 you automatically score a critical hit. Otherwise the damage you deal with the attack is halved.
Whisp Ring
Wondrous Item (ring), Uncommon (requires attunement)
While wearing this ring you are immune to curses and being jinxed.
Zora Ring
Wondrous Item (ring), Uncommon (requires attunement)
You may hold your breath for up to an hour while this ring is worn.