New Weapons
Name |
Type |
Damage |
Properties |
Mastery |
Weight |
Cost |
Ball and Chain |
Martial Melee |
2d6 Bludgeoning |
Heavy, reach, two-handed |
Push |
25 lbs. |
150 rupees |
Bomb Bag |
Martial Ranged |
1d4 Bludgeoning |
Special, thrown (range 20/60), two-handed |
Topple |
10 lbs. |
50 rupees |
Boomerang |
Simple Ranged |
1d4 Bludgeoning |
Special, light, finesse, thrown (range 30/120) |
Nick |
1 lb. |
2 rupees |
Carver |
Martial Melee |
1d6 Slashing |
Light, finesse, thrown (range 20/60) |
Vex |
3 lbs. |
5 rupees |
Crusher |
Martial Melee |
2d6 Bludgeoning |
Special, heavy, two-handed |
Topple |
30 lbs. |
50 rupees |
Hookshot |
Martial Ranged |
1d8 Piercing |
Special, loading (range 30/60) |
Vex |
4 lbs. |
250 rupees |
Power Bracelet |
Simple Ranged |
1d12 Bludgeoning |
Special, thrown (range 10/30) |
Push |
1 lb. |
100 rupees |
Slingshot |
Simple Ranged |
1d4 Bludgeoning |
Ammunition (range 30/120), light |
Slow |
2 lbs. |
5 rupees |
Ball and Chain. This huge weapon is an incredibly heavy spiked iron ball attached to a 5 foot chain.
Bomb Bag. This bag is specially made to prevent bombs that are held in it from exploding from outside stimuli. It can hold many different types of bombs within it
Boomerang. This curved throwing weapon is often made of thin metal or polished wood and used to hit objects that are far away before returning to the hands of its wielder.
Carver. These curved saw-like rings are a favorite amongst the Yiga clan due to their versatility and cruelness.
Crusher. Specially made huge weapons, crushers deal an additional d6 of damage when damaging creatures and objects made of metal and stone.
Hookshot. Hookshots are spring loaded chain devices that can both be used offensively as well as for utility in getting around from place to place.
Power Bracelet. Power bracelets are magically infused by Gorons to enable those weaker than them to lift and throw heavy objects that are Large sized or smaller.
Slingshot. Slingshots are small wooden objects with a sling that can be pulled back to launch seeds a good distance away.
Bomb Bag. This bag is specially made to prevent bombs that are held in it from exploding from outside stimuli. It can hold many different types of bombs within it
Boomerang. This curved throwing weapon is often made of thin metal or polished wood and used to hit objects that are far away before returning to the hands of its wielder.
Carver. These curved saw-like rings are a favorite amongst the Yiga clan due to their versatility and cruelness.
Crusher. Specially made huge weapons, crushers deal an additional d6 of damage when damaging creatures and objects made of metal and stone.
Hookshot. Hookshots are spring loaded chain devices that can both be used offensively as well as for utility in getting around from place to place.
Power Bracelet. Power bracelets are magically infused by Gorons to enable those weaker than them to lift and throw heavy objects that are Large sized or smaller.
Slingshot. Slingshots are small wooden objects with a sling that can be pulled back to launch seeds a good distance away.
Special Weapon Descriptions
Bomb Bag. When an attack with this weapon hits a target each target within 5 feet of that initial target must make a Dexterity saving throw (including the initial target) with a DC equal to 10 + your proficiency bonus. On a failed save they take 2d6 fire damage. You may only make a single bomb attack in a round.
Boomerang. When this weapon is thrown it automatically returns to your hand after an attack is made with it.
Crusher. This weapon deals double damage to constructs and structures, ignoring any resistance (but not immunity) to bludgeoning damage they may have.
Hookshot. When you make an attack with this against a target and that attack hits you may spend your bonus action to pull yourself to the target if it is at least a size category larger than you. If the target is at least a size category smaller than you they must instead make a Strength saving throw or be pulled to you. The DC for this is 8 + your proficiency bonus + your Strength modifier.
Power Bracelet. While wearing a power bracelet the amount you can push, pull, or carry is doubled. To deal damage with this weapon you must throw an object you are carrying that weighs at least 5 lbs. or more.
Boomerang. When this weapon is thrown it automatically returns to your hand after an attack is made with it.
Crusher. This weapon deals double damage to constructs and structures, ignoring any resistance (but not immunity) to bludgeoning damage they may have.
Hookshot. When you make an attack with this against a target and that attack hits you may spend your bonus action to pull yourself to the target if it is at least a size category larger than you. If the target is at least a size category smaller than you they must instead make a Strength saving throw or be pulled to you. The DC for this is 8 + your proficiency bonus + your Strength modifier.
Power Bracelet. While wearing a power bracelet the amount you can push, pull, or carry is doubled. To deal damage with this weapon you must throw an object you are carrying that weighs at least 5 lbs. or more.
Ammunition
Name |
Weapon Type |
Amount per Bundle |
Cost per Bundle |
Weight per Bundle |
Ancient Arrow |
Bows |
20 |
900 rupees |
1 lb. |
Armor Seed |
Slingshots |
20 |
2 rupees |
1 lb. |
Bomb |
Bomb Bags |
5 |
50 rupees |
10 lbs. |
Bomb Arrow |
Bows/Crossbows |
20 |
200 rupees |
2 lbs. |
Bombchu |
Bomb Bags |
5 |
200 rupees |
10 lbs. |
Bubble Seed |
Slingshots |
20 |
5 rupees |
1 lb. |
Deku Seed |
Slingshots |
20 |
1 rupee |
1 lb. |
Ember Seed |
Slingshots |
20 |
5 rupees |
1 lb. |
Eyeball Arrow |
Bows/Crossbows |
20 |
50 rupees |
1 lb. |
Fire Arrow |
Bows/Crossbows |
20 |
100 rupees |
1 lb. |
Gale Seed |
Slingshots |
20 |
20 rupees |
1 lb. |
Ice Arrow |
Bows/Crossbows |
20 |
100 rupees |
1 lb. |
Light Arrow |
Bows/Crossbows |
20 |
500 rupees |
1 lb. |
Mystery Seed |
Slingshots |
20 |
20 rupees |
1 lb. |
Pegasus Seed |
Slingshots |
20 |
20 rupees |
1 lb. |
Powder Keg |
Bomb Bags |
1 |
200 rupees |
200 lbs. |
Razor Seed |
Slingshots |
20 |
2 rupees |
1 lb. |
Scent Seed |
Slingshots |
20 |
20 rupees |
1 lb. |
Shock Arrow |
Bows/Crossbows |
20 |
100 rupees |
1 lb. |
Silver Arrow |
Bows |
N/A |
N/A |
N/A |
Splash Arrow |
Bows/Crossbows |
20 |
50 rupees |
1 lb. |
Super Bomb |
Bomb Bags |
5 |
200 rupees |
15 lbs. |
Time Bomb |
Bomb Bags |
5 |
100 rupees |
10 lbs. |
Water Bomb |
Bomb Bags |
5 |
100 rupees |
10 lbs. |
Wing Arrow |
Bows/Crossbows |
20 |
50 rupees |
1 lb. |
Ancient Arrow. A special, technologically enhanced arrow. When used you make a single attack roll against your target and all creatures within 5 feet of it, dealing 5d6 force damage instead of the usual damage amount to whichever creatures are hit. This damage is doubled against constructs.
Armor Seeds. Special slingshot ammunition. Creatures take piercing damage when hit by this ammunition (instead of bludgeoning damage).
Bombs. Bombs are large objects that quickly explode when lit and must be carefully stored.
Bomb Arrows. These arrows (or bolts) explode when they hit an object, acting as a bomb after their initial attack roll is made.
Bombchu. These special bombs move along the ground instead of being thrown. Provided you can see your target and there is no other creature within a straight line between you and your target, you may use this bomb to make your attack. This bomb ignores the penalty for using it at long range.
Bubble Seeds. Special slingshot ammunition. Your initial target and all enemies adjacent to it take 1 thunder damage (instead of the slingshot’s usual damage die).
Deku Seeds. Standard slingshot ammunition.
Ember Seeds. Special slingshot ammunition. Creatures take fire damage when hit by this ammunition (instead of bludgeoning damage).
Eyeball Arrows. Arrows (or bolts) that hone in on targets. As a bonus action you may empower an Eyeball Arrow to have advantage on an attack roll made with it during the current turn.
Fire Arrows. Arrows (or bolts) enchanted with fire. On a hit they deal an additional 1d6 fire damage.
Gale Seeds. Special slingshot ammunition. When hit by this ammunition a creature must make a Strength saving throw equal to 10 + your proficiency bonus or be pushed up to 10 feet backwards.
Ice Arrows. Arrows (or bolts) enchanted with magical frost. On a hit they deal an additional 1d6 cold damage.
Light Arrows. Arrows (or bolts) enchanted with magical light. On a hit they deal an additional 4d6 radiant damage.
Mystery Seeds. Special slingshot ammunition. When hit by this ammunition a creature takes damage of a random type (instead of bludgeoning damage) based on a d6 roll:
1- Fire damage
2- Cold damage
3- Lightning damage
4- Radiant damage
5- Necrotic damage
6- Force damage
Pegasus Seeds. Special slingshot ammunition. When hit by this ammunition a creature must make a Strength saving throw equal to 10 + your proficiency bonus or be knocked prone. You may also crush this seed as a bonus action to immediately take the Dash action.
Powder Keg. This heavy bomb deals 6d6 fire damage with its explosion instead of the normal damage (and half damage on a successful save), has its explosion range increase to a 30 foot radius, and cannot be thrown more than 5 feet.
Razor Seeds. Special slingshot ammunition. Creatures take slashing damage when hit by this ammunition (instead of bludgeoning damage).
Scent Seeds. Special slingshot ammunition. This ammunition does not deal damage, instead it attracts beasts to the location that it is shot to.
Shock Arrows. Arrows (or bolts) enchanted with magical electricity. On a hit they deal an additional 1d6 lightning damage.
Silver Arrows. Legendary arrows made to banish evil, dealing an additional 6d6 radiant damage on a hit. Creatures struck by a silver arrow that are of a CR lower than your level are immediately reduced to 0 hit points. A creature reduced to 0 hit points by this arrow cannot be resurrected through any means.
Splash Arrows. Arrows (or bolts) enchanted with magical water. On a hit they deal an additional 1 point of bludgeoning damage to each creature within 5 feet of the initial target and extinguish any nonmagical fires in the area.
Super Bombs. This special bomb has its explosion range increased to a 15 foot radius and deals double damage to objects and constructs.
Time Bombs. This special bomb does not immediately explode, instead exploding at the end of your next turn and hitting all creatures in a 10 foot radius. Until then it is an object that can be manipulated and thrown after it is initially fired.
Water Bombs. These special bombs remain lit and can explode underwater.
Wing Arrows. These arrows (or bolts) have double the close and long range of usual arrows.
Armor Seeds. Special slingshot ammunition. Creatures take piercing damage when hit by this ammunition (instead of bludgeoning damage).
Bombs. Bombs are large objects that quickly explode when lit and must be carefully stored.
Bomb Arrows. These arrows (or bolts) explode when they hit an object, acting as a bomb after their initial attack roll is made.
Bombchu. These special bombs move along the ground instead of being thrown. Provided you can see your target and there is no other creature within a straight line between you and your target, you may use this bomb to make your attack. This bomb ignores the penalty for using it at long range.
Bubble Seeds. Special slingshot ammunition. Your initial target and all enemies adjacent to it take 1 thunder damage (instead of the slingshot’s usual damage die).
Deku Seeds. Standard slingshot ammunition.
Ember Seeds. Special slingshot ammunition. Creatures take fire damage when hit by this ammunition (instead of bludgeoning damage).
Eyeball Arrows. Arrows (or bolts) that hone in on targets. As a bonus action you may empower an Eyeball Arrow to have advantage on an attack roll made with it during the current turn.
Fire Arrows. Arrows (or bolts) enchanted with fire. On a hit they deal an additional 1d6 fire damage.
Gale Seeds. Special slingshot ammunition. When hit by this ammunition a creature must make a Strength saving throw equal to 10 + your proficiency bonus or be pushed up to 10 feet backwards.
Ice Arrows. Arrows (or bolts) enchanted with magical frost. On a hit they deal an additional 1d6 cold damage.
Light Arrows. Arrows (or bolts) enchanted with magical light. On a hit they deal an additional 4d6 radiant damage.
Mystery Seeds. Special slingshot ammunition. When hit by this ammunition a creature takes damage of a random type (instead of bludgeoning damage) based on a d6 roll:
1- Fire damage
2- Cold damage
3- Lightning damage
4- Radiant damage
5- Necrotic damage
6- Force damage
Pegasus Seeds. Special slingshot ammunition. When hit by this ammunition a creature must make a Strength saving throw equal to 10 + your proficiency bonus or be knocked prone. You may also crush this seed as a bonus action to immediately take the Dash action.
Powder Keg. This heavy bomb deals 6d6 fire damage with its explosion instead of the normal damage (and half damage on a successful save), has its explosion range increase to a 30 foot radius, and cannot be thrown more than 5 feet.
Razor Seeds. Special slingshot ammunition. Creatures take slashing damage when hit by this ammunition (instead of bludgeoning damage).
Scent Seeds. Special slingshot ammunition. This ammunition does not deal damage, instead it attracts beasts to the location that it is shot to.
Shock Arrows. Arrows (or bolts) enchanted with magical electricity. On a hit they deal an additional 1d6 lightning damage.
Silver Arrows. Legendary arrows made to banish evil, dealing an additional 6d6 radiant damage on a hit. Creatures struck by a silver arrow that are of a CR lower than your level are immediately reduced to 0 hit points. A creature reduced to 0 hit points by this arrow cannot be resurrected through any means.
Splash Arrows. Arrows (or bolts) enchanted with magical water. On a hit they deal an additional 1 point of bludgeoning damage to each creature within 5 feet of the initial target and extinguish any nonmagical fires in the area.
Super Bombs. This special bomb has its explosion range increased to a 15 foot radius and deals double damage to objects and constructs.
Time Bombs. This special bomb does not immediately explode, instead exploding at the end of your next turn and hitting all creatures in a 10 foot radius. Until then it is an object that can be manipulated and thrown after it is initially fired.
Water Bombs. These special bombs remain lit and can explode underwater.
Wing Arrows. These arrows (or bolts) have double the close and long range of usual arrows.