Compendium Gallery

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The following gallery details almost all content from the compendium itself. System reference and lore are not included.

Contents


Equipment


In Hyrule, an adventurer relies on their weapons, armor, tools, and similar goods to succeed. Proper equipment can mean the difference between life and death in a dungeon or the wild. This section details the basics of items, equipment, and the currency used to buy or sell them.

Rupees

Common currency comes in the form of uniformly-shaped gems called "rupees." Rupees are of different colors that denote their values. The most common green rupee is for example worth 1 rupee, while a less common yellow rupee is worth "10 rupees." Each rupee is equal in value to one silver piece, or one-tenth of a gold piece. Below is a list of the most well-known rupee denominations.
Green Rupee 1 rp
Blue Rupee 5 rp
Yellow Rupee 10 rp
Red Rupee 20 rp
Purple Rupee 50 rp
Silver Rupee 100 rp
Gold Rupee 300 rp
     With 1 rupee, a character can buy unskilled labor for at least an hour, a humble meal, 10 torches, or one night's rest at a struggling inn.
     With 10 rupees, a character can buy a bedroll, 50 feet of hemp rope, or two days of hearty rations. A skilled artisan can earn 10 rupees or more in a day.
     Rupees are the standard unit of measure for wealth. When merchants discuss deals that involve thousands of rupees, the transactions often don't involve the exchange of individual rupees. Rather, the rupee is the standard measure of value, and the actual exchange is made with gemstones, letters of credit, or other valuable goods.
     Rupees are used throughout the Light World and are not tied to a single government or continent. It is rare for an intelligent Light Worlder to not know of their commonly accepted value.

Selling Items

Opportunities abound to find treasure, equipment, weapons, armor, and more throughout ruins or monster camps. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find interested buyers.
     As a general rule, most equipment will fetch half its cost when sold in a market. Exceptions include gemstones and trade goods. These items have inherent value and can always be bought or sold at their full price. Gemstones and ores are often used as currency in the same way rupees are. Trade goods include commonly exchanged commodities like salt or gold which can effectively be used as currency.
     These rules assume your party will sell and buy items during the "trade" downtime activity, but your DM might instead facilitate buying and selling items in the midst of an adventure.

Carrying Capacity

See Strength and Encumbrance (variant rule).

     If you are a Medium or Small bipedal creature, your carrying capacity is your Strength score multiplied by 15. This is the weight in pounds that you can carry, which is high enough that most characters don’t usually have to worry about it.

Strength Pounds
7 105
8 120
9 135
10 150
11 165
12 180
13 15
14 210
15 225
16 240
17 255
18 270
19 285
20 300

Armor

Adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in Hyrule and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

Armor Qualities

     Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
     Strength Requirements. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table lists entries such as “Str 13” or “Str 15” in the Strength column for an armor type, your Strength score must be at least as high to wear the armor proficiently. If your Strength falls short, you are restricted as if you weren't proficient with the armor, even if you otherwise have proficiency.
     Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. If you aren't wearing armor and don't have a special feature for AC, your Armor Class is 10 + your Dexterity modifier.
     Shield. When you wield a shield in one arm, it increases your AC by a specified amount. You can benefit from only one shield at a time.
     Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks made to move quietly.

Armor Categories

Armor comes in three broad categories: light, medium, and heavy.
     Light. Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
     Medium. Medium armor offers more protection than light armor, but it also impairs your movement more. If you wear medium armor, you ass your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
     Heavy. Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient, strong warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.

List of Armor

Click any of the armor types below for a more detailed page focusing on that armor type.

Armor Cost Armor Class (AC) Strength Stealth Properties Weight d20
Light Armor
Partial armor 100 rp      11 + Dex modifier 10 lb.      1-3
Armored tunic 450 rp      12 + Dex modifier 13 lb.      4-6
Medium Armor
Hide 50 rp      12 + Dex modifier (max 2) 12 lb.      7-8
Chain shirt 500 rp      13 + Dex modifier (max 2) 20 lb.      9
Scale 500 rp      14 + Dex modifier (max 2) Disadvantage 45 lb.      10
Breastplate 4,000 rp      14 + Dex modifier (max 2) 20 lb.      11-12
Half plate 7,500 rp      15 + Dex modifier (max 2) Disadvantage 40 lb.      13
Heavy Armor
Ring 300 rp      14 40 lb.      14
Chain 750 rp      16 Str 13 Disadvantage 55 lb.      15-16
Splint 2,000 rp      17 Str 15 Disadvantage 60 lb.      17
Plate 15,000 rp      18 Str 15 Disadvantage 65 lb.      18-20
Shield
Wooden 20 rp      +2 Flammable1 3 lb.      1-4
Iron 80 rp      +2 6 lb.      5-16
Deflecting 200 rp      +3 No Melee2 3 lb.      17-18
Heavy 350 rp      +3 Str 15 Disadvantage Heavy Proficiency3 35 lb.      19-20

1. If you take damage from being ignited while wielding a wooden shield, it is irrevocably destroyed. You can prevent this by using your action to end the ignited condition.
2. The AC bonus from a deflecting shield is ignored by melee attacks.
3. To wield a heavy shield proficiently, you must have at least 15 Strength and be proficient with heavy armor.

Donning and Doffing Armor

     Category      Don      Doff
     Light Armor      1 minute      1 minute     
     Medium Armor      5 minutes      1 minute     
     Heavy Armor      10 minutes      5 minutes     
     Shield      1 action      1 action     
The time it takes to put on or remove armor depends on the armor's category. See the adjacent table.
     Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.
     Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Weapons

This page or section is incomplete, and will eventually be expanded with more information.
Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
     The Weapons table shows the most common weapons used in Hyrule, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Weapon Proficiency

Your first class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Other features like your race or feats can grant you proficiency with types of weapons, or certain categories of weapons. The two categories are simple and martial.
     Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
     Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapon Properties

Many weapons have properties which affect their use, as shown in the Weapons table.
     Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to shoot from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. A piece of ordinary ammunition such as an arrow or bolt costs 1 rupee and weighs less than 14 pounds. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Generally, any ammunition you use in an attack is destroyed beyond use.
     Aquatic. If you make a melee weapon attack while underwater, your attack roll has disadvantage unless your weapon has the aquatic property. If a creature has a swim speed, any attacks it makes with unarmed strikes or natural weapons are aquatic. A ranged weapon attack automatically misses a target beyond the weapon’s normal range while underwater; even against a target within normal range, the attack roll has disadvantage unless the weapon has the aquatic property.
     Dire. If you make an attack roll with a dire weapon with which you are proficient, you do not add your proficiency bonus to your attack roll. You instead add your proficiency bonus to your damage roll if you hit.
     Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
     Light. Up to 10 light items count as 1 normal item for your carry capacity. Light weapons are also ideal for two-weapon fighting.
     Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
     Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
     Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
     Returning. A weapon with the returning property has a special design that allows it to return to the thrower when thrown. If you make a ranged attack with a returning weapon, you catch it at the end of your turn if you are proficient with the weapon and you have a free hand.
     Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description. See either the page for the weapon, or the Special Weapons section below.
     Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity since the dagger has the finesse property.
     Two-Handed. This weapon requires two hands when you attack with it. Attempting to attack with it otherwise treats it as an improvised weapon and may lower its damage dice to as low as 1d4.
     Versatile. This weapon can be used with one or two hands when making a melee attack. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. If you make a ranged attack with this weapon, you can only use one hand.<

List of Weapons

Click any of the weapon types below for a more detailed page focusing on that weapon type.

Weapon Damage Cost Weight Properties d100
Simple Melee Weapons
Bug-catching net 1 bludgeoning 50 rp      2 lb      Light, special 1
Club 2 (1d4) bludgeoning 1 rp      2 lb      Light 2-3
Dagger 2 (1d4) piercing 20 rp      1 lb      Aquatic, finesse, light, thrown (range 20/60) 4-5
Gauntlet 2 (1d4) bludgeoning 100 rp      4 lb      Special 6
Handaxe 3 (1d6) slashing 20 rp      2 lb      Light, thrown (range 20/60) 7
Javelin 3 (1d6) piercing 5 rp      2 lb      Aquatic, thrown (range 30/120) 8
Staff 3 (1d6) bludgeoning 20 rp      4 lb      Versatile (1d8) 9
Sickle 3 (1d6) piercing 5 rp      2 lb      Light 10
Hammer 3 (1d6) bludgeoning 10 rp      3 lb      Thrown (range 20/60), versatile (1d8) 11-14
Spear or trident 3 (1d6) piercing 15 rp      3 lb      Aquatic, thrown (range 20/60), versatile (1d8) 15-18
Crusher 3 (1d6) bludgeoning 200 rp      12 lb      Dire, two-handed 19
Greatclub 4 (1d8) bludgeoning 2 rp      10 lb      Two-handed 20
Scythe 4 (1d8) piercing 20 rp      6 lb      Two-handed 21
Simple Ranged Weapons
Blowgun 1 piercing 10 rp      1 lb      Ammo (range 25/100), special 22
Dart 2 (1d4) piercing 1 rp      14 lb      Finesse, thrown (20/60) 23
Slingshot 2 (1d4) bludgeoning 3 rp      1 lb      Ammo (range 30/90), aquatic, two-handed 24-25
Shortbow 3 (1d6) piercing 250 rp      2 lb      Ammo (range 80/320), two-handed 26-33
Light crossbow 4 (1d8) piercing 250 rp      5 lb      Ammo (range 80/320), aquatic, loading, two-handed 34-35
Martial Melee Weapons
Whip 2 (1d4) slashing 100 rp      3 lb      Finesse, reach, special 36-37
Shortsword 3 (1d6) piercing 200 rp      2 lb      Aquatic, finesse, light 38-42
Scimitar or cutlass 3 (1d6) slashing 200 rp      2 lb      Finesse, light 43-44
Lizal boomerang 3 (1d6) slashing 500 rp      3 lb      Aquatic, finesse, returning (range 20/80) 45
Broadsword 4 (1d8) slashing 250 rp      2 lb      Finesse 46-50
Rapier 4 (1d8) piercing 250 rp      2 lb      Finesse 51-52
Flail 4 (1d8) bludgeoning 100 rp      3 lb      53
War pick 4 (1d8) piercing 100 rp      3 lb      54
Battleaxe or longsword 4 (1d8) slashing 200 rp      3 lb      Versatile (1d8) 55-59
Morningstar 4 (1d8) piercing 200 rp      3 lb      Versatile (1d10) 60
Warhammer 4 (1d8) bludgeoning 200 rp      3 lb      Versatile (1d10) 61-63
Ball and Chain 4 (1d8) bludgeoning 500 rp      18 lb      Dire, thrown (range 20/60), two-handed 64-65
Moblin spear 4 (1d8) piercing 350 rp      6 lb      Dire, reach, two-handed 66
Pike 5 (1d10) piercing 50 rp      18 lb      Aquatic, reach, two-handed 67-68
Glaive or halberd 5 (1d10) slashing 200 rp      6 lb      Reach, two-handed 69
Giant boomerang 5 (1d10) bludgeoning 500 rp      7 lb      Returning (range 20/80), two-handed 70
Lance 6 (1d12) piercing 100 rp      6 lb      Reach, special, two-handed 71
Greataxe 6 (1d12) slashing 300 rp      7 lb      Two-handed 72
Claymore  d12 slash 500 rp      7 lb      Two-handed 73-77
Maul 7 (2d6) bludgeoning 500 rp      10 lb      Two-handed 78
Martial Ranged Weapons
Boomerang 3 (1d6) bludgeoning 10 rp      1 lb      Finesse, light, returning (range 20/80) 79-85
Hand crossbow 3 (1d6) piercing      750 rp      3 lb      Ammo (range 30/120), aquatic, light, loading 86
Longbow 4 (1d8) piercing 500 rp      3 lb      Ammo (range 150/600), two-handed 87-98
Duplex bow 5 (2d4) piercing 900 rp      2 lb      Ammo (range 30/120), two-handed, special 99
Heavy crossbow 5 (1d10) piercing 500 rp      18 lb      Ammo (range 100/400), aquatic, loading, two-handed  100

Special Weapons

The following weapons each have a special property.
     Blowgun. When you hit with a ranged attack using using Dexterity for your attack roll, you can add either your Dexterity or your Constitution to the damage roll of a blowgun.
     Bug-catching net. A Tiny creature hit by this weapon takes no damage, but is restrained while you maintain one hand on this net. Amorphous creatures are unaffected. A creature can use its action to make a DC 10 Strength check, with a success freeing itself or an adjacent creature from the net. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
     Duplex bow. As ammunition a duplex bow uses two arrows for each attack. If an attack with this weapon uses one arrow instead of two, a hit deals only 1d4 damage instead of 2d4.
     Gauntlet. A gauntlet is worn around your hand, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a gauntlet, but you can only attack with the gauntlet if that hand is unoccupied.
     Lance. You have disadvantage on attack rolls with a lance if you attack a target within 5 feet of you, unless you are Large or otherwise can wield Large weapons without penalty. You can wield a lance with only one hand if you are mounted, or if your size is Large or larger.
     Whip. If you are proficient with whips and wielding one, you can use your action to shove a creature within the reach of your whip. When shoving a creature in this way, you can only pull the creature 5 feet towards you or attempt to knock it prone.

Silver and Adamantine Weapons

Some monsters with immunity or resistance to the damage from nonmagical weapons are susceptible to weapons made with silver or adamantine. While silver weapons are reasonably common, adamantine doesn't exist in Hyrule. Some specific weapons like a cobble crusher or guardian weapon are nonetheless are the equivalent of an adamantine weapon.
     A silver weapon costs 1,000 rupees more than a normal weapon of its type. A single piece of silver ammunition costs 100 more rupees than normal. A silver weapon gains the aquatic property and doesn't rust.

Improvised Weapons

Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead miniblin.
     Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
     An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Adventuring Gear

Click an item's name to see a page describing that item.

Ammunition

Bows, slingshots, and blowguns need ammunition for attacks.


 Item
Cost
in rupees
Weight
in pounds
 Arrow 1 0.1
 Arrow (20) 20 2
 Arrow, fire 200 0.1
 Bolt 1 0.1
 Bolt (20) 20 2
 Bullet 0.02 0.1
 Bullet (50) 1 5
 Seed, ember 200 0.1
 Seed, scent 500 0.1


Bombs and Traps


 Item
Cost
in rupees
Weight
in pounds
 Bear trap 50 25
 Bomb 200 1
 Bombchu 500 5
 Bombling 500 5
 Caltrops (bag of 20) 10 2
 Cast net 10 3
 Water bomb 220 1


Clothes

Every character has at least one set of clothes, often worn under armor.


 Item
Cost
in rupees
Weight
in pounds
 Common clothes 5 3
 Costume 50 4
 Fine clothes 150 6
 Robes 10 4
 Traveler's clothes 20 4


Containers

While an adventurer typically carries their gear in a backpack or adventure pouch, with a bottle or waterskin for drinking water, there are a few other options.


 Item

Capacity
Cost
in rupees
Weight
in pounds
 Adventure pouch 225 L 600 1
 Backpack 30 L 20 5
 Barrel 110 L 20 70
 Basket 55 L 4 2
 Bottle 1 L 20 2
 Bucket 15 L 1 2
 Case or quiver 10 1
 Chest 350 L 50 25
 Pouch 7 L 5 1
 Flask or tankard 0.5 L 0.2 1
 Jug or pitcher 4 L 0.2 4
 Sack 30 L 0.1 0.5
 Vial 0.1 L 10
 Waterskin 2 L 2 1

 Item

Capacity
Cost
in rupees
Weight
in pounds
 Adventure pouch 8 cubic feet 600 1
 Backpack 1 cubic foot 20 5
 Barrel 4 cubic feet 20 70
 Basket 2 cubic feet 4 2
 Bottle 0.25 gallons (32 fluid oz.) 20 2
 Bucket 0.5 cubic feet 1 2
 Case or quiver 10 1
 Chest 12 cubic feet 50 25
 Pouch 0.25 cubic feet 5 1
 Flask or tankard 16 fluid ounces 0.2 1
 Jug or pitcher 1 gallon (128 fluid oz.) 0.2 4
 Sack 1 cubic foot 0.1 0.5
 Vial 4 fluid oz. 10
 Waterskin 0.5 gallons (64 fluid oz.) 2 1

Animals

Adventurers occasionally buy a beast to serve as a mount, to pull vehicles, or to carry extra gear. Generally you can only maintain control over one animal at a time, and it won't fight in combat unless you have a special feature. An animal normally requires feed or stabling (each 1 rupee per day), and you can equip one with barding if you buy it separately.
     Any of the creatures below can be used as a mount by a humanoid of the listed size(s). Any ridable mount you buy comes with an appropriate saddle. See Mounted Combat.
     Only commonly-bought animals are listed here. Some animals are just too violent to be tamed, while others like loftwings are usually only bestowed under special circumstances. Your DM might offer rare animals as treasure if your campaign uses the Abundant Animals variant rule.


 Animal
Rider
Size
Cost
in rupees
Carry
Capacity
 Dog Small 250 180 lb.
 Dolphin Small 1,000 165+ lb.
 Goat Small 150 180 lb.
 Horse Medium 500 480 lb.
 Horse, giant Medium or Large 20,000 1,200 lb.
 Mule Small or Medium 80 420 lb.
 Loovar Medium 3,000 360+ lb.
 Pony Small 300 225 lb.
 Sand seal Small or Medium 200 300 lb.

Illumination

Most adventurers need a way of lighting up dark caverns and dank dungeons.


 Item
Cost
in rupees
Weight
in pounds
 Blue candle 600
 Bullseye lantern 100 2
 Candles (10) 1
 Hooded lantern 50 2
 Magnifying glass 1000
 Oil (1 pint flask) 1 1
 Tinderbox 5 1
 Torches (10) 1 10


Medicines and Potions

In Hyrule you can typically ingest a potion with a bonus action, or administer it to an unconscious creature as an action.


 Item
Cost
in rupees
Weight
in pounds
 Air potion 200 2
 Antitoxin 500 1
 Healer's kit (10 uses) 50 3
 Medicine of life 500 2
 Medicine of magic 500 2
 Sneaky Elixir (10 minutes) 200 2
 Wake-up mushroom 200 0.5


Other Gear

This page or section is incomplete, and will eventually be expanded with more information.

 Item
Cost
in rupees
Weight
in pounds
 Adhesive 100 0.1
 Bedroll 10 7
 Blanket 5 3
 Block and tackle 10 5
 Book 250 5
 Boots, iron 600 20
 Chain (10 feet) 50 10
 Chalk (10 pieces) 1 0.5
 Clock 1000 1
 Crowbar 20 5
 Grappling hook 20 4
 Hammer 10 3
 Hourglass 250 1
 Ink pen or quill 1
 Korok leaf 600 1
 Lock 100 1
 Manacles 20 6
 Mess kit 2 1
 Mirror, steel 50 0.5
 Paper (1 sheet) 1
 Pick, miner's 20 10
 Pot, iron 20 10
 Power bracelet 600
 Ram, portable 40 35
 Rations (1 day) 5 2
 Rope (50 feet) 10 10
 Rope, cheval (20 feet) 600 4
 Scale 50 3
 Shovel 20 5
 Small key 200
 Soap 0.2
 Spike, iron 1 0.5
 Spyglass or telescope 1000 1
 Tent 20 20
 Whistle 1
 Zora flippers 600 2

Tools and Vehicles

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your class, species, feats, or other game features can grant you proficiency with one or more tools. Proficiency with a tool lets you add your proficiency bonus to any ability check that uses the tool for its intended purpose. You can still use a tool even if you aren't proficient with it, but may be unable to add your proficiency bonus to checks which use it.
     Tools are not governed by any individual ability score. Use of a musical instrument for example might require an Intelligence check to play in an orderly orchestra, but a Charisma check for an original and impromptu solo performance.
     Tools usually have narrower, more specific applications than skills. Many tools cover niches that are not covered by skills, such as crafting items or maneuvering vehicles. Being proficient with a tool may make you an expert on certain skill checks if your narrator employs the Tool Expertise variant rule.
     The list of tools below is not intended to be exhaustive. Your narrator may decide that your legend of Hyrule includes an electric guitar as a musical instrument, that bombsmith's tools can be used to craft firearms, or even that you can become proficient with a mere shovel, among many other possibilities.



Artisan's Tools

Proficiency with an artisan's tool represents training in how to craft appropriate objects with the relevant tools, and repair such objects if applicable. Without proficiency, any attempts to craft or repair items with the tools are of noticeably lower quality. One of the most lucrative uses of downtime involves crafting items. If your campaign lacks much downtime, your narrator might use the Craft During Rest variant rule instead.
     Click a tool's name to see a more detailed page covering the tool's components, uses, and benefits if using the Tool Expertise variant rule.

Tool Cost Weight Summary d20
Bombsmith's tools 300 rp 8 lb.    Gear for crafting bombs, cannons, or other items that make use of explosive powder. 1‑2
Brewer's supplies 200 rp 9 lb.    A jug, a siphon, tubing, glassware, and materials for beer, potions, and other drinks. 3
Calligrapher's supplies 100 rp 5 lb.    Ink, parchment, and quills for delicate, beautiful, and precise writing. 4
Carpenter's tools 80 rp 6 lb.    A hammer, nails, a hatchet, a saw, a square, a ruler, an adze, a plane, and a chisel. 5
Cartographer's tools 150 rp 6 lb.    Partment, ink, quills, calipers, a ruler, and a pair of compasses all for map-making. 6
Cobbler's tools 50 rp 5 lb.    A knife, a small hammer, thread, and other gear for making boots and shoes. 7
Cook's utensils 10 rp 8 lb.    A pot, knives, forks, spoons, a ladle, and other utensils for culinary arts. 8-9
Glassworker's tools 300 rp 5 lb.    Tweezers, blocks, a blowpipe, a marver, flint, and steel for glassblowing and shaping. 10
Jeweler's tools 250 rp 2 lb.    Pliers, tweezers, files, a tiny hammer, and a small saw used to work gemstones. 11
Leatherworker's tools 50 rp 5 lb.    Leather scraps, a knife, a mallet, a hole punch, an edge, and thread. 12
Mason's tools 100 rp 8 lb.    A chisel, a hammer, a trowel, a square, and brushes for construction from stone. 13
Painter's supplies 100 rp 5 lb.    Brushes, paints, charcoal, a palette, and canvas for works of art both fine and broad. 14
Potter's tools 50 rp 3 lb.    Calipers, a knife, scrapers, ribs, needles, and other gear for pots and ceramics. 15
Smith's tools 200 rp 8 lb.    Hammers, tongs, rags, a whetstone, and charcoal, all used to shape heated metal. 16‑17
Tinker's tools 500 rp 10 lb.    Various tiny hand tools for fine machine work: glue, tweezers, thread, and more. 18
Weaver's tools 10 rp 5 lb.    Thread, needles, and bits of cloth used to tailor clothing and work fabric. 19
Woodcarver's tools 10 rp 5 lb.    A carving knife, a tiny saw, and other hand tools for finely shaping wood. 20

Professional Tools

Proficiency with a professional tool represents training in how to how to perform a given profession, trade, or service. Without proficiency, you may be unable to perform anything but the simplest of tasks with the relevant tool. While there are a plethora of professional tools used throughout the Light World, those listed below tend to be the most useful for adventurers.
     Click a tool's name to see a more detailed page covering the tool's components, uses, and benefits if using the Tool Expertise variant rule.

Tool Cost Weight Summary d8
Disguise kit 250 rp 3 lb.    Cosmetics, dyes, clothing, and small props used to create a disguise for yourself. 1
Fishing tackle 10 rp 4 lb.    A fishing rod with silken line, steel hooks, bobbers, sinkers, and some netting. 2
Forgery kit 150 rp 5 lb.    Inks, papers, seals, sealing wax, and hand tools to replicate official documents. 3
Gardening kit 100 rp 12 lb.    Clippers, a trowel, a spade, a rake-hoe, and more used to tend or harvest crops and plants. 4
Navigator's tools 250 rp 2 lb.    A compass, a ruler, a sextant, parchment, ink, and a quill used for naval navigation. 5
Prospector's kit 200 rp 12 lb.    A miner's pick, a hammer, a shovel, a pan, a tiny lens, and a small brush. 6
Rancher's kit 80 rp 10 lb.    A crook, 20 feet of rope, a cattle prod, a bucket, and either shearing scissors or a saw. 7
Thieves' tools 250 rp 1 lb.    Lock picks, a tiny mirror on handle, pliers, a file, and tweezers for thwarting locks and traps. 8

Musical Instruments

The live play of music is not only incredibly popular in Hyrule, but music has ties to spirits and supernatural forces. Sages and especially bards might rely on a musical instrument to invoke their powers, but many adventurers play music for its own sake. The most renowned and practical instruments for adventurers are listed below. Vocal music—song—instead relies solely on the Performance skill.

Instrument Cost Weight Description d20
     Brass
Deku pipes 90 rp 12 lb.    A set of horns, each of a different pitch, bound together. Though quite large as a set,
  special wood keeps their weight manageable. Popular among scrubs and skull kids.
1
Horn 30 rp 2 lb.    Small but needs a deep breath. Often used for battle calls. Keyed horns are known as trumpets. 2
Saxophone 120 rp 5 lb.    An ornate, keyed horn renowned for its use in smooth jazz renditions of well-known music. 3
Trombone 90 rp 5 lb.    A long, large horn distinguished by its sliding component to alter its the pitch produced. 4
Tuba 150 rp 30 lb.    A huge keyed horn renowned for its incredibly low, rumbling pitch. Its size is hard to manage. 5
     Percussion
Bell 30 rp 2 lb.    A big two-handed bell or a set of bells; ring with different intensity and timing. 6
Drum 60 rp 3 lb.    A snare drum or string of small drums worn around the body or waist, played by
  rhythmically beating with sticks or by hand. Their sound is a favorite among goron musicians.
7
Glockenspiel 200 rp 20 lb.    Tuned keys affixed to a board held in one hand, played by striking the keys with a mallet. 8
Maracas 30 rp 1 lb.    A pair of wooden rattles, shaken like bells to create music and rhythm. 9
     String
Guitar 400 rp 5 lb.    A long-necked lute; became famous in the hands of popular musicians like the Indigo-Gos. 10
Harp 300 rp 2 lb.    Among the most ancient instruments, harps and lyres are favored by many sages. 11
Hurdy-Gurdy 500 rp 10 lb.    Preparing the innards of this box takes work, but playing it just requires turning a handle. 12
Lute 350 rp 2 lb.    Strummed strings—sometimes plucked—resonate against a plump, hollow wooden body. 13
Viol 300 rp 1 lb.    A violin, fiddle, ukulele, undersized cello, etc. Played with a sliding bow or plucking fingers. 14
     Woodwind
Accordion 400 rp 15 lb.    A handheld "squeezebox" that is played by pressing and pulling its two sides.
  Different maneuvers create different sounds. It's particularly popular among rito.
15
Bagpipes 300 rp 6 lb.    A "bag" of blown air continuously feeds a few reeds ("pipes"), creating uninterrupted sound. 16
Flute 20 rp 1 lb.    Recorder, whistle, etc. Blow into a pipe with holes; covering holes produces different notes. 17
Oboe 300 rp 2 lb.    A complex, double-reeded, keyed instrument that superficially resembles a large flute. 18
Ocarina 20 rp 1 lb.    Of ancient origin and favored by a legendary hero, it is in practice a simpler form of flute. 19
Pan flute 120 rp 2 lb.    A few pipes bound together; blowing pipes of varying lengths creates different notes. 20

Tool Expertise

If using the Tool Expertise variant rule, being proficient with any musical instrument makes you an expert in:

  • Any Charisma (Performance) check that incorporates a musical instrument in which you are proficient.
  • Any Intelligence check made to identify or recall lore about anything closely related your musical instrument, including music played with your musical instrument and spells which use it as a material component.

Vehicles

You can either be proficient with horse-drawn land vehicles (land vehicles) or aquatic vehicles drawn by sail or pushed by oar (water vehicles), or both. Being proficient adds your proficiency bonus to ability checks made to maneuver and maintain vehicles of the relevant type.
     Damage. Vehicles are objects, and thus have heart points and AC. Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. Vehicles are immune to conditions and to psychic damage but otherwise have no damage resistances or vulnerabilities. Larger or tougher vehicles have a damage threshold; if an attack hits the vehicle but deals less damage than the threshold, then the vehicle loses no heart points as a result of that attack.

Land Vehicles

Land vehicles are usually drawn by draft horses, but some other four-legged creatures can be substituted if their combined size and Strength is sufficient. The costs below assume such a creature is not included. Unless pulling a chariot, a creature pulling a land vehicle has its base walking speed drop to 40 feet (equal to a draft horse) before other modifiers apply.

Vehicle Cost Weight AC hp Threshold
Cart 150 rp 200 lb.  11 25 5
Sled 200 rp 300 lb.  11 50 5
Wagon 350 rp 400 lb.  13 100 5
Carriage 1,000 rp 600 lb.  15 200 5
Chariot 2,500 rp 100 lb.  17 300 10

     Cart. This simple two-wheeled vehicle is designed to be pulled by a single draft horse. It barely has enough room for two Medium or smaller creatures, and is meant mostly for moving cargo. There's no room for a driver to sit, who instead is usually guiding the beast that pulls it.
     Sled. Similar to a wagon, but on runners for moving through snow, over ice, or across bogs too thick for wheels to handle. It generally requires two draft horses if there's more than one Medium creature or object being towed, other than the driver. Like a wagon, if properly pulled it can fit as many as six Medium or Small humanoids including the driver.
     Wagon. This four-wheeled, open-top vehicle is for transporting heavy loads of cargo but can be fitted for passengers. It generally requires two draft horses if there's more than one Medium creature or object being towed. If pulled by two or more draft horses, it can move up to six Medium creatures or objects including the driver.
     Carriage. This four-wheeled, closed-top vehicle provides unmatched shelter and comfort; you can even sleep in it overnight while it is driven. Its bulk requires at least two draft horses to operate. Up to six Medium or Small humanoids can inside the cabin, but a driver must sit outside the cabin to guide the carriage.
     Chariot. Built for speed and for combat, a two-wheeled chariot is the ideal choice for a war vehicle. It can barely hold three Medium or Small creatures—one to drive and one or two to attack—but unlike other drawn vehicles one or two riding horses or other fast beast can pull with its full speed if the load isn't too heavy. Its driver and riders have half cover, and the vehicle's steel plating makes it very difficult to damage. There's no room for cargo.

Water Vehicles

The waterways of the Light World are maneuvered by many different ships, but the most renowned and relevant varieties are listed below. Though these ships draw some parallels to real-world vessels, it's important to consider how different the sea can be in Hyrule. Most ships in this realm are designed primarily to fight sea monsters, not other ships. The Kingdom of Hyrule mostly focuses on internal affairs, so its navy (usually) won't compare to the greatest navies of real-world history. While ships are most closely associated with hylians and gerudo, naval combat often incorporates zora spies and either rito or aeralfos bombers. Warships in this realm are typically outfitted ballistas, archers, harpoons, explosives, and other weapons to deal with the various threats of the Great Sea—rarely does one of respectable size merely have cannons or "guns." The most impressive ships even incorporate weaponized spells, illusions, magical defenses, or a crew supplemented by conjured creatures.
     Speed. Sailing speed varies immensely based on waters and winds, and the number represented here represents modest winds. Favorable winds could do as much as double a ship's speed, while the rare instance of no wind could render the ship practically unable to move. Ships pushed by muscle—whether it be oars from passengers, or zora swimming into the ship—can rarely exceed 5 feet per round, or 12 mph—with the exception of canoes. Although larger ships are quite fast in a straight line, it's generally assumed any ship larger than a lion boat won't have time to turn in combat. Naval battles are especially swift; each ship firing half of its siege weapons at once is often enough to decide a battle.
     Crew. This represents the minimum number of skilled workers (each of whom would expect at least 20 rp per day) required to maintain speed, provide upkeep, and make living on the ship possible. This crew can maintain speed for about 8 hours per day, but requiring constant speed throughout the day would require a crew of twice the size.
     Pax. Pax, or passengers, are the number of Medium or Small humanoids the vessel can carry in addition to the minimum crew. This number represents uncomfortably close quarters both for work and for sleep, and can scarcely be strained any further without risking exhaustion. Individual cabins for each passenger would at least quarter the number of passengers possible.
     Cargo. The approximate amount of goods in weight the ship can safely ferry with a minimum crew and no siege weapons.

Vehicle Cost Length Speed Crew Pax Cargo (lb.) AC hp Threshold
Raft 100 rp  5 feet 5 feet (12 mph) 1 1 300 11 10
Canoe 500 rp  10 feet 25 feet (3 mph) 1 3 600 11 30
Lion Boat 5,000 rp  10 feet 60 feet (7 mph) 1 1 1,000 13 50 5
Sailboat 30,000 rp  30 feet 45 feet (5 mph) 2 8 5,000 13 100 5
Caravel 200,000 rp  80 feet 60 feet (7 mph) 5 60 100,000 15 300 10
Clipper 600,000 rp  160 feet 100 feet (11 mph) 10 60 150,000 15 300 15
Galleon 800,000 rp  160 feet 70 feet (8 mph) 20 200 1,000,000 15 400 15
Ironclad 1,000,000 rp  160 feet 80 feet (9 mph) 20 100 300,000 17 800 20
S.S. Linebeck?
In Legends of Hyrule, the default setting assumes steam power is not robust and widespread enough to support steam ships like the S. S. Linebeck as it appears in Phantom Hourglass. Similarly, all sea-worthy ships are presumed to have sails.
     If your narrator permits these technically advanced ships, simply add 90 feet (10 mph) to the speed of the four best ships—caravel, clipper, galleon, and ironclad—and halve the necessary crew, then optionally increase their cost by 400,000 rupees to each steam version of each ship. This additional cost includes the cost of coal or whatever fuel the ship needs to produce steam. Such a ship gains only a small speed boost from favorable winds, perhaps 2 mph (or 20 feet per round).
     Under these changes, the S.S. Linebeck would fit as a steam caravel.

     Raft. Little more than a few planks or logs bound together with rope, a raft is the most meager of water vehicles. One is usually only used for crossing calm rivers, by pushing along the ground with a pole. The cost of a raft includes one suitable pole or oar. You have disadvantage on ability checks which rely on your raft, and it will surely capsize and sink before long on open waters.
     Canoe. Weighing only about 50 pounds, a canoe has enough room for a couple passengers and can be used to navigate rivers, lakes, and coastal waters—but there's hardly enough room to even lay down inside of one. Its speed can only be maintained for as long as oars are used to actively row. Rowing into deep ocean will surely capsize the vessel. The greatest ships are so large they cannot safely travel up to a beach, and so are stocked with one or more canoes used to disembark on coasts without a formal port.
     Lion Boat. Named for the now-famous boat used by a legendary hero, a lion boat is even smaller than a typical canoe but is of sturdier construction and its deck is dominated by a sail larger than the rest of the boat. Designed for speed, when skillfully maneuvered a lion boat can match the pace of much larger vessels. In exchange for this speed, any lion boat will be capsized frequently; any time the boat is hit by an attack or hit by a particularly strong wind, all riders are dumped into adjacent water. It is a risky yet cost-effective way to speed between nearby oceanic isles, but its small size prevents any journey that would take more than a day.
     Sailboat. With a single sail and a tiny one-room cabin, a typical sailboat is considered a mere toy by most professional sailors. Still, a sailboat can ferry a small group across open waters for a few days and can carry enough weight to ferry all the treasure for a single dungeon raid, or enough supplies to set up a respectable shop. With meager speed and paltry defenses, it has no chance against pirates and would be easily capsized by sea monsters—taking one through the Great Sea is a huge risk, and the cost of cargo is too inefficient for a typical merchant to consider it. A sailboat includes one canoe.
     Caravel. Though humble compared to modern top-of-the-line ships, a caravel was once one of the best designs in the world. With several triangular sails and a sizable area below deck, it is well-suited for weeks or even months at sea. It can support 15 Medium siege weapons (half on each side), or 7 Large weapons. A caravel can haul loads, fight off monsters, and speed away from threats, accomplishing everything adventurers would need from a ship. Still, it's too slow to outrun most pirates, isn't suited to naval battles, and is not very cargo-efficient. A caravel includes two canoes stowed on-board.
     Clipper. Built for speed, the clipper is the fastest type of ship in the world. Its deck is adorned with as many sails as possible, and its body is exceptionally narrow to cut through the ocean. In pirate-infested waters, it is favored for its ability to outrun any ship weighed down with guns or heavy loads. Still, the galleon makes for a more cost-efficient merchant ship, and the ironclad is built for war. A clipper can support about 30 Medium siege weapons (half on each side), or 15 Large ones. If outfitted for more, its signature speed may drop significantly. A clipper includes four canoes stowed on-board.
     Galleon. The largest ship on the seas, the master-crafted galleon is a merchant ship through and through, with storage efficiency at the forefront, with speed and durability not far behind. Its absolutely colossal area under deck could even fit lesser ships and carry them. Built primarily for cargo, a galleon can still support a huge defense arsenal: about 50 Medium siege weapons (half on each side), or 25 Large ones. A galleon includes five canoes stowed on-board—barely enough to fit its minimum crew.
     Ironclad. Built for war, a ship-of-the-line, an ironclad is of course named because its hull is plated with iron. Almost invincible compared to most other ships, it sacrifices surprisingly little speed and cargo space. An ironclad can support about 70 Medium siege weapons (half on each side), or 35 Large ones. Built with damage in mind, ironclads often carry enough repair materials to—according to legend—build an entire second ironclad by hand. An ironclad includes five canoes stowed on-board—barely enough to fit its minimum crew.

Tool Expertise

If you are using the Tool Expertise variant rule, being proficient with a relevant vehicle grants the following benefits:

  • If maneuvering a vehicle during combat, you add your proficiency bonus to the vehicle's AC.
  • You are an expert in any Intelligence check made about vehicles of the relevant category.
  • While inspecting a vehicle with which you are proficient, you are an expert in any ability check made to notice or analyze any aspect of the vehicle, including any check made to appraise its value.


Potions and Poisons

Potions and Poisons

Mounts and Animals

Mounts and Animals

Other Goods and Services

Goods are a special type of item that player-characters often find as treasure or otherwise earn as rewards in place of rupees. There are three main categories of goods: gemstones, spoils, and trade goods.

Gemstones

d8
Gemstone
1 Amber
2 Opal
3 Topaz
4 Emerald
5 Ruby
6 Sapphire
7 Star Fragment
8 Diamond

Gemstones include any valuable crystalline minerals from amber to diamonds. Gemstones are so valuable that collectors, nobility, and the otherwise rich sometimes use them as currency in lieu of rupees. Unlike most gear adventurers come across, gemstones retain their full value when bought or sold. Monsters—especially silver and golden monsters—evaporate into valuable gemstones when they are slain, so adventurers and mercenaries often supply and use them as well.
     Aside from being used as currency, gemstones have inherent magical power. Like spoils, they supply their full value when used as materials in crafting. Some spells even use gemstones as a material component, and some spells specify diamonds in particular. The adjacent table lists the most renowned types of gems in Hyrule, but there could certainly be more beyond these.
     Minerals with overt magical effects, like luminous stones, are considered magic items instead of gemstones. Items that are formed by a creature, from raw pearls to masterwork jewelry, are instead considered spoils. Minerals of value without special properties are usually considered trade goods instead of gemstones.

MveQvtq.png

Trade Goods

Most wealth is not held in rupees or even gemstones. Practical wealth is often measured in land, grains, livestock, minerals, tax collection rights, or exclusive access to mines or other resources. Wealth sometimes comes in the form of paintings, sculptures, and other art objects appreciated for their aesthetic value. These commonly exchanged goods—trade goods—normally retain their full value when bought and sold, unlike most equipment adventurers come across.
     While there are countless kinds of trade goods spread across Hyrule and neighboring realms, the following table includes some of the more renowned and constant trade goods. The goods below are particularly steadfast; one can expect a similar price whether selling to a goron trader on a remote isle of the Great Sea, or buying from a noblewoman in Castle Town.

 Rupee
 Value

     Item
0.1      1 pound of Tabantha wheat, hylian rice, or firewood
0.2      1 pound of flour
0.5      1 pound of rock salt
1      1 pound of iron ore, 1 pound of lumber, or 1 square yard of canvas 
5      1 pound of copper or 1 square yard of cotton cloth 
10      1 pound of ginger
20      1 pound of cinnamon, pepper, or goron spice
50      1 pound of silver or 1 square yard of linen
100      1 square yard of silk
500      1 pound of gold
5000      1 pound of platinum

Spoils

Spoils includes any valuable remains that are left behind by a monster when it is slain, but lack any immediate use like a weapon or a potion. Spoils could include animal meat, jewelry, or even chu jelly. Creature pages might suggest possibilities for what types of creature spoils could be dropped by different creatures, but ultimately the narrator is free to improvise whatever spoils seem appropriate if any.
     Spoils can be sold, used as the material component of some spells, or used as materials in crafting. If sold, spoils fetch half their value in rupees, like most gear adventurers come across. If used as the component for a spell or for crafting, the spoils instead use their full value as a material cost. Your narrator may allow others uses such as using an lizalfos tail as an improvised weapon, or using chu jelly as a lubricant.
     When using spoils as a material, your narrator may or may not require the item to be somehow related to the intended effect. Chu jelly could be used for a potion for example, but it might be implausible to describe how it is useful for crafting an arrow.


Spoils

Goods are a special type of item that player-characters often find as treasure or otherwise earn as rewards in place of rupees. There are three main categories of goods: gemstones, spoils, and trade goods.

Gemstones

d8
Gemstone
1 Amber
2 Opal
3 Topaz
4 Emerald
5 Ruby
6 Sapphire
7 Star Fragment
8 Diamond

Gemstones include any valuable crystalline minerals from amber to diamonds. Gemstones are so valuable that collectors, nobility, and the otherwise rich sometimes use them as currency in lieu of rupees. Unlike most gear adventurers come across, gemstones retain their full value when bought or sold. Monsters—especially silver and golden monsters—evaporate into valuable gemstones when they are slain, so adventurers and mercenaries often supply and use them as well.
     Aside from being used as currency, gemstones have inherent magical power. Like spoils, they supply their full value when used as materials in crafting. Some spells even use gemstones as a material component, and some spells specify diamonds in particular. The adjacent table lists the most renowned types of gems in Hyrule, but there could certainly be more beyond these.
     Minerals with overt magical effects, like luminous stones, are considered magic items instead of gemstones. Items that are formed by a creature, from raw pearls to masterwork jewelry, are instead considered spoils. Minerals of value without special properties are usually considered trade goods instead of gemstones.

MveQvtq.png

Trade Goods

Most wealth is not held in rupees or even gemstones. Practical wealth is often measured in land, grains, livestock, minerals, tax collection rights, or exclusive access to mines or other resources. Wealth sometimes comes in the form of paintings, sculptures, and other art objects appreciated for their aesthetic value. These commonly exchanged goods—trade goods—normally retain their full value when bought and sold, unlike most equipment adventurers come across.
     While there are countless kinds of trade goods spread across Hyrule and neighboring realms, the following table includes some of the more renowned and constant trade goods. The goods below are particularly steadfast; one can expect a similar price whether selling to a goron trader on a remote isle of the Great Sea, or buying from a noblewoman in Castle Town.

 Rupee
 Value

     Item
0.1      1 pound of Tabantha wheat, hylian rice, or firewood
0.2      1 pound of flour
0.5      1 pound of rock salt
1      1 pound of iron ore, 1 pound of lumber, or 1 square yard of canvas 
5      1 pound of copper or 1 square yard of cotton cloth 
10      1 pound of ginger
20      1 pound of cinnamon, pepper, or goron spice
50      1 pound of silver or 1 square yard of linen
100      1 square yard of silk
500      1 pound of gold
5000      1 pound of platinum

Spoils

Spoils includes any valuable remains that are left behind by a monster when it is slain, but lack any immediate use like a weapon or a potion. Spoils could include animal meat, jewelry, or even chu jelly. Creature pages might suggest possibilities for what types of creature spoils could be dropped by different creatures, but ultimately the narrator is free to improvise whatever spoils seem appropriate if any.
     Spoils can be sold, used as the material component of some spells, or used as materials in crafting. If sold, spoils fetch half their value in rupees, like most gear adventurers come across. If used as the component for a spell or for crafting, the spoils instead use their full value as a material cost. Your narrator may allow others uses such as using an lizalfos tail as an improvised weapon, or using chu jelly as a lubricant.
     When using spoils as a material, your narrator may or may not require the item to be somehow related to the intended effect. Chu jelly could be used for a potion for example, but it might be implausible to describe how it is useful for crafting an arrow.


Feats

Either Hyrulean Feats or D&D Feats, Not Both
Many feats here are parallels to those found in Player's Handbook and other official content subject to copyright. For the sake of balance, it is suggested a character cannot gain both Hyrulean feats and official Dungeons & Dragons feats. A party with mixed feats would still be perfectly fine.

A feat represents an aptitude or special ability that gives a player-character exceptional capabilities. It embodies training, experience, and abilities beyond what a class provides. Under Hyrulean character creation, a player-character can gain a feat at 1st level. At later levels, your class can grant a feat as an option for the Improvement feature.

You can take each feat only once, unless the feat specifies otherwise. You must meet any prerequisite specified in a feat to take that feat.

The following tables detail all feats available in Legends of Hyrule. Your DM may enable feat options beyond those listed here.


General feats

Listed below are feats without prerequisites or restrictions.

Name Effects
%PAGE% You have mastered an ancient and infamous form of sleep deprivation, rendering sleep unnecessary for you. You gain the following benefits:
  • Increase your Constitution score by 1. This cannot increase your ability score above its maximum.
  • You never need to sleep. You still must limit yourself to restful activity to gain the benefits of rest, such as reading or keeping watch.
  • Magic can't render you unconscious. You otherwise have advantage on any ability checks and saving throws made to avoid falling unconscious.
  • Unless your eyes are damaged, you have no need to blink. You have advantage on saving throws to avoid being blinded.
%PAGE% You are well-trained in guerilla warfare, and gain the following benefits:
  • You have advantage on initiative checks. If your campaign uses static initiative, you instead add a +5 bonus which doesn't stack with any other bonus.
  • When the first attack roll you make in a combat targets a creature which has yet to have a turn, your attack roll has advantage.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
%PAGE% You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
  • You have advantage on Strength-based melee attack rolls against any unmounted creature that is at least one size category smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a saving throw to reduce the damage it takes, your mount instead takes no damage if it succeeds on the saving throw, and takes reduced damage if it fails.
%PAGE% You specialize in one damage type of your choice from from acid, cold, fire, lightning, necrotic, poison, and radiant.
  • When you deal damage of the chosen type, it ignores damage resistance.
  • When you cast a damage-dealing spell using a number of magic points equal to or less than you proficiency bonus, you can change one of the spell's damage types to your chosen type.
  • When you see a creature take damage of your chosen type, you can use your reaction to magically flux the element's impact on that creature: either add your proficiency bonus to the damage dealt, or subtract your proficiency bonus from the damage dealt (as damage reduction).
%PAGE% You have learned to nimbly weave through melee combat without exposing yourself. You gain the following benefits:
  • The first 5 feet you move on your turn never provokes opportunity attacks.
  • When you use your action to Dash, your movement does not provoke opportunity attacks until the end of your turn. You don't gain this benefit if using a bonus action or other means to Dash.
  • If you are hit with a melee attack, you can use your reaction to move up to 10 feet without provoking opportunity attacks from that creature. This movement is subtracted from any you would be able to make before the end of your next turn.
%PAGE% Whether hunting game or hunting bounties, you are a specialist in the hunt of your chosen foe. As your chosen foe, choose a creature type from beasts, dragons, fiends, monstrosities, or undead. You can elect to instead choose two humanoid races (such as blins and lizal). Your DM may enable other options suited to the campaign. You gain the following benefits:
  • You have advantage on Wisdom (Survival) checks made to track your chosen foe, and any Intelligence checks made to recall lore about them.
  • You add a d4 bonus die to every damage roll you make against your chosen foe.
  • You add a d4 bonus die to any saving throw you are forced to make by your chosen foe.
  • When you are targeted by an attack from your chosen foe, you can use your reaction to impose disadvantage on the attack roll.

If different features add bonus dice to your roll, they don't combine. Add only the highest.

%PAGE% You have developed impeccable mimicry and acting skills. You gain the following benefits:
  • Increase your Charisma score by 1, if doing so does not exceed your maximum score for that ability.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
  • You have advantage on Charisma checks made to pass yourself off as a different creature.
  • You gain proficiency with the disguise kit.
%PAGE% Through instinct or study, you have mastered impressive but fundamental spellcasting ability. You gain the following benefits:
  • Your magic point maximum increases by 2.
  • Choose a class and subclass from researcher or sage. You learn one cantrip of your choice from that subclass's spell list. In addition, choose one 2-point spell from that same list. You learn that spell and can cast it by expending magic points as normal. Your spellcasting ability for these spells depends on the class you chose: Intelligence for researcher, or Wisdom for sage.
%PAGE% With training and cunning, you have become exceptionally agile on the field of combat. You gain the following benefits:
  • Your walking speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement until the start of your next turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
%PAGE% You have spent much time honing your eyes to perceive clearly in darkness or areas of limited vision, and gain the following benefits:
%PAGE% You have learned to sprint with the forceful intensity of a legendary beast. You gain the following benefits:
  • If you move at least 10 feet in a straight line immediately before you make a melee weapon attack or a shove, you gain advantage on the damage roll or ability check. You can only gain this benefit once per turn.
  • If you use your action to Dash, you can use your bonus action to make one melee weapon attack or one shove.
  • If you have a running start, the distance of your long jump increases by 10 feet.
%PAGE% Drawing on your combat experience, you learn any one martial technique that draws upon 2 or fewer stamina points, and can use this technique by expending stamina points as normal. If you have no stamina points, you can use the technique once without stamina points, and regain the ability to use it when you finish a short or long rest.


Proficiency feats

Listed below are general feats which grant proficiency with weapons, armor, skills, tools, or languages.

Name Effects
%PAGE% You have trained all varieties of weapons, to the point you can pick up almost anything and wield it like a master. Gain two of the following benefits of your choice:
  • Gain proficiency with all simple weapons.
  • Gain proficiency with all martial weapons. You must be proficient with all simple weapons, or choose that as your other benefit.
  • Gain proficiency with bombs. You must be proficient with all simple weapons, or choose that as your other benefit.
  • Add your proficiency bonus to attack rolls with improvised weapons.
  • You can choose for your unarmed strike to deal bludgeoning damage equal to 1d6 + your Strength modifier.
  • Increase your Strength, Dexterity, or Constitution score by 1, if doing so does not exceed your maximum score for that ability.

You can gain this feat multiple times.

%PAGE% You have trained extensively with armor. Gain two of the following benefits of your choice.
  • Gain proficiency with light armor.
  • You gain proficiency with medium armor, and with shields (but not heavy shields). You must be proficient with light armor to choose this benefit, or choose light armor proficiency as your other benefit.
  • You gain proficiency with heavy armor and all shields. You must be proficient with medium armor to choose this benefit, or choose medium armor proficiency as your other benefit.
  • Increase your Strength, Dexterity, or Constitution score by 1, if doing so does not exceed your maximum score for that ability.

You can gain this feat multiple times.

%PAGE% Alert to the traps and treasures present in many dungeons, you gain the following benefits:
%PAGE% As a studied linguist, you have mastered many tongues and scripts. Gain any three of the following benefits:
  • Speak, read, and write 4 more languages of your choice. You can choose this benefit multiple times.
  • Increase your Intelligence, Wisdom, or Charisma score by 1. This cannot increase your ability score above its maximum, which is initially 20.
  • Gain proficiency with calligrapher's supplies and the forgery kit.
  • As a downtime activity, you can expertly create a written encrypting cipher for any written language you know. No one can decipher a cipher you've created this way without knowledge you know have, a key you provide, or magic.
  • You can spend an hour translating up to one page of any language you don't know into a language you do know. This can translate rarely-known languages like Mudoran and Sky Writing but cannot translate secret languages. The hour requires your full focus and a separate page to write down the translation.
  • After listening to someone speak a language you know for at least 10 seconds, you can tell if the language is native to the speaker or one they learned after maturing. You can also tell if someone is able to speak the language only because of a spell or magic effect.
%PAGE% You gain proficiency in any two skills of your choice. You also gain one of the following benefits, as you decide:
  • Gain proficiency in a third skill.
  • Gain proficiency in any two tools, learn two languages, or one tool and one language.
  • Increase one of your ability scores by 1. The ability must either be Intelligence, or an ability that governs at least one of the skills you chose.

Feats with prerequisites

The list below includes only feats with prerequisites but excludes feats which require any specific race.

Name Prerequisites Effects
%PAGE% The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning tricks that grant you the following benefits:
%PAGE% Proficiency with cook's utensils You have become so talented with the culinary arts that you can prepare dishes with seemingly supernatural benefits. You become an expert in cook's utensils.
     When you have access to these utensils, you can spend 1 hour preparing any one of the following special dishes. When you prepare one of these special dishes, you can prepare any number of servings of that dish. Each serving requires you to consume 500 rupees' worth of appropriate ingredients or spoils in the cooking process. Any creature that consumes one of these servings before it spoils has sufficient food for the day. While your meals may be best best enjoyed over time, a creature can consume one serving as an action. Any uneaten serving you prepare spoils after 8 hours, becoming inedible.
  • Tasty Meal. A creature that consumes a serving regains heart points equal to your level plus your proficiency bonus.
  • Hearty Meal. A creature that consumes a serving gains temporary heart points equal to your proficiency bonus.
  • Energizing Meal. A creature that consumes a serving regains stamina points equal to your proficiency bonus or magic points equal to half your proficiency bonus, rounded down.
  • Sneaky Meal. If a creature consumes a serving, for 1 hour it gains advantage on Dexterity (Stealth) checks made to hide or move quietly.
  • Hasty Meal. If a creature consumes a serving, for 1 hour its base walking speed becomes 40 feet if it would otherwise be lower.
  • Spiced Meal. When you prepare this meal, choose either fire damage or cold damage. A creature that consumes a serving gains resistance to the chosen damage type for 1 hour.
  • Mighty Meal. If a creature consumes a serving, it can add a d4 bonus die to the first Strength-based damage roll it makes on each of its turns for 1 hour. (If different features add bonus dice to your damage roll, they don't combine. Add only the highest.)

Most creatures need time to digest and grow hungry before gaining such special benefits again. Regardless of how many meals or servings you prepare, a creature can only gain the benefits of one special meal, and regains the capability to do so when it finishes a long rest.

%PAGE% Proficiency with the disguise kit and an artisan's tool Incomplete. See downtime.
%PAGE% At least 1 magic point You are able to store magic power more efficiently than others. When you gain this feat increase your magic point maximum by 2 + half your current character level (rounded down). Your magic point maximum increases by 1 at every even-numbered level you gain after this.
%PAGE% The ability to cast at least one spell with magic points You've learned to manipulate and transform the spells you cast, using a practice called metamagic. When you cast a spell, you can expend 1 extra magic point when you cast it to give it one of the following effects. This extra magic point is subject to your Magic Limit.
  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your spellcasting ability modifier. A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you double the range of the spell. When you cast a spell that has a range of touch, the range becomes 30 feet.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you double its duration, to a maximum duration of 24 hours.
  • Subtle Spell. You cast the spell without any somatic or verbal components.
%PAGE% The ability to cast at least one spell You have learned to direct your physical power into some of your spells, gaining several benefits:
%PAGE% 20 heart points or more Whether through intentional training or pure luck, you always seem to cling to consciousness even when you are at death's door. You gain the following benefits:
  • Increase your Constitution score by 1, if doing so does not exceed your maximum.
  • When a single attack or effect reduces your heart points from 20 or more to 0, but doesn't kill you outright, you are reduced to 1 point instead. You must complete a short or long rest before this feature can be used again.
  • You are proficient in death saving throws, and add your proficiency bonus to these rolls.
%PAGE% The ability to cast at least one spell with the ritual tag Instead of casting a spell as normal, you can increase its casting time by 10 minutes, but only if the spell has the ritual tag. You need not expend magic points (or spell slots) to cast the spell when casting it in this way. When casting it in this way, you cannot overpower the spell (nor cast it with a higher level spell slot).
%PAGE% Magic points, and proficiency with at least one rod You learn the craft rod spell and can cast it with the magic points you have. Whenever you would expend charges from a rod, you can instead expend an equal number of your own magic points. This feat can't be used with any effect that draws upon a number of charges that exceeds your proficiency bonus.
%PAGE% The ability to cast at least one spell You have mastered tricks to enhance your attacks with certain kinds of spells, gaining the following benefits:
%PAGE% Strength 13 or higher Your combat training has awakened in a unique style of fighting you adopt as your specialty. Gain any one fighting style of your choice.


Racial feats

The following feats can normally only be acquired by members of a specific race. Consequently, only a small portion of characters have access to any particular one of these feats.

Name Prerequisites Effects
%PAGE% Rito lineage, character level 4th Through training and perhaps even physical transformation, you have learned to fly effortlessly. It is easy for you to rapidly switch between flapping your wings and using your hands even while maintaining flight. This gives you the following benefits:
  • You gain a fly speed of 60 feet. If you have the Labored Flight trait, this feat effectively replaces that trait.
  • If your heritage is coastal or highland, increase your Strength or Constitution score by 1. This cannot increase your ability score above its maximum.
%PAGE% Goron lineage Among the incredibly stalwart gorons, there some even more resilient than their peers. Whether the result of intense training or natural aptitude, you gain the following benefits:
%PAGE% Kokiri race You have learned an esoteric form of combat using simple weapons easily found and made in your woodland home:
  • You gain proficiency with all simple weapons, plus the shortsword.
  • When you wield a club or slingshot the damage die is increased to a d6 if it would otherwise be lower.
  • After you use your action to attack with a shortsword or any simple weapon and miss the target, you can use your bonus action to make one more attack with that weapon. If you wouldn't add your ability modifier or any bonus dice to the damage roll of the missed attack, you don't add them to the additional attack either.
%PAGE% Lynel race, proficiency with all martial weapons You have learned a brutally powerful form of archery, gaining several benefits when you attack with a shortbow.
  • You can add your Strength modifier to attack and damage rolls instead of your Dexterity modifier.
  • Your shortbow attacks ignore half cover and three-quarters cover.
  • As an action, you can make one shortbow attack against a target you can see, which automatically hits without rolling the d20. Once you use this action, you must finish a long rest before you can do so again.
%PAGE% Goron race Through arduous training you have learned to roll effortlessly, switching between walking and rolling in the blink of an eye. Your speed has become the envy of any racing goron. You gain the following benefits:
  • Your base walking speed increases to 50 feet.
  • When you use your action to Dash, moving through nonmagical difficult terrain costs you no extra movement.
  • When you use your action to Dash, you can use your bonus action to make one unarmed strike. This unarmed strike can deal slashing damage instead of its normal damage type.
%PAGE% Deku scrub race You have learned an esoteric form of magic innate to your race, and gain the following benefits:
  • Your seed shot's damage die increases to d8. It overcomes damage resistance and immunity as if it was magical.
  • You know two cantrips of your choice from acid bubble, druidcraft, pirouette, and summon instrument. Dexterity is your casting ability for these spells.
  • You can spend 10 minutes creating a deku flower in natural soil. Any flower created in this way lasts for 24 hours before withering. If you expend 500 rupees worth of appropriate spoils when creating the flower, it instead lasts permanently.
%PAGE% Sunlight Sensitivity racial trait After arduous training, your sight and other senses have become capable of enduring sunlight with negligible discomfort. You gain the following benefits:
%PAGE% Lizal race You have trained to be an elite warrior among lizal, embodying traditional combat styles and tactics of your people. You gain the following benefits:
  • Martial Advantage. When you use the Attack action to hit a creature with a melee attack, if that creature is within 5 feet of your ally and that ally isn't incapacitated, you can use your bonus action to deal an extra 1d6 damage to the creature you hit.
  • Shield Breaker. If you score a critical hit hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use.
  • Skill Proficiency. You gain proficiency in your choice of either Athletics or Stealth.
%PAGE% Zora race Your fins have been trained to slice through water and foes alike, granting you the following benefits:
  • Using your razor-sharp fins, you can choose for your unarmed strike to deal 1d8 slashing damage + your Strength modifier.
  • You can make a ranged weapon attack by throwing one of your attachable fins. This attack has the finesse and returning (range 20/80) properties. A hit deals 1d8 slashing damage + your Strength or Dexterity modifier.
  • If using zora's natural armor, increase your AC by 1.
  • While using your swim speed, you can use your bonus action to Dash.



Techniques

Gallery of Techniques

Spells

The following gallery details all spells found in Legends of Hyrule. Click on any spell's name for a page dedicated to that spell. For a summarized and sortable list, see Table of Spells. For details about how spells generally function, see Spellcasting.

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Magic Items

The following gallery details all magic items found in Legends of Hyrule. For a summarized and sortable list, see Table of Magic Items. For details about how magic items generally function, see Magic Item Overview.

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Creatures

This page or section is incomplete, and will eventually be expanded with more information.


The following table summarizes all creatures in Legends of Hyrule. Click any of the names below for full details for that creature.

See creature overview for a general explanation of creatures, creature stat blocks, and how they work.

Name CR Size Type Subtype Summary
%PAGE% 2 Medium humanoid lizal A winged anthropomorphic lizard related to other lizal such as dinolfos. Their tactful swooping attacks can be difficult to fight against.
%PAGE% 3 Large dragon A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams.
%PAGE% 0.5 Small construct armos A magically animated stone statue, it watches over ruins like an alarm. It isn't much of a threat unless provoked to explode.
%PAGE% 2 Medium construct armos A magically animated stone statue covered in armor, it stands guard over ruins long after the nearby structures have crumbled.
%PAGE% 1 Small beast critter The hard shell of this fire-spewing scorpion is almost impenetrable to swords and hammers.
%PAGE% 1/8 Small dragon dodongo A Small dragon that attacks with reckless leaping bite attacks. It detonates like a bomb when it dies.
%PAGE% 1/2 Small fiend keese A Small, bat-like fiend that swoops down with a powerful bite.
%PAGE% 0 Tiny beast
%PAGE% 1/8 Tiny beast
%PAGE% 1/2 Large beast
%PAGE% 0 Tiny beast critter
%PAGE% 3 Large beast octo
%PAGE% 2 Large beast skulltula A spider of monstrous size with an abdomen that resembles a human skull. It aggressively attacks with tackles, bites, and even shots of web.
%PAGE% 18 Large giant lynel
%PAGE% 13 Large giant lynel
%PAGE% 1 Medium beast tektite
%PAGE% 0 Tiny aberration A Tiny ball of wispy black smoke or white snow, one is eerie but mostly harmless. They hide in crevices in large numbers and seem to appear out of nowhere.
%PAGE% 0.125 Medium humanoid blin Pig-faced sadistic monsters that isn't even well-respected among monsters.
%PAGE% 0 Small ooze A small, oblong spherical blob of goo. It can barely hop about but it's still quite aggressive.
%PAGE% 0.25 Medium humanoid blin Well-organized bandits that are known to raid hylian villages. They attack with clubs and fiery arrows, often from the backs of bullbos.
%PAGE% 0.5 Medium humanoid blin A bulblin born with the magical powers of a sage.
%PAGE% 1 Large beast A Large boar-like monster known for its endurance and ferocity. They are very commonly used by bulblins as mounts.
%PAGE% 2 Medium humanoid blin This bulblin commands respect from its peers, through greater strength and competence.
%PAGE% 0 Tiny beast These generally docile mammals are found among hylian villages where they help deter rodents, bugs, and other pests.
%PAGE% 5 Large elemental A slim-bodied warrior made of regenerating ice. It's the most formidable chilfos there is.
%PAGE% 2 Small fiend keese A Small fiend comprised of a single huge eye and flapping bat-like wings. At close proximity, its stare can shatter one's mind.
%PAGE% 2 Large elemental A slim-bodied warrior made of ice. They disguise themselves as icicles on the ceiling and drop down when a foe draws near.
%PAGE% 11 Gargantuan monstrosity octo These gargantuan sea squids can sink ships just by breaching the ocean's surface.
%PAGE% 1/4 Large beast This Large, heavy-bodied, non-venomous python subdues its prey by squeezing them to death.
%PAGE% 0 Tiny beast A crab, plain and simple.
%PAGE% 2 Medium humanoid blin The sheer bloodlusting tenacity of this bokoblin makes it much more formidable in combat than its peers.
%PAGE% 4 Medium humanoid lizal A winged anthropomorphic lizard. Its powerful weapons and clever tactics make it more formidable than most aeralfos.
%PAGE% 1/4 Tiny fiend keese A skeletal bat-like monster animated by necromancy. Its bite inflicts a momentary curse.
%PAGE% 8 Medium humanoid lizal Imbued with dark power, this dinolfos is a bit more powerful than most of its kind. It can even spew necrotic energy.
%PAGE% 5 Gargantuan monstrosity This Gargantuan sea snake's maw can crunch boulders and tear apart ships, but a skilled warrior can hit its weak point for massive damage.
%PAGE% 1/4 Large beast deer
%PAGE% 0.125 Medium plant baba A carnivorous plant with a mean bite. Its rooted in one spot, though, making it easy to slay or avoid if it doesn't ambush you.
%PAGE% 0.25 Small plant deku scrub
%PAGE% 6 Huge plant baba
%PAGE% 5 Medium humanoid lizal A lizal warrior that masterfully wields swords and axes, and can even breathe fire.
%PAGE% 6 Large dragon A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. It's significantly stronger than most aquamentus.
%PAGE% 5 Large dragon dodongo A terrestrial dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies.
%PAGE% 1/4 Large beast horse These larger horses are breed for hard labor, making them more powerful but less fast than the more ubiquitous riding horse.
%PAGE% 1 Medium monstrosity
%PAGE% 0.125 Medium beast avian A Medium bird native to volcanic regions. It doesn't fly, but can run incredibly fast on its two powerful legs.
%PAGE% 1/4 Tiny fiend keese A Tiny, bat-like fiend that attacks with biting attacks. Its body is cloaked in crackling electricity.
%PAGE% 0 Tiny fairy tiny fairy A tiny, darting sprite with healing magic. As a benevolent pacifist, it has almost no combat capability.
%PAGE% 0 Tiny fairy tiny fairy A tiny, darting sprite with a clever mind. As a benevolent pacifist, it has almost no combat capability.
%PAGE% 7 Medium humanoid lizal A winged anthropomorphic lizard. Unlike most aeralfos, this one can breathe fire and wields draconic power.
%PAGE% 1/4 Tiny fiend keese A Tiny, bat-like fiend that attacks with biting attacks. Its body is eternal aflame.
%PAGE% 2 Medium monstrosity An aggressive, tadpole-like monster that spits fire from the surface of magma rivers.
%PAGE% 1 Tiny monstrosity serpent A venomous snake imbued with powerful magic that rapidly flashes into and out of this realm.
%PAGE% 1 Medium aberration A giant hand that crawls along the floors of dungeons. It can split into three when struck.
%PAGE% 11 Medium humanoid rito This flightless rito is a legendary warrior, among the most mighty fighters in the Light Realm. Their kind has historically sided against Hyrule.
%PAGE% 0.5 Medium humanoid rito While flightless rito are renowned as monstrous warriors, this one makes a peaceful living as a scout and hunter of game.
%PAGE% 6 Medium humanoid rito A flightless rito that excels at high-leaping combat. They can even shoot beams from their blades.
%PAGE% 0.25 Medium elemental A slim-bodied warrior made of ice. It's particularly frail compared to most chilfos, but its icy spear is still deadly.
%PAGE% 0 Tiny beast frog
%PAGE% 0 Tiny ooze A tiny, sticky slime that attacks prey by slowing them down—making them weaker for zols or other monsters to defeat.
%PAGE% 1 Medium undead ghost A pasty-white, one-eyed, semitransparent ghost that attacks with a huge tongue.
%PAGE% 1/4 Medium beast
%PAGE% 1/2 Small beast critter
%PAGE% 0.5 Large beast pig
%PAGE% 1/8 Small beast
%PAGE% 1/8 Small beast bovid A quadruped mammal known for its stubborn temperament and ramming headbutts. They are often domesticated like cattle.
%PAGE% 5 Large monstrosity gohma
%PAGE% 3 Medium beast skulltula
%PAGE% 16 Large humanoid lizal This winged anthropomorphic lizard wields the legendary might of a golden monster, making it an almost invincible warrior and probably the most powerful aeralfos ever.
%PAGE% 3 Tiny beast critter
%PAGE% 7 Medium humanoid blin Imbued with the legendary power of a golden monster, this might be the mightiest bokoblin to ever live.
%PAGE% 28 Large giant lynel
%PAGE% 4 Medium monstrosity octo A rare golden-colored variety of the more common octorok. Their strength, stamina, and speed are the stuff of legend.
%PAGE% 7 Tiny monstrosity serpent A venomous snake imbued with the legendary might of a golden monster. It's the most powerful rope there is.
%PAGE% 3 Medium monstrosity tektite
%PAGE% 12 Medium monstrosity wolf
%PAGE% 3 Large beast ungulate A blue-furred rhino native to cold regions, whose namesake horn weighs down its powerful body. A single strike from this two-foot horn can be lethal.
%PAGE% 7 Huge monstrosity mothula
%PAGE% 7 Huge dragon A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams.
%PAGE% 9 Gargantuan monstrosity This Gargantuan sea snake can snap apart ships with a single bite. Unlike lesser varieties, it doesn't have a weak point.
%PAGE% 9 Huge plant baba
%PAGE% 8 Huge dragon dodongo A terrestrial dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies.
%PAGE% 6 Large giant horsehead This horse-headed warrior wields great strength, able to send warriors flying with a single strike of its hammer.
%PAGE% 2 Medium aberration A Small, flying parasite that crackles with electricity and attacks with energy-draining bites.
%PAGE% 1 Large beast
%PAGE% 1/8 Tiny beast critter
%PAGE% 1/8 Large beast horse Quadrupeds that are commonly used for transport, whether rode or used to pull wagons. They can be found either domesticated or in the wild.
%PAGE% 3 Large giant horsehead This giant, horse-headed warrior has been twisted by the evil magic of those who revere Ganon. His immense strength now works for evil.
%PAGE% 1/4 Tiny fiend keese A Tiny, bat-like fiend that attacks with biting attacks. Its body is cloaked in icy, freezing magic.
%PAGE% 2 Small monstrosity
%PAGE% 1/8 Tiny fiend keese A Tiny, bat-like fiend that attacks with biting attacks. It can absorb elements to empower itself.
%PAGE% 5 Large humanoid blin The leader of a bulblin army or tribe, this towering king wields daunting horns and weapons.
%PAGE% 8 Gargantuan dragon dodongo A terrestrial dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies.
%PAGE% 2 Medium monstrosity octo These octopus monsters are much tougher than the more common red variety. They can even spit rocks at a faster pace.
%PAGE% 0.25 Small monstrosity gohma
%PAGE% 0.5 Medium plant
%PAGE% 12 Huge dragon A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. Its legendary power exceeds that of any aquamentus.
%PAGE% 12 Huge plant baba
%PAGE% 9 Large giant Superhuman strength and endurance makes this equine brute one of the most feared warriors in service to Ganon.
%PAGE% 10 Medium monstrosity wolf
%PAGE% 0.5 Large dragon A quadrupedal dragon with stubby wings and a magical horn that can shoot fiery beams. Its younger or weaker than a typical aquamentus.
%PAGE% 1 Gargantuan monstrosity This Gargantuan aquatic eel can bite through solid rock. It's incredibly vulnerable to any attack against its weak spot, making it surprisingly easy to defeat.
%PAGE% 3 Huge plant baba
%PAGE% 2 Medium dragon dodongo A two-legged dragon that drags its body along the ground, breathes fire, and detonates like a bomb when it dies.
%PAGE% 1 Large giant horsehead Although not as formidable as most horseheads, this equine warrior's sheer strength is enough to crush almost any warrior that would oppose it.
%PAGE% 1/8 Tiny beast
%PAGE% 1/8 Medium beast A large fish with a huge, sword-like bill it uses for predation.
%PAGE% 1/8 Tiny aberration A Tiny, flying parasite that crackles with electricity and attacks with energy-draining bites.
%PAGE% 1/8 Small beast
%PAGE% 1 Large beast loftwing These Large birds are rode by the hylians of Skyloft.
%PAGE% 1/4 Large beast A meaty fish the size of a horse that is found everywhere in the ocean. They are often domesticated.
%PAGE% 4 Huge beast A particularly powerful bullbo with armor and massive horns. It's an incredibly dangerous mount perhaps only used by King Bulblin.
%PAGE% 0.125 Tiny beast critter Aggressive, housecat-sized beetle which live in dank caves and desolate deserts.
%PAGE% 8 Large giant lynel
%PAGE% 0.5 Medium monstrosity gohma A pony-sized centipede that lives in magma. A magtail's huge mandibles can tear through armor, but a seasoned warrior can squash these like they bugs they are.
%PAGE% 24 Large construct An ancient evil enigma bound to a mask. Its sheer sadistic nature might destroy the entire world.
%PAGE% 0.125 Small beast A Small marsupial with a shelled back that defends its territory with huge leaping attacks using it powerful, clawed hind legs.
%PAGE% 0.25 Medium monstrosity moldorm A skittering centipede-like monster with erratic, difficult-to-predict movements.
%PAGE% 1/4 Medium monstrosity digdogger
%PAGE% 0 Tiny aberration A Tiny disembodied hand with a demonic grip that can drain magic power.
%PAGE% 0.25 Small humanoid blin
%PAGE% 1 Large humanoid blin
%PAGE% 2 Large monstrosity moldorm A skittering centipede-like monster with erratic, difficult-to-predict movements and a sturdy armor-like carapace.
%PAGE% 0 Tiny monstrosity mothula The egg of a mothula, this one-eyed spiked ball attacks by latching on to weigh you down.
%PAGE% 0.125 Tiny monstrosity mothula
%PAGE% 3 Large monstrosity mothula A gigantic carnivorous moth that attacks with huge, scissor-like mandibles. It spews morths to attack, too.
%PAGE% 1/8 Medium beast deer
%PAGE% 1/4 Medium beast bovid A quadruped mammal known for its stubborn temperament and ramming headbutts. They graze in hills and prairies.
%PAGE% 2 Huge beast A massive fish with a huge, sword-like bill it uses for predation. A single stab could sink a ship.
%PAGE% 0.5 Medium humanoid lizal
%PAGE% 0.25 Small monstrosity octo A bizarre black-colored octorok covered in spikes that will violently explode if threatened. It lives in the deep sea.
%PAGE% 0.25 Small monstrosity octo A widespread octopus monster found almost anywhere, from desert hills to ocean waves. They attack by spitting rocks from a safe distance.
%PAGE% 3 Large giant lynel
%PAGE% 1 Large beast bovid A particularly large goat distinguished by two horns that come together in a ring shape. They are primarily found in Ordon.
%PAGE% 1/2 Medium beast A renowned form of owl remarkable for its mastery over language. These benevolent observers have often helped people solve problems or avoid calamity.
%PAGE% 0.5 Medium plant peahat A peculiar plant monster that flies with rotating, helicopter-like leaves or petals. It's helpless when unable to fly.
%PAGE% 1/8 Small beast pig
%PAGE% 2 Large beast
%PAGE% 6 Large undead Resembling a larger version the more common pols voice, this ghost hides a colossal, fanged mouth.
%PAGE% 1 Medium monstrosity A peculiar bunny-like bipedal monster that hates loud noises. It weaves around melee attacks with surprising ease.
%PAGE% 1/8 Small aberration A swarm of multicolored tentacles that constricts and slowly dissolves its prey.
%PAGE% 5 Medium monstrosity octo
%PAGE% 0.5 Medium plant baba A carnivorous plant with a meaner bite than most babas. Its golden hide can endure a few hits, but it can't move from where it's planted.
%PAGE% 1/8 Tiny beast
%PAGE% 1/4 Small monstrosity These monstrous, black-feathered vultures are known to actively prey on those who wander too deep into the desert.
%PAGE% 1/2 Medium beast pig A tusked pig-like beast found in forests and fields. They charge aggressively if threatened.
%PAGE% 1 Medium aberration A swarm of red-and-yellow tentacles that constricts and slowly dissolves its prey.
%PAGE% 2 Large beast ungulate A furless rhino native to savannas. It's less common in Hyrule than the more renowned great-horned rhinoceros.
%PAGE% 0.25 Medium humanoid zora
%PAGE% 0.125 Tiny beast serpent Venomous snakes that can race towards prey with shocking speed.
%PAGE% 1/2 Large beast A massive fish with a huge, sword-like bill it uses for predation. A single stab could sink a ship.
%PAGE% 0.25 Small beast
%PAGE% 1 Large elemental A slim-bodied warrior made of ice that stands guard. It lacks some of the trickier abilities of other chilfos.
%PAGE% 13 Large humanoid lizal This winged anthropomorphic lizard wields the dark power of silver, making it among the most formidable and feared aeralfos ever.
%PAGE% 4 Medium humanoid blin Imbued with the dark and mysterious magic of silver monsters, this bokoblin is vastly more powerful than most of its kind.
%PAGE% 23 Large giant lynel
%PAGE% 2 Medium monstrosity tektite
%PAGE% 8 Medium monstrosity wolf
%PAGE% 1/4 Tiny undead serpent A venomous, undead snake that races towards prey with shocking speed.
%PAGE% 1/2 Medium beast skulltula A monstrous spider with an abdomen that resembles a human skull. It aggressively attacks with tackles, bites, and even shots of web.
%PAGE% 0.25 Small beast gohma
%PAGE% 0 Tiny beast A commonly-found pest that usually only hunts other insects. It's known for spinning webs and for its venomous bites.
%PAGE% 0.125 Small undead stal A lumbering skeletal humanoid with unusually long arms for its small size. It attacks from the ground with clumsy claw swipes.
%PAGE% 2 Large undead serpent A multi-headed undead snake monster that can rapidly regenerate from conventional attacks.
%PAGE% 0.5 Medium undead stal
%PAGE% 0.25 Large undead stal This undead, skeletal horse arises at night. They say only monsters ride such fell steeds.
%PAGE% 0.5 Medium undead stal This undead, skeletal hound arises at night. In small packs, they strike unwary travelers without reason.
%PAGE% 3 Large humanoid blin
%PAGE% 3 Large elemental A slim-bodied warrior made of reinforced ice. Its body is much sturdier compared to most stalfos.
%PAGE% 10 Large humanoid lizal A winged anthropomorphic lizard. This variety of aeralfos wields supernatural power from birth, and can even cast a few spells innately.
%PAGE% 1/8 Medium beast critter
%PAGE% 0.125 Large monstrosity mothula The eggs of a mothula, these one-eyed spiked balls attack by latching on to weigh you down.
%PAGE% 0.5 Large monstrosity mothula
%PAGE% 0.5 Large beast serpent Venomous snakes that can race towards prey with shocking speed.
%PAGE% 1 Large beast deer
%PAGE% 1/2 Small aberration A Small, flying parasite that crackles with electricity and attacks with energy-draining bites.
%PAGE% 0.5 Small beast gohma
%PAGE% 0 Tiny monstrosity An aggressive, tadpole-like monster found in ponds and streams.
%PAGE% 0.25 Large monstrosity A swam of aggressive, tadpole-like monsters found in ponds and streams.
%PAGE% 0.5 Medium monstrosity An aggressive, tadpole-like monster that spits acid from the surface of rivers and lakes.
%PAGE% 2 Small ooze A fiery mollusk that moves at surprising speed, and resists conventional forms of attack.
%PAGE% 1/8 Small ooze A fiery mollusk that is slow to move but wields fearsome blasts of fire.
%PAGE% 0.5 Medium humanoid blin This bokoblin has some decent weapons and armor, making it a little more of a threat than most bokoblins.
%PAGE% 1 Small ooze A sticky blob of slime the size of a child that attacks prey with acidic, tackling hops. If damaged they can split into gels.
%PAGE% 0.25 Small beast vermin This housecat-sized bug rushes at prey with galloping bite attacks. Vengas store poisonous gas in their bodies, releasing it in a toxic cloud upon defeat.
%PAGE% 9 Large dragon These monstrous, black-feathered vultures are known to actively prey on those who wander too deep into the desert.
%PAGE% 1 Medium monstrosity These monstrous, black-feathered vultures are known to actively prey on those who wander too deep into the desert.
%PAGE% 1/8 Small beast skulltula A monstrous spider that aggressively attacks creatures many times its size, and is typically found clinging to walls or vines.
%PAGE% 3 Medium monstrosity wolfos A wolf-like monster that fights with formidable claw attacks that can easily deflect melee strikes.
%PAGE% 2 Large monstrosity mothula A gigantic carnivorous grasshopper that attacks with huge, scissor-like mandibles. It spews morths to attack, too.
%PAGE% 0.25 Medium beast wolf
%PAGE% 0.5 Medium beast wolf
%PAGE% 1 Medium beast wolf
%PAGE% 2 Medium beast wolf
%PAGE% 3 Medium beast wolf
%PAGE% 4 Medium beast wolf
%PAGE% 5 Medium beast wolf
%PAGE% 6 Medium beast wolf
%PAGE% 2 Medium monstrosity wolfos A wolf-like monster that fights with formidable claw attacks that can easily deflect melee strikes.
%PAGE% 1/4 Medium beast pig A tusked, fur-covered pig found in forests and fields. Though normally skittish, they charge aggressively if threatened.
%PAGE% 0.25 Small ooze A sticky blob of slime the size of a child that attacks prey with acidic, tackling hops. If damaged they can split into gels.