You are on page 1of 213

Adventures in Hyrule

A Zelda campaign resource document for Path�nder Second Edition by Aoife Ester.

This homebrew document seeks to act as a total conversion of The Legend of Zelda's setting for the Path�nder
Second Edition ruleset. Within you will �nd rules options covering every period of Zelda's timeline and every
locale of the setting. The given rarities for each option in this document are designed as a guide for a game based
on a non-speci�c period and within Hyrule. As a result, a GM using this document in their game may wish to
limit which options players can pick from depending on their personal vision of Hyrule and/or the period in
which their game is set. If you are a player and your GM has allowed to use of these rules, be mindful that you
choose options that �t within your GM's speci�cations.
Within this document, existing rules options from o�cial books may be referenced. To di�erentiate between
these and content which may found elsewhere in this document, all content from this document that is
referenced in another rules option is marked with a dagger (†), with an exception for prerequisites listed earlier
within the same section.
These rules are made with compliance to Paizo's Community Use Policy. The Legend of Zelda is a property of
Nintendo Co., Ltd. Conversion work done primarily by Aoife Ester; see the Credits page at the end of this
document for full credits.
The current version is 1.2. Full changelogs can be found by clicking here.

Offline Verion
You can download an o�ine (PDF) version of this document by clicking here.

Foundry Integration
Thanks to the diligent work of community member Demorone, we now have a Foundry VTT module available.
Click here to download it! Note that because this is a community project, it may sometimes take a little longer
for this to be updated to the latest version.

Pathuilder Integration
Adventures in Hyrule is now available for Pathbuilder! Click here to download the custom pack. The pack
currently contains all of the content from Adventures in Hyrule with the only exceptions being equipment, rare/
unique backgrounds, and animal companion advanced options/specializations. In the former case, they will be
added later, but in the latter cases they are simply unsupported by Pathbuilder's custom content at this time.
Note: The Pathbuilder module still uses some pre-Remaster terminology, traits, etc. that will be phased out in
upcoming updates; the amount of work required to do so is immense, so I'm splitting it over multiple updates.

Community Dicord erver


I now have a community Discord server for discussing the content of Adventures in Hyrule (and my other
homebrew), making suggestions for future releases, and reporting issues with the document, Foundry module, or
Pathbuilder integration.
Adventures in Hyrule

Ancestries
The land of Hyrule is home to a diverse variety of peoples and cultures, each of which
has carved out its place in the vast wilderness.

The following section contains new options for your character's ancestry and heritage that are speci�cally
designed to �t within the world of Hyrule. Within, you'll �nd hardy gorons, resourceful hylians, graceful zora,
and many more unusual ancestries. Although many of these options are suitable for any Hyrulean adventure,
rarity traits are applied to ancestries that are canonically rarer, that appear in a very limited number of games, or
that may be problematic for certain narratives.
Alongside these entirely new ancestries, several o�cial ancestries and versatile heritages for Path�nder Second
Edition are well-suited to a campaign in the Legend of Zelda universe. Speci�cally: automatons, humans,
kitsune (renamed to keaton), skeletons (renamed to stalfos), are particularly appropriate choices. In these
instances, heritages and feats that are strongly tied to the Age of Lost Omens setting are unlikely to be allowed
by your GM.

Existing Ancestries
The following ancestry feats are designed for existing ancestry and versatile heritage options, expanding their
feat selection with setting-appropriate choices.

Kitune

TRIVIA LORE FEAT 5


KITSUNE

Prerequisites trained in Society


Many keatons are avid fans of impromptu quizzes, and to excel in these pursuits you've learned a little about a
lot. You are trained in Trivia Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic.
If you have legendary pro�ciency in Society, you gain expert pro�ciency in Trivia Lore, but you can't increase
your pro�ciency rank in Trivia Lore by any other means.

Reflection (Veratile Heritage)

HOLLOW-RISEN FEAT 1
RARE LINEAGE REFLECTION

You are a 'hollow', a clone created out of pure Malice, with magenta �esh and glowing eyes. You take holy
damage as though you were unholy, but gain resistance to poison damage equal to half your level. In addition,
you automatically meet the prerequisites for the Malice-Cursed Dedication feat.

SHADOW-RISEN FEAT 1
UNCOMMON LINEAGE REFLECTION

You are a dark image created using shadow magic, and are perpetually cloaked in darkness. You gain a +2
circumstance bonus to Stealth checks when you are within dim light or darkness, and you gain the shadow trait.
Adventures in Hyrule

keleton

LOSE YOUR HEAD FEAT 1


SKELETON

Frequency once per day


Trigger You would be reduced to 0 Hit Points but not immediately killed, or you would be immediately killed by a
decapitation e�ect.
In order to escape destruction, you can detach your head and send it �ying. You avoid being knocked out and
remain at 1 Hit Point, and your wounded condition increases by 1. Your head �ies o�, landing in a space of your
choice up to 15 feet away, as your body shatters. As a detached head, your size is reduced by two steps (to a
minimum of Tiny), your base Speed is reduced to 5 feet, and you cannot use any actions or abilities that require
any part of your body except for your head. You can reform your body as a single action with the concentrate
and divine traits, which returns you to your original size and capabilities.

BOUNDING BONES FEAT 5


SKELETON

Prerequisites expert in Athletics


You are surprisingly agile for an undead, able to leap great distances at a moment's notice. You gain the Quick
Jump and Powerful Leap skill feats as bonus feats.

GRAVE DIGGER FEAT 9


SKELETON

Whether to hide from the sun or those who would hunt you, you've become pro�cient at burying yourself. You
gain a burrow Speed of 10 feet through loose soil or dirt.

INCREDIBLE SKULL FEAT 13


SKELETON

Prerequisites Lose Your Head


With a de�ance against destruction, you can detach your skull more often. You can use Lose Your Head with a
frequency of once per hour, rather than once per day.
Adventures in Hyrule

Blin
Less a distinct ancestry and more a loose collection of bestial humanoids with a
common progenitor, the blin are a common sight across the length and breadth of
Hyrule, even if they are rarely found within its towns and cities. Feared and respected
for their skill at arms and unending tenacity, the blin thrive within the wilderness,
establishing footholds in places that few would even dare to tread.

Whether acting as a single community or as members You Might…


of a vast army, the fearsome blin form a threatening
• Enjoy violence, simulated or otherwise, and
horde. They are known by their reputation for
regularly practice combat as a result.
violence and destruction and while this is certainly
true of many blin, it is an oversimpli�cation of the • Work hard to dispel preconceptions about your
facts of blin life: in the harsh frontier of the wilds, individual nature.
might often makes right. Some blin, resisting • Be fascinated with collecting treasures, whatever
subjugation, defect from their communities and live that means to you.
isolated lives on the edge of civilization. Rarely, these
blin can prove themselves harmless to a Hyrulean
Other Proaly…
community and join their settlement, albeit still being • View you as a monster at �rst, and with
viewed with a measure of suspicion for a time. On suspicion thereafter.
even rarer occasions whole clans have formed an • Assume you do not understand societal customs.
accord with a nearby settlement; these unusual • Find you reckless and unreliable due to your
alliances usually occur after the settlement wins the impulsiveness and curiosity.
respect of the community's leader, an act that is most
often accomplished through combat.
Phyical Decription
The blin vary greatly, but are generally a Since the blin vary so wildly in appearance based on
compulsive and simple folk, loyal to those they respect their heritage, individual descriptions of each
and fearsome to those they don't. If that sounds heritage's most distinguishing features follow:
appealing, you should play a blin. Bokoblin: Snouts, three �ngers, one or two horns and
sometimes an arrow-shaped tail. Skin colors vary
between grey, blue, green, red, pink and rarely black.
Bulblin: Two horns on the side of the head, long arms
and beady eyes. Skin colors vary between dark greens
and blue-grey.
Horriblin: Large bulbuous noses, gray skin, long
clawed arms and a hammer-shaped horn. Skin colors
vary between dark greys and blues.
Miniblin: Small and rat-like, with curved horns and
fur that covers their scalp and lower body. Skin/fur
colors vary between pink, green, red, blue and yellow.
Moblin: Similar in appearance to boars, with tusks
and hooves, and a large frame. Skin colors vary
between reds, blues and dark browns.

ociety
The blin usually form simple communities, led by the
biggest or strongest member and otherwise organized
in a loose hierarchy. Respect is key to blin society, as
most blin won't follow the orders of those they don't
respect, and so the leaders of blin communities must
constantly demonstrate their worth lest they face an
insurrection.
Adventures in Hyrule

elief Rarity
Uncommon
Many blin �nd themselves drawn towards deities who demonstrate their
might, such as demons and dragons, whom they regard as having earned
their respect. Blins possess strong communal spirits, seeking to work
Hit Point
8
towards a common goal rather than striving for independence, but their
mischievous sides sometimes make it di�cult for them to follow the law.
Popular Edicts demonstrate your strength, contribute to your community ize
Popular Anathema swear fealty to someone weaker than yourself Medium

Adventurer peed
Blin adventurers fall into two categories: defectors and outcasts. In either 25 feet
case, they leverage their combat training. Barbarians, �ghters and rogues
are likely choices, but some crafty blin are contacted by patrons who seek Attriute oot
to replace their old leader, becoming witches. Those who view themselves Strength
as worthy leaders might even become champions or summoners. Charisma
Free
Name
With little sense of individuality within their communities, blin rarely Attriute Flaw
bother with names, instead referring to each other by their role or with Intelligence
short nicknames. Defectors, therefore, often choose a name that they
simply like the sound of rather than considering its meaning.
Language
AMPL NAM Hylian
Blin
Bait, Bomber, Butcher, Chief, Guard, Hunter, Lookout, Moe, Nilbom
Additional languages equal to your
Intelligence modi�er (if it’s
Blin Heritages positive). Choose from any
Choose one of the following blin heritages at 1st level.
languages to which you have
okolin access (such as the languages
prevalent in your region).
As one of the most common forms of blin, you were trained as a rank-
and-�le soldier for a demonic army, or developed a talent for combat in
order to protect yourself from prejudiced sorts. You are trained in all Trait
Blin
simple and martial weapons.
Humanoid
ullin
As a bulblin, you have always lived alongside bullbos - large monstrous Low­Light Viion
boars - and have developed a kinship with them. You gain the Ride You can see in dim light as though
general feat and treat boar animal companions as though they had the it were bright light and you ignore
mount special ability. If you gain a boar animal companion, you may
the concealed condition due to dim
light.
have it begin at Medium size. In addition, most wild boars, pigs and hogs
have an indi�erent or friendly starting attitude toward you.

Horrilin
You are a cave-dwelling blin capable of scaling walls and ambushing foes
from the ceilings of caverns. You gain the Combat Climber skill feat, even
if you don't meet the prerequisites. You can use your clawed feet to
Climb, leaving your hands free. Additionally, if you succeed at an
Athletics check to Climb, you critically succeed instead.

Minilin
You are a miniblin, a diminutive blin that shows up in unexpected places.
Instead of Medium, your size is Small, and instead of gaining an attribute
boost to Strength you gain a boost to Dexterity. You gain the Quick
Squeeze skill feat. If you roll a success to Squeeze, you get a critical
success instead; if you roll a critical failure, you get a failure instead.
Adventures in Hyrule

Molin SENSITIVE SNIFFER FEAT 1


You are a moblin, bigger and more imposing than BLIN
other blins. Instead of Medium, your size is Large.
Prerequisites Bulblin or Moblin heritage
This does not increase your reach.
Your nose is highly sensitive, able to sni� out both
Ancestry Feats tru�es and trespassers. You gain imprecise scent with
At 1st level, you gain one ancestry feat, and you gain a range of 30 feet.
an additional ancestry feat every 4 levels thereafter (at
5th, 9th, 13th, and 17th level). As a blin, you select Special You can take this feat only at 1st level, and you
from among the following ancestry feats. can’t retrain out of this feat or into this feat.

1t Level SHARP POINTS FEAT 1


BLIN
BLIN WEAPON FAMILIARITY FEAT 1
You utilise your especially-sharp horns or tusks as
BLIN
e�ective weapons in combat. You gain an unarmed
You are especially good at using the brutal armaments attack that deals 1d6 piercing damage, is in the
of the blin hordes. You gain access to all uncommon brawling group and has the �nesse and unarmed
weapons with the blin trait. You have familiarity with traits. If you are a moblin, this may be a tusks attack,
weapons with the blin trait plus clubs, greatclubs, otherwise it is a horn attack.
longspears, machetes, spears and tridents—for the
purposes of pro�ciency, you treat any of these that are 5th Level
martial weapons as simple weapons and any that are
LEAD THE PACK FEAT 5
advanced weapons as martial weapons.
BLIN
At 5th level, whenever you get a critical hit with one
of these weapons, you get its critical specialization Prerequisites Moblin or Bulblin heritage
e�ect. You con�dently take the lead, and your allies follow.
While exploring, when you are leading and allies are
BULLBO WHISPERER FEAT 1 Following the Expert, you grant a +3 circumstance
BLIN bonus instead of +2 if you’re an expert in the
Prerequisites Bulblin heritage applicable skill, and a +4 circumstance bonus if you’re
You have spent so much time in the company of boars a master.
that you can communicate easily with them. You can
SKILLFUL TAIL FEAT 5
ask questions of and receive answers from boars, pigs
BLIN
and hogs, as well as use Diplomacy to Make an
Impression on and Request things of them. Prerequisites Bokoblin heritage
You are a tailed bokoblin, and have learned to use your
CHIEFTAIN'S COMMAND FEAT 1 tail with unusual �nesse. You can perform simple
BLIN Interact actions with your tail such as opening an
Prerequisites Moblin heritage unlocked door. Your tail can't perform actions that
You are able to bellow orders to fellow blin, easily require �ngers or signi�cant manual dexterity,
asserting dominance over them. You gain the Group including any action that would require a check to
Coercion skill feat. If you roll a success on an accomplish, and you can't use it to hold items.
Intimidation check to Coerce a smaller blin, you get a
WALL SKITTERING FEAT 5
critical success instead; if you roll a critical failure, you
BLIN
get a failure instead.
Prerequisites Miniblin heritage
MINIBLIN SCUTTLE FEAT 1 In order to more e�ectively �ank foes, you can scurry
BLIN up and down walls. You gain a climb Speed of 10 feet.
Prerequisites Miniblin heritage
Trigger An ally ends a move action adjacent to you.
You take advantage of your ally’s movement to adjust
your position. You Step.
Adventures in Hyrule

9th Level SWARM TACTICS FEAT 13


INCESSANT TAUNTING FEAT 9 BLIN

You are able to take advantage of overwhelmed


BLIN EMOTION INCAPACITATION MENTAL VISUAL
enemies. If an enemy is within reach of you and at
Prerequisites expert in Intimidation
least two of your allies, that enemy is o�-guard
With rude gestures and mocking dances, you
against you.
mercilessly goad your enemies into attacking you.
Attempt an Intimidation check against the Will DC of a 17th Level
single enemy within 30 feet.
CALAMITOUS FORM FEAT 17
BLIN
Critical Success The target is o�-guard for 1 round. On
its next turn, if you are within the target's reach, the No longer a mere minion, you are able to take on your
target must spend at least two actions attacking you very own demonic form! You can cast demon form as
before it can act freely. an innate divine spell once per hour, except you turn
Success As success, except the target only needs to into a unique form chosen from the following list.
spend one action attacking you. • Demonic Monarch (Large) Speed 25 feet; Melee
Failure The target is una�ected. horn or spear (reach 10 feet, unholy), Damage
Critical Failure The target is una�ected and is 2d8+10 piercing plus 1d6 spirit damage if the
temporarily immune to Incessant Taunting for 1 hour. target is holy; Melee hoof or tail (unholy),
Damage 2d10 bludgeoning plus 1d6 spirit damage
MINIBLIN SWARMING FEAT 9 if the target is holy; Melee claw or sword
BLIN (agile, unholy), Damage 2d4 slashing plus 1d6
Prerequisites Miniblin heritage spirit damage if the target is holy; all Strikes deal
Miniblins combat tactics mostly involve packing into 2d6 additional precision damage to o�-guard
tight groups and harassing foes. As long as you are creatures.
Small, you can end your movement in the same square • Dark Beast (Huge) Speed 30 feet; Melee horn
as a Small ally. Only two creatures total can share the or tusk (reach 15 feet, unholy), Damage 2d12+10
same space when using this ability or a similar one. piercing plus 1d6 spirit damage if the target is
holy; Melee hoof (agile, reach 15 feet, unholy),
TECHNOBLIN FEAT 9 Damage 2d8 bludgeoning plus 1d6 spirit damage
BLIN if the target is holy; Trample Large or
Prerequisites Bokoblin heritage smaller, hoof, DC equal to the higher of your class
You have discovered an a�nity for tinkering with DC or spell DC.
ancient technology, and this manifests in your use of
an advanced weapon. Choose one advanced weapon.
GREAT BLIN TRANSFORMATION FEAT 17
You gain pro�ciency with that weapon as if it was a BLIN DIVINE

martial weapon. If that weapon has the sheikah trait, Either praying to a deity of monsters, or simply
you also gain access to it. focusing on your inner potential, you undergo a
transformation that grants you a colossal form. After
13th Level resting for at least 8 hours, you permanently gain the
BLIN WEAPON EXPERTISE FEAT 13 e�ects of enlarge, and your maximum Hit Points
BLIN
increase by your level. The magic transforms most of
your gear to the appropriate size for your new body
Prerequisites Blin Weapon Familiarity
(though powerful items like artifacts or items strongly
Whenever you gain a class feature that grants you
tied to their original size may not transform, at the
expert or greater pro�ciency in certain weapons, you
GM's discretion). If you also have the Toughness feat,
also gain that pro�ciency in clubs, greatclubs,
the Hit Points gained from it and this feat are
longspears, machetes, spears, tridents and all blin
cumulative.
weapons in which you are trained.
Special If you are a moblin, you become Huge instead
of Large.
Adventures in Hyrule

Deku Scrub
Deku scrubs are a morphologically diverse people closely associated with nature,
residing within areas of abundant plant life, such as forests and swamps. Though it is
said that the temperament of a deku scrub varies based on the type of tree it is born
from, they share a near-universal suspicion of outsiders. Conversely, they are also
known for their canny business acumen - it is not uncommon to �nd a deku scrub
plying their wares in or around a major city.

Born from magical trees deep in wooded areas, deku You Might…
scrubs are deeply tied to the natural world, and many
• Hold a deep suspicion of others, especially city-
live their entire lives within the proximity of the tree
dwellers, until they prove themselves.
they were born from. Deku scrubs are often suspicious
of outsiders and therefore slow to build trust with • Have a keen eye for good deals or an urge to ply
others (especially humanoids), likely due to their your own wares.
connection with the land. • Be quick to change your approach when the
If you want to play a character who is connected to current situation isn't ideal.
the natural world and utilises their unique physical
adaptations, you should play a deku scrub.
Other Proaly…
• Act warily around you, as if expecting
unprovoked aggression.
• Assume you possess expert knowledge of the
natural world.
• Misinterpret your pragmatism for cowardice.

Phyical Decription
Deku scrubs vary in size, but the majority of them are
diminutive, standing at about 2 feet tall with stubby
limbs and large heads. Though deku scrubs express
gender, they do not possess any physical sexual
characteristics. Their bodies consist of bark, often
wreathed in boughs of leaves which act as a natural
form of camou�age, and they possess glowing orange
eyes that enhance their sight in dim light.
Born without arms, deku scrubs reach maturity
after a few years, during which time they develop both
arms and their characteristic leaves. Deku scrubs
typically live to be around 25 years old, and their
leaves continue to grow throughout their lifespan.

ociety
Though many deku scrubs live solitary lives within
their woodland homes, in some places where large
numbers of deku scrubs are born they form
hierarchies up to and including entire kingdoms.
However, even where deku scrubs form larger
societies, they never expand out from the wooded
region they are formed, instead banding together to
fortify their collective home once their territory is
secure.

elief
Deku scrubs rarely take sides in con�icts that do not
concern them, though the causes they do support
usually match those of other deku scrubs born from
Adventures in Hyrule

the same grove of trees. In terms of religion, deku scrubs hold deep Rarity
traditions venerating deities with a link to the natural world, especially Common
those that promise to protect their homeland.
Popular Edicts protect your territory, chase pro�t, keep secrets Hit Point
Popular Anathema trust an unproven outsider, de�le a wooded area 8

Adventurer ize
Adventuring deku scrubs are keen pragmatists with a quite literal link to Small
the natural world. As a result, martial deku scrubs usually take on the
role of a ranger or rogue, while spellcasters are often druids or primal
peed
sorcerers who inherit their powers from the land itself. Merchant scrubs
25 feet
who become adventurers often leverage their charisma, and sometimes
their inventory, as thaumaturges who collect esoterica through trade.
Attriute oot
Name Charisma
Deku scrubs rarely use names amongst their own kind, instead referring
Free
to each other by profession or function within their hierarchy. It is not
uncommon, therefore, for the monarch of a deku community to simply be Language
named 'King' or 'Queen'. When interacting with outsiders, however, they Hylian
usually adopt monikers to make those interactions easier - often this Deku
Additional languages equal to your
results in uncreative names that are simply some variation of 'Deku'.
Intelligence modi�er (if it’s
AMPL NAM positive). Choose from any
languages to which you have
Baba, Decci, Dekki, Deppi, Mokwa, Sosca, Tomsa, Wikki, Yves
access (such as the languages
Deku Scrub Heritages prevalent in your region).
Choose one of the following deku scrub heritages at 1st level.
Trait
Floral cru Deku Scrub
You grow not only leaves but large fragrant �owers on your body, which Plant
makes you more immediately appealing to others. You gain a +1
circumstance bonus to Make an Impression. Low­Light Viion
You can see in dim light as though
Foret cru it were bright light, and you ignore
Your eyes are especially adapted to the darkest reaches of forests, and the concealed condition due to dim
they glow brighter than most deku scrubs'. You gain darkvision. light.

Old­Growth cru Plant Nourihment


You have lived a long time for a deku scrub, and have grown by several You gain nourishment through a
feet over your extended lifetime. Instead of Small, your size is Medium. combination of photosynthesis and
You gain an additional 1st-level deku scrub ancestry feat, representing a absorbing minerals from the
technique you learned in your youth. ground. You typically do not need
to pay for food. If you go without
wamp cru sunlight for 1 week, you begin to
You hail from a swamp or marsh, and are adapted to surviving in starve. You can derive nourishment
conditions that most would �nd disagreeable at best. You gain poison from specially formulated bottles of
resistance equal to half your level, and a +1 circumstance bonus to sunlight instead of natural sunlight,
Fortitude saves against disease. but these bottles cost 10 times as
much as standard rations (or 40
Totem cru sp).
You have a �at head that your allies can use as a platform. Adjacent allies
of your size or smaller may Mount you, instead of only smaller creatures.
While an ally is mounted on you in this way, they are o�-guard, slowed 1
and must succeed at an Acrobatics check at the beginning of their turn,
with a DC equal to the total distance in feet that you have moved since
their last turn, or they fall o� and their turn ends.
Adventures in Hyrule

Ancestry Feats UNCANNY COMPRESSION FEAT 1


At 1st level, you gain one ancestry feat, and you gain DEKU SCRUB
an additional ancestry feat every 4 levels thereafter (at
Your body is especially malleable, and you are able to
5th, 9th, 13th, and 17th level). As a deku scrub, you
�t into spaces much smaller than yourself. You become
select from among the following ancestry feats.
trained in Acrobatics. If you would automatically
1t Level become trained in Acrobatics (from your background
or class, for example), you instead become trained in a
BUBBLE BLASTER FEAT 1 skill of your choice. If you roll a success to Squeeze,
UNCOMMON DEKU SCRUB
you get a critical success instead. Additionally, you
You possess the unusual capability to spit highly- su�er no ill e�ects from prolonged periods of
pressurised bubbles instead of the usual deku nuts. Squeezing.
You can cast bubble blast† as an innate primal cantrip
at will, except the spell has only verbal components. A WOODLAND HIDEAWAY FEAT 1
cantrip is heightened to a rank equal to half your level DEKU SCRUB
rounded up. Whether in underbrush or oversized �owers, you have
a knack for seeming to disappear into the ground.
BUSINESS ACUMEN FEAT 1 Whilst you are prone in an area of long grass, roots,
DEKU SCRUB
bushes, leaves or similar natural ground cover, you
You possess the keen business insight that deku may Hide as a free action. Whilst hiding in this way,
scrubs are known for, and may have run a shop within you have standard cover from all attacks, but may not
your community or even in a larger center of take any action except to Stand (which removes the
commerce. You become trained in your choice of cover).
Society or Diplomacy. If you would automatically
become trained in both of those skills (from your 5th Level
background or class, for example), you instead become ARBOREAL REVERSION FEAT 5
trained in a skill of your choice. You also gain the
DEKU SCRUB POLYMORPH PRIMAL
Bargain Hunter skill feat.
You are able to transform into a seemingly-ordinary
DEKU LORE FEAT 1 tree, similar to the process that occurs upon a deku
DEKU SCRUB scrub's death. This has the e�ects of one with plants,
You paid particular attention to the oral traditions of except that your size remains the same.
your people, and carry on their custodianship of FLOWER GLIDE FEAT 5
nature even when outside of your woodland home.
DEKU SCRUB PRIMAL
You gain the trained pro�ciency rank in Nature and
Using a small amount of innate magic and a pair of
Survival. If you would automatically become trained in
large �owers your body produces, you glide slowly
one of those skills (from your background or class, for
toward the ground, 5 feet down and up to 25 feet
example), you instead become trained in a skill of your
forward through the air. As long as you spend at least
choice.
1 action gliding each round and have not yet reached
You also gain the Additional Lore general feat for
the ground, you remain in the air at the end of your
Deku Lore.
turn.
NUT SPIT FEAT 1
NUT BARRAGE FEAT 5
DEKU SCRUB
DEKU SCRUB
You store a seemingly-endless supply of supply of
Prerequisites Nut Spit
deku nuts inside your body, and can spit them out at
startling speed. You gain a deku nut ranged unarmed You are capable of unleashing devastating barrages of
attack in the brawling weapon group that deals 1d4 deku nuts. Your deku nut unarmed attack gains the
bludgeoning damage and has a maximum range of 30 agile and forceful traits.
feet. On a critical hit, the nut loudly bursts, dealing 1
sonic splash damage per damage die. Deku nuts do not
add critical specialization e�ects.
Adventures in Hyrule

WATER SKIP FEAT 5 13th Level


DEKU SCRUB
HEALING TOTEM FEAT 13
You skip over water like a stone. Stride up to half your
DEKU SCRUB HEALING PRIMAL VITALITY
Speed. If any part of this movement crosses the
Prerequisites Totem Scrub heritage
surface of a body of water, you instead skip along the
Your leaves are able to transfer vitality to those nested
surface of the water without falling in. If you don't end
in them. When an ally is mounting you through the
this Stride on solid ground, you fall into the water.
e�ects of your heritage, they gain fast healing equal to
9th Level half your level, rounded down.

FLORAL FLIGHT FEAT 9 MASTER BURROWER FEAT 13


DEKU SCRUB DEKU SCRUB
Frequency once per day Prerequisites Woodland Hideaway
Prerequisites Flower Glide or Floral Scrub heritage You have mastered the ability to burrow through the
You have grown a pair of large �owers on your head, earth. You gain a burrow Speed of 15 feet.
which you can spin the petals of to temporarily gain
�ight. For 5 minutes, you gain a �y Speed equal to
RETURN TO ROOTS FEAT 13
your land Speed or 20 feet, whichever is greater. UNCOMMON DEKU SCRUB

You were born from the trees themselves, and can


RESTORATIVE NUTS FEAT 9 invoke that primal connection to quickly travel around
DEKU SCRUB HEALING forested areas. Once per day, you can cast nature's
Your body naturally produces special nuts that restore pathway as a 5th-rank primal innate spell. When you
the consumer's vitality. During daily preparations you reach 17th level, this spell can be heightened to 6th
automatically produce four such nuts, each of which level.
can be consumed with an Interact action to restore
4d8 Hit Points. These nuts are temporary, have no 17th Level
value, and disappear during your next daily FREQUENT FLIER FEAT 17
preparations. DEKU SCRUB

SUPER SKIPPER FEAT 9 Prerequisites Floral Flight


DEKU SCRUB Flying using your petals has become e�ortless for you.
Prerequisites Water Skip You gain a �y Speed equal to your Speed.
Your skill at skipping along the surface of water is NATURE'S WRATH FEAT 17
unparalleled. When you use Water Skip, you can DEKU SCRUB PLANT POISON WOOD
Stride up to your Speed instead of only half.
Frequency once per day
TOTEM STACKING FEAT 9 Planting your roots deeply, you unleash the rage of
DEKU SCRUB forests and swamps, controlling plants to lash out
Prerequisites Totem Scrub heritage against your foes. For one minute, you animate plants
in a 40-foot emanation, gaining the e�ects of both
While an ally is mounted on you through the e�ects of
nature's reprisal and tangling creepers in the area.
your heritage, they gain the ability to carry an ally on
Both spells' e�ects end immediately if you move, but
their head as though they also had the Totem Scrub
you gain a +4 status bonus to all saves against forced
heritage. This second ally is slowed 2 while mounted.
movement as your roots anchor you down.
Adventures in Hyrule

Fairy
Fairies are good-natured, reclusive creatures that reside in hidden corners of the world,
often rendering their aid to other ancestries in times of crisis. Due to their helpful
nature, fairies sometimes form close companionships with individuals; lesser fairies do
this as magical familiars, but some strike out as adventurers of their own.

Whether residing in a fairy fountain, serving as You Might…


emissaries of a sacred tree, or exploring the world as
• Commit yourself completely to a cause,
an adventurer's trusty companion, fairies are never far
protecting it - or them - with your life.
from a cause they believe in. Although diminutive,
fairies accomplish their goals using innate magical • Find that the secrets of magic come easily to you.
abilities rather than physical strength, and as a result • Talk at great length and often about subjects
most fairy adventurers are spellcasters. Mightiest which fascinate you.
among fairykind are the Great Fairies, many of whom
are deities in their own right and act as protectors of
Other Proaly…
their smaller kin as well as spiritual leaders. • Expect you to possess helpful magic, and to be
If you want to play a character who is an energetic, willing to use it for free.
ever-curious guardian of nature, you should play a • See your very presence as a sign of good fortune.
fairy. • Know very little about fairy society, and
therefore �nd your customs novel.

Phyical Decription
Fairies are winged beings no more than a few inches in
height, with the rare exception of Great Fairies which
usually stand at 10 feet or more. The coloration of
their insectile wings varies, usually matching that of
other fairies born in the same place, with most being
vivid colors from all across the spectrum. When a
fairy glows, it does so with the same color as its
wings.

ociety
The most common gathering place for societies of
fairies are fairy fountains, hidden springs that are
usually presided over by a Great Fairy, though some
wayward fairies make their homes further a�eld,
hiding in the nooks and crannies of the world.

elief
Fairies are well known for their generosity and
kindness; only very rarely does a fairy turn to
sinfulness, and those that do �nd themselves cast out
and admonished for their wicked ways. On the whole,
fairies are especially devout followers of deities and
causes that they believe in. Most fairies worship the
Fairy Queen alongside their fountain's Great Fairy,
and some pledge their services to other deities, most
often a local nature deity or spirit that aligns with
their views.
Popular Edicts practice kindness to strangers, protect
the natural world, give generously to honest souls
Popular Anathema hoard wealth or power, abandon
your friends or family
Adventures in Hyrule

Adventurer Rarity
Uncommon
Fairy adventurers make for reliable allies, devoted to their party's cause
even to their own detriment. Their powerful devotion and self-sacri�cing
nature leads to many fairies becoming clerics or champions. Their
Hit Point
6
innately magical nature means that they regularly manifest a divine or
primal sorcerous bloodline, and eidolons forge bonds with fairies to
bene�t from their cooperative instincts, turning them into summoners ize
with an unusually equal relationship between summoner and eidolon. Tiny
Witches with the great fairy patron are also common when their fountain
requires an envoy. peed
20 feet
Name
Perhaps as a re�ection of their nature, fairies' names tend to be short and Attriute oot
chosen on a whim, though as they age a fairy might take on additional Dexterity
monikers that re�ect their position of personality. Wisdom
Free
AMPL NAM
Anji, Brill, Ciela, Imp, Isla, Klim, Leaf, Lofti, Luna, Marie, Navi, Neri,
Attriute Flaw
Pearl, Proxi, Puck, Ruby, Shayla, Shell, Shine, Tael, Tatl, Trill, Wick, Zan Strength
Fairy Heritages
Choose one of the following fairy heritages at 1st level. Language
Hylian
ig Fairy Fairy
You are a less common, larger variant of fairy found at sites of powerful Additional languages equal to your
Intelligence modi�er (if it’s
magic. Instead of Tiny, your Size is Small.
positive). Choose from any
lemental Fairy languages to which you have
access (such as the languages
Elemental fairies are attuned to a single element, chosen when you take
prevalent in your region).
this heritage: light, darkness, �re, water or electricity. You gain a +2
circumstance bonus to saving throws against magical e�ects with the
chosen element's trait. Trait
Fairy
Guiding Fairy Fey
You possess innate magic that makes you a natural guide. You know an
additional language, chosen from any languages to which you have Fairy Flutter
access. In addition, you can cast guidance and know the way as primal Though your wings are not strong
innate cantrips. enough to grant you true �ight,
they do allow you to �utter over
Healing Fairy obstacles. You have a �y Speed
A small measure of a fairy fountain's healing magic �ows through you.
equal to your land Speed, except
you cannot Fly more than 5 feet
Once per day, you can Interact to touch an ally, restoring 1d6 Hit Points,
above the ground. This means you
plus an additional 1d6 Hit Points for every 2 of your levels beyond 1st.
can move above many types of
This e�ect has the healing, primal, and vitality traits. In addition, you can di�cult or hazardous terrain
cast stabilize as a primal innate cantrip. without moving slowly or being
damaged, even though you can't �y
Rupee Fairy without limit.
You are a fairy closely associated with wealth and good fortune. You gain
an imprecise sense with a range of 30 feet that allows you to sense the
Magical trike
presence of material wealth, including coins and art objects but not other
You are an inherently magical
items. You also gain wash your luck as a primal innate cantrip. Finally, being. All your Strikes are magical,
you start play with an additional 2 gp. whether with unarmed attacks or
weapons.
Adventures in Hyrule

Ancestry Feats FAE CHARMS FEAT 5


At 1st level, you gain one ancestry feat, and you gain FAIRY
an additional ancestry feat every 4 levels thereafter (at
You are able to soothe hearts with magical charm. You
5th, 9th, 13th, and 17th level). As a fairy, you select
can cast charm once per day as an innate primal spell.
from among the following ancestry feats.

1t Level
FAIRY'S CHARGE FEAT 5
DETECTION FAIRY PRIMAL
FAIRY CANTRIPS FEAT 1 You form a magical bond with a creature, helping you
FAIRY to protect them. During your daily preparations, you
Your innate magic expands to include a few helpful can designate one willing creature as your charge. You
cantrips. You gain any two of the following as primal are always aware of your charge's direction from you,
innate cantrips: �gment, know direction, light, its distance from you, and any conditions a�ecting it.
message, prestidigitation and sigil. These e�ects persist until your next daily
preparations.
Special You can take this feat up to three times,
choosing di�erent cantrips each time. SPARKLING TRAIL FEAT 5
FAIRY LIGHT
FAIRY'S GLOW FEAT 1
As you �y, you leave a trail of sparkling dust behind
FAIRY
you that settles on surfaces before quickly
You emit a natural glow. Your body sheds light as a disappearing. When you Fly, all invisible creatures and
torch; this light has the light and primal traits. You can objects in every square that you move into become
extinguish, rekindle, or change the color of this light temporarily observed until the end of your turn,
using a single action, which has the concentrate trait. though they still have concealment due to invisibility.
FASTER FLIGHT FEAT 1 9th Level
FAIRY

You move quickly through the air thanks to more


BESTOW MAGIC FEAT 9
FAIRY PRIMAL
powerful wings. Your �y Speed from Fairy Flutter
increases by 5 feet. Frequency once per day
Prerequisites You can Cast a Spell granted by an
Special The �y Speed increase from this feat is not ancestry feat or from a spell slot
cumulative with any Speed increase from your You can temporarily grant magical power to an ally.
ancestry feats (such as Nimble Hooves). During your daily preparations, choose one spell that
SECRET SENSE FEAT 1 you could cast that day and one ally within 30 feet.
Until you next make your daily preparations, that ally
FAIRY
can Cast that Spell once as an innate spell of its
You are an expert at �nding hidden things. Each time tradition. If you chose a non-cantrip spell from an
you use the Seek action to search for objects, you can ancestry feat, you cannot use that spell until your next
search for objects in a 15-foot emanation around you, daily preparations; if you chose a spell from a spell
rather than an adjacent 10-foot-by-10-foot area. slot, you expend that spell slot as if you had cast the
5th Level spell. Because the spell is a temporary bene�t, it
cannot be used to qualify for prerequisites.
AIM ASSISTANCE FEAT 5
FAIRY
RESTORATIVE RESTORATION FEAT 9
FAIRY
By communicating with your allies while hovering
around a foe, you assist with their aiming. As long as Prerequisites Healing Fairy heritage
you are in an enemy's space, checks you make to Aid You restore your healing touch quickly. You can use
attacks against that enemy gain a +2 circumstance your heritage's healing ability once per hour instead of
bonus. You still need to prepare to Aid as normal. once per day.
Adventures in Hyrule

MAGICAL WAYFINDER FEAT 9 17th Level


FAIRY
GREAT FAIRY METAMORPHOSIS FEAT 17
Prerequisites Guiding Fairy heritage
FAIRY PRIMAL
You use magic to detect obstacles while travelling. You
You have grown so powerful as to become a Great
can cast show the way once per day as an innate
Fairy yourself. You enter a cocoon for 24 hours; when
primal spell.
you emerge, your Size permanently increases to your
SECRET SPELLS FEAT 9 choice of Medium or Large, and your reach increases
FAIRY to 5 feet if it was lower. The cocoon transforms most
of your gear to the appropriate size for your new body
You wield magic both as a way to remain unseen and
(though powerful items like artifacts or items strongly
to reveal the unseen. You can cast glitterdust and
tied to their original size may not transform, at the
invisibility each once per day as primal innate spells.
GM's discretion). In addition, choose two spells of 6th
13th Level rank or lower to which you have access from the
divine or primal spell lists. You may cast each of these
FREE FLIGHT FEAT 13 spells once per day as 6th-rank innate primal spells.
FAIRY

Prerequisites Faster Flight HIGH-FLYING FAIRY FEAT 17


You can enhance your wings with magic, allowing you FAIRY

to �y freely for short periods. You can cast �y once per Prerequisites Free Flight
hour as an innate primal spell, but you must target Your wings are infused with powerful magic, enabling
yourself. you to soar endlessly through the skies. You
permanently gain the e�ects of �y.
PERSONAL FOUNTAIN FEAT 13
FAIRY

You've learned to create your very own fairy fountain


which travels with you. You can cast soothing spring
once per day as an innate primal spell, except the spell
lasts until your next daily preparations. The created
spring's overall appearance is unique to you, and may
appear to be as arti�cial or natural as you desire.

REVIVIFICATION FEAT 13
FAIRY

Prerequisites Healing Fairy heritage


You are able to focus your healing magic to revive an
ally just as they succumb. You can cast breath of life
once per day as an innate primal spell.

SPREAD THE MAGIC FEAT 13


FAIRY

Prerequisites Bestow Magic


Bestow Magic's frequency increases to three times per
day, but you cannot bestow a spell upon the same ally
more than once per day.
Adventures in Hyrule

Gerudo
Consummate survivors living on the borders of greater society, the tall, all-female
ancestry of the gerudo have racked up a bad reputation over their long history, but
this is not something that bothers them much; the gerudo have always done whatever
it takes to survive and see no shame in taking what they need. Even in places where
their bad reputation precedes them, the gerudo are able to move freely due to their
close similarity in appearance to hylian women, a fact which they freely exploit.

The most striking feature and well-known fact about Some gerudos form nomadic tribes, whilst others
the gerudo is that their ancestry consists solely of build fortresses to live in, but both are mechanisms
women, also surprising is their means of procreating - through which the gerudo keep their people safe; after
by disguising themselves as hylian or human women, all, survival is everything to a gerudo.
they use their biological compatibility with those If you want to play a character who is a pragmatic,
ancestries to become pregnant with a new gerudo disciplined and skilled survivor, you should play a
child, which they carry back to their homeland to give gerudo.
birth to. For this reason, as well as a history of war,
hylians and gerudo often come into con�ict. You Might…
• Put yourself and your allies �rst, considering
others only once you are safe and well.
• Have been trained in magic or martial discipline
from a young age.
• Take great pains to avoid garnering excessive
attention.

Other Proaly…
• Mistake you for a hylian or human woman,
especially if you do not dress traditionally.
• Assume you are up to no good, even when you
are on your best behaviour.
• Find you exotic, glamorous or beautiful.

Phyical Decription
Adult gerudo usually stand around 6 to 7 feet tall with
muscular builds and long legs, dark skin tones
including tan and olive shades, and bright red hair.
Their eyes are usually green or yellow. Male gerudo
are exceedingly rare, with just one born roughly every
100 years - these males are often revered as gods or
kings, but are sometimes also feared as harbingers of
doom.

ociety
Gerudo society puts a great emphasis on honing one's
physical or magical abilities, as well as the importance
of supporting one's family and community. Much of
gerudo society is built around the principle of
meritocracy as a result, with their most powerful
warriors, sorcerers and tacticians becoming
community leaders.
Adventures in Hyrule

elief Rarity
Uncommon
Gerudos are �ercely pragmatic by nature, willing to use methods that
others would call evil in order to secure the survival of their people. This
includes swearing fealty to unholy deities, even demons, in exchange for
Hit Point
10
protection. Other gerudo communities instead align themselves with gods
of protection, warfare and magic.
Popular Edicts use any necessary method to protect your kin ize
Popular Anathema betray your community, surrender to a weaker foe Medium

Adventurer peed
Due to their social emphasis on survival by any means necessary, gerudo 25 feet
adventurers carry a reputation for being unscrupulous in their methods,
but this is only partially true: gerudo warriors are highly disciplined, and Attriute oot
only resort to unethical measures as a last resort. The strict training of a Strength
gerudo warrior translates to many gerudo adventurers becoming Free
champions, �ghters and monks, whilst their spies and assassins usually
become investigators and rogues. Gerudos also have a long history of Language
sorcery and witchcraft, and some blend magic and martial training to Hylian
become powerful magi. Gerudo
Additional languages equal to your
Name Intelligence modi�er (if it’s
Gerudo names are polysyllabic and usually carry a meaning associated positive). Choose from any
with positive personal qualities in the language of the gerudo. languages to which you have
access (such as the languages
AMPL NAM prevalent in your region).
Aveil, Estan, Furosa, Konora, Kotake, Koume, Nabooru, Nali, Ramella,
Rijo, Rotana, Shabonne, Tali, Urbosa, Yaido Trait
Gerudo
Gerudo Heritages Humanoid
Choose one of the following gerudo heritages at 1st level.

Fortre Gerudo Heat Acclimation


Surviving in areas most would
Your people have a fortress home and you were trained in guarding it
consider inhospitable has granted
from a young age. You gain the Gerudo Weapon Familiarity feat.
the gerudo natural resistance to
Nomadic Gerudo heat. You treat environmental heat
e�ects as if they were one step less
You hail from a nomadic tribe of gerudo, moving around the desert to
extreme (incredible heat becomes
survive. You can Hustle twice as long while exploring before you have to extreme, extreme heat becomes
stop and you gain the Terrain Expertise feat for desert terrain. severe, and so on).
Oai Gerudo
Unlike most gerudo, your homeland was comfortable, prosperous and
permanent, and as a result trade, fashion and culture �ourished. You
become trained in Society, and you gain the Streetwise skill feat.

eafaring Gerudo
Your people lived by the ocean, and likely engaged in some combination
of piracy and privateering to survive. You gain a +2 circumstance bonus
to Athletics checks to Swim. In addition, you aren't o�-guard when
standing on uneven or moving ground, such as the deck of a ship.

Witchlood Gerudo
You bear the blood of ancient gerudo witches, and this manifests in you
as a natural proclivity for �re or ice magic. Choose either ignition or ray
of frost. You gain your choice as an innate arcane cantrip.
Adventures in Hyrule

Ancestry Feats weapons as simple weapons and any that are


At 1st level, you gain one ancestry feat, and you gain advanced weapons as martial weapons.
an additional ancestry feat every 4 levels thereafter (at At 5th level, whenever you get a critical hit with one
5th, 9th, 13th, and 17th level). As a gerudo, you select of these weapons, you get its critical specialization
from among the following ancestry feats. e�ect.

1t Level INFILTRATION EXPERTISE FEAT 1


DEFY DOMINATION FEAT 1 GERUDO

GERUDO
Like many gerudo, you have trained in methods to
disguise yourself to �t in outside of your homeland.
As a proud gerudo warrior, you bow to no outsider. If
You gain the trained pro�ciency rank in Deception. If
you roll a success on a saving throw against a mental
you would automatically become trained in Deception
e�ect that attempts to directly control your actions,
(from your background or class, for example), you
you critically succeed instead. If a creature rolls a
instead become trained in a skill of your choice. In
failure on a check to Coerce you using Intimidation, it
addition, you gain a +4 circumstance bonus to
gets a critical failure instead (so it can't try to Coerce
Deception checks to Impersonate a human or hylian
you again for 1 week).
version of yourself, rather than a gerudo. This bonus
EXOTIC CHARM FEAT 1 doesn't apply to other checks to Impersonate humans
GERUDO or hylians.
In many places, the gerudo carry an exotic image POTIONCRAFT FEAT 1
associated with glamour and beauty, and you know GERUDO
how to exploit that reputation to charm others. You
Prerequisites trained in Crafting
gain the trained pro�ciency rank in Diplomacy. If you
You are a student of the gerudo tradition of
would automatically become trained in Diplomacy
potioncraft. You can use the Craft activity to create
(from your background or class, for example), you
oils and potions. In addition, you immediately gain the
instead become trained in a skill of your choice. In
formulas for four common 1st-level oils or potions.
addition, you gain a +1 circumstance bonus to
Diplomacy checks when attempting to Make an 5th Level
Impression on non-gerudo humanoids.
DEFY THE DIVINE FEAT 5
GERUDO LORE FEAT 1 FORTUNE GERUDO
GERUDO
Frequency Once per day
The gerudo possess extensive knowledge on survival Prerequisites can't have a patron deity
techniques, and you are an adherent of that Trigger You fail a saving throw against a divine e�ect.
knowledge. You gain the trained pro�ciency rank in You spit out a curse against the gods themselves,
Survival and Thievery. If you would automatically defying their power. You reroll the triggering check
become trained in one of those skills (from your with a +2 circumstance bonus, but you must use the
background or class, for example), you instead become new result, even if it's worse than your �rst roll.
trained in a skill of your choice.
You also gain the Additional Lore general feat for DUNESTALKER FEAT 5
Gerudo Lore. GERUDO

Prerequisites expert in Stealth


GERUDO WEAPON FAMILIARITY FEAT 1
You are skilled at quickly hiding amongst sand dunes.
GERUDO
Whilst prone on a signi�cant body of sand, you are
You favor the traditional weapons of the gerudo. You considered to have cover for the purposes of Hiding.
gain access to all uncommon weapons with the gerudo
trait. You have familiarity with weapons with the
gerudo trait plus cutlasses, glaives, greataxes,
greatswords, scimitars and tridents—for the purposes
of pro�ciency, you treat any of these that are martial
Adventures in Hyrule

FORTRESS GUARDIAN FEAT 5 13th Level


GERUDO
LIVING LIGHTNING ROD FEAT 13
You have been trained to spot trespassers on your
GERUDO
land and take them alive. When guarding a single
Prerequisites Nomadic or Oasis Gerudo heritage
location, such as a campsite, you gain a +2
The thunder helm is a precious heirloom passed down
circumstance bonus to your Perception DC and to your
amongst desert-dwelling gerudo, able to absorb entire
initiative rolls. In addition, you take no penalty when
storms; while not as powerful as that artifact, you
making a nonlethal attack with a weapon without the
have learned to mimic some of its power. You gain
nonlethal trait.
resistance to electricity damage equal to half your
NOMAD'S MARCH FEAT 5 level. In addition, you can cast draw the lightning as an
GERUDO innate divine spell twice per day. The bolt's damage is
Prerequisites Nomadic Gerudo heritage increased when cast outside in desert terrain
You are an e�ective leader, able to push your allies to regardless of the weather.
keep pace with you. You may share the bene�ts of GERUDO WEAPON EXPERTISE FEAT 13
your heritage with up to four allies while you are all
GERUDO
exploring together.
Prerequisites Gerudo Weapon Familiarity
9th Level Your masterful skill with gerudo weapons crosses over
into your class training. Whenever you gain a class
AMBUSH ADVANTAGE FEAT 9
feature that grants you expert or greater pro�ciency in
GERUDO
certain weapons, you also gain that pro�ciency in
As a member of a community practiced in the art of cutlasses, glaives, greataxes, greatswords, longbows,
ambush, you take every advantage a�orded to you. scimitars, and tridents, and all gerudo weapons in
Creatures in di�cult terrain are o�-guard to you. which you are trained.
INSPIRING CHEER FEAT 9 SAND SEAL HANDLING FEAT 13
AUDITORY GERUDO UNCOMMON GERUDO
Trigger An ally within 30 feet brings a foe to 0 Hit Prerequisites sand seal animal companion
Points. You have become an expert at handling sand seals and
When your allies fell a foe, you share in a triumphant can even dive beneath the dunes on their backs. As
cheer that invigorates them. The triggering ally gains long as you are mounted on it, your sand seal animal
temporary Hit Points equal to their Constitution companion gains the mount special ability, allowing it
modi�er until the end of their next turn. to Burrow while you are mounted.
WITCHBLOOD PARAGON FEAT 9 17th Level
GERUDO
CHAMPION OF THE GERUDO FEAT 17
Prerequisites Witchblood Gerudo heritage
RARE GERUDO
Your innate magic grows stronger as you do. If you
chose ignition as your heritage's cantrip, choose one You have ascended to the position of champion
common 2nd-rank arcane spell with the �re trait. If amongst your people, and have inherited the rage of
you chose ray of frost instead, choose one common the desert. You can cast Urbosa's fury† as an innate
2nd-rank arcane spell with the cold trait. You gain that divine spell once per day.
spell as an innate arcane spell that you can cast once
per day.
By spending 1 day of downtime, you can change the
spell you chose to a di�erent spell that meets the
same restrictions.
Adventures in Hyrule

Goron
The mountain-dwelling gorons are perhaps best known for their exquisite
craftsmanship, strong family bonds and imposing appearance. Although numerous,
gorons rarely leave their homes except to trade with other ancestries, and since most
gorons possess an easygoing and agreeable attitude, they are usually very welcome
guests. Between tribe members, or 'brothers' as they a�ectionately call each other,
gorons treat strength as the greatest virtue, and are extremely competitive by nature.

Gorons often appear somewhat alien to other If you want to play a character who carries on the
ancestries, be it for the stony 'shells' that grow upon long traditions of your family, boasts immense
their backs or their proclivity to eating rocks, but in strength and never turns down a challenge, you should
fact gorons are typi�ed by an enjoyment of the simpler play a goron.
things in life. Although gorons tend to welcome
outsiders into their isolated communities with open You Might…
arms, it is rare for others to be able to keep up with • Boast about your strength, especially in
the energetic and physically demanding lifestyle that comparison to others.
gorons lead, be it working the mines, engaging in tests • Cherish your friends and family, vowing to
of strength or dancing into the night. protect them to the end.
Due to their obsession with strength, gorons rarely • Excel at one or more crafts, especially those
take up professions that do not utilise their muscles in which are physically demanding.
some way, often opting to become labourers, smiths,
or guards. Other Proaly…
• Fear your imposing stature.
• Mistake your friendly and welcoming demeanour
for weakness.
• Marvel at your unusual diet and strange customs.

Phyical Decription
Gorons are muscular humanoids with wide bodies,
thick limbs and a 'shell' of stone that grows on their
backs (and sometimes elsewhere on their bodies).
Their skin ranges in shades of brown, and sometimes
possess lighter body markings that denote their tribe.
Gorons do not have distinct sexes and reproduce
asexually, though despite this most gorons identify as
male, perhaps due to masculinity's association with
physical strength.
Gorons mature by age 20 and typically live to be
around 100 years old, and the rocks on their body
continue to grow throughout their entire lifespan.

ociety
Gorons form close-knit communities in mountainous
regions, relying on cooperation within their
hierarchies to survive in what are usually dangerous
regions of the world. Gorons arrange their tribal
hierarchies by a number of factors, and it is not
unusual for a tribe to grant honori�c titles to its
largest, strongest and eldest members.
Adventures in Hyrule

elief Rarity
Common
Gorons value strength, friendship and honor above all else, usually
dedicating their entire lives to their community. Their focus on hierarchy
and family leads the typical goron towards deities that re�ect this, with a
Hit Point
10
special focus on deities which additionally represent strength.
Popular Edicts cultivate strength, work hard for your community
Popular Anathema use dishonorable tactics, cut corners when working ize
Medium
Adventurer
With their immense natural strength and tendency towards recklessness, peed
barbarian is an obvious choice for a goron, but more disciplined 20 feet
combatants become champions or �ghters. Their love of arti�ce (and
explosives) has also resulted in many a goron alchemist and inventor. Attriute oot
Strength
Name Charisma
Most gorons use simple, disyllabic names but some append titles such as Free
'Gor' (meaning elder) to their names to represent their position within
their tribe. Attriute Flaw
Dexterity
AMPL NAM
Aji, Bludo, Cooke, Dangoro, Darbus, Darmani, Darunia, Golo, Gorko,
Gortram, Naddon, Rohan, Tanko, Volcon, Yunobo
Language
Hylian
Goron Heritages Goron
Choose one of the following goron heritages at 1st level. Additional languages equal to your
Intelligence modi�er (if it’s
Cliffide Goron positive). Choose from any
languages to which you have
You learned to live on the sides of steep cli�s from your tribe, and have
access (such as the languages
survived thanks to a combination of knowledge and strength. You gain
prevalent in your region).
the Terrain Expertise skill feat for mountain terrain and the Combat
Climber skill feat, even if you do not meet their prerequisites.
Trait
Deepmine Goron Goron
Your hail from a tribe that resides deep below a mountain range, where Humanoid
food - and subterranean dangers - are plentiful. You become trained in
Athletics (or another skill if you were already trained in Athletics) and Darkviion
gain the Breath Control general feat. You can see in darkness and dim
light just as well as you can see in
Icepeak Goron bright light, though your vision in
Your tribe adapted to the freezing heights of an icy mountain and that darkness is in black and white.
resilience bolsters your defenses against the cold. You treat environmental
cold e�ects as if they were one step less extreme (incredible cold becomes arthen Nourihment
extreme, extreme cold becomes severe, and so on). You gain nourishment through
consuming minerals instead of
Volcanic Goron conventional food. You typically do
Your tribe is situated inside, or on the slopes of, an active volcano and as not need to pay for food. If you go
such have become hardened by enduring the intense heat. Your �re without eating minerals for 1 week,
you begin to starve.
resistance increases to half your level instead of one quarter, and you treat
environmental heat e�ects as if they were one step less extreme (incredible
heat becomes extreme, extreme heat becomes severe, and so on). Fireproof kin
You gain �re resistance equal to
Ancestry Feats one quarter of your level.
At 1st level, you gain one ancestry feat, and you gain an additional
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level).
As a goron, you select from among the following ancestry feats.
Adventures in Hyrule

1t Level STONE'S STILLNESS FEAT 1


GORON CRAFTSMANSHIP FEAT 1 GORON

When perfectly still, you resemble a boulder. You gain


GORON
the trained pro�ciency rank in Deception. So long as
You are trained in the traditional crafts of Goron
you're in a location where a boulder of your size
society. You gain the trained pro�ciency rank in
wouldn't be out of place, you can Hide without any
Crafting. If you would automatically become trained in
cover or concealment. If you succeed, onlookers still
Crafting (from your background or class, for example),
see you, but they mistake you for an inanimate
you instead become trained in a skill of your choice.
boulder. After being fooled once, they realize you're
You gain the Specialty Crafting skill feat for both
alive, and you can't Hide from them in this way again.
Blacksmithing and Pottery.
5th Level
GORON LORE FEAT 1
GORON EXPLOSIVES ENGINEER FEAT 5
You listened carefully to the stories of great heroes GORON

and ancient arts told to you by the tribe's elders, and In their pursuit of ever more e�cient mining methods,
learned much from them. You become trained in gorons have made several breakthroughs in the �eld
Athletics and Crafting. If you would automatically of explosives. You can use the Craft activity to create
become trained in one of those skills (from your alchemical bombs. Additionally, whenever you
background or class, for example), you instead become critically hit using an alchemical bomb, you apply the
trained in a skill of your choice. weapon's critical specialization e�ect.
You also gain the Additional Lore general feat for
Goron Lore.
HEAVYWEIGHT FEAT 5
GORON
GORON WEAPON FAMILIARITY FEAT 1 Your bottom-heavy body provides you with an
GORON implacableness that is useful in both sumo wrestling
You have spent time practicing with the massive and combat. You gain a +2 circumstance bonus to your
weapons of goron heroes. You gain access to all Fortitude and Re�ex DCs against attempts to Shove or
uncommon weapons with the goron trait. You have Trip you. By spending an action to plant your feet, this
familiarity with weapons with the goron trait plus bonus increases to +4 until you move.
gauntlets, spiked gauntlets, greatswords, and mauls—
for the purposes of pro�ciency, you treat any of these
ROCK ROLL FEAT 5
GORON
that are martial weapons as simple weapons and any
that are advanced weapons as martial weapons. You curl up into a ball and move up to three times your
At 5th level, whenever you get a critical hit with one Speed in a straight line. If you hit an obstacle during
of these weapons, you get its critical specialization this �rst turn of movement, you stop rolling safely.
e�ect. Otherwise, you automatically keep rolling at this
Speed during subsequent turns until an obstacle ends
MIGHTY PUNCH FEAT 1 this movement (which can happen in the middle of
GORON your turn) or you choose to stop rolling by using an
You use your heavy �sts to smash rocks and foes action. You're slowed 2 each turn after the �rst that
alike. The damage die for your �st increases to 1d6 you keep rolling, and if you hit an obstacle on a turn
instead of 1d4, and it loses the nonlethal trait. after the �rst, you and the obstacle both take 4d6
bludgeoning damage and you stop rolling.
Adventures in Hyrule

STONESCENT FEAT 5 13th Level


GORON
BIGGORON'S SPIRIT FEAT 13
Through years of consuming minerals for sustenance,
GORON PRIMAL
you have developed a keen sense of smell for various
Prerequisites Medigoron's Spirit
kinds of stone. You gain scent (60 feet) as an imprecise
Channeling the spirit of your tribe's biggoron - a goron
sense, except you can only detect stone using this
of colossal size - you permanently grow larger. After
ability. Di�erent minerals have di�erent scents, so you
sleeping for 24 hours, you permanently gain the
can determine the general kind of stone using this
e�ects of enlarge. The channeling transforms most of
ability.
your gear to the appropriate size for your new body
9th Level (though powerful items like artifacts or items strongly
tied to their original size may not transform, at the
BLAST MINER FEAT 9
GM's discretion).
GORON

You've learned that mining can be expedited with a GORON WEAPON EXPERTISE FEAT 13
well-placed explosive. Whenever you hit with a bomb GORON
Strike against a trap or an unattended object, you Prerequisites Goron Weapon Familiarity
ignore the �rst 5 points of the object's Hardness. By combining your class training with the
heavyweight weapons of the gorons, you blend
GORON POUND FEAT 9
discipline with sheer might. Whenever you gain a class
GORON
feature that grants you expert or greater pro�ciency in
Frequency once per 10 minutes certain weapons, you also gain that pro�ciency for
You slam your body into the ground, creating a gauntlets, spiked gauntlets, greatclubs, greatswords,
shockwave. This has the e�ects of shockwave in a 10- mauls, and all goron weapons in which you are trained.
foot emanation around you with a DC equal to your
class DC or spell DC, whichever is higher. MANTLE OF THE MOUNTAIN FEAT 13
GORON
MEDIGORON'S SPIRIT FEAT 9
Prerequisites Icepeak Goron or Volcanic Goron
GORON
You surround yourself with the might of a mountain.
Channeling the spirit of your tribe's medigoron - the Once per day you can cast either mantle of the frozen
second largest amongst them - you can grow to match heart if you are an icepeak goron or mantle of the
their size. You can cast enlarge as a primal innate spell magma heart if you are a volcanic goron, in either case
twice per day, but you must target yourself. as a primal innate spell.
SPIKED ROLL FEAT 9 RAPID MINER FEAT 13
UNCOMMON GORON METAL PRIMAL GORON
Prerequisites Rock Roll You use your bare hands to rapidly dig new tunnels, a
Frequency once per hour technique employed by only the strongest goron
When Rock Rolling, you have the magical ability to miners. You gain a burrow Speed of 15 feet.
manifest spikes from your back that increase your
speed and pose a deadly threat your enemies. The 17th Level
distance covered during a Rock Roll increases to four BIGGORON'S FORM FEAT 17
times your Speed, and you deal an additional 4d6
UNCOMMON GORON PRIMAL
piercing damage upon collision with an obstacle.
Prerequisites Biggoron's Spirit
After walking the path of previous biggorons for so
long, you have �nally adopted the mantle yourself.
After sleeping for 24 hours, you permanently gain the
e�ects of 4th-rank enlarge. The channeling transforms
most of your gear to the appropriate size for your new
body (though powerful items like artifacts or items
strongly tied to their original size may not transform,
at the GM's discretion).
Adventures in Hyrule

CHAMPION OF THE GORONS FEAT 17


RARE GORON

You have ascended to the position of champion


amongst your people, and have inhereted the
protection of the mountains. You can cast Daruk's
protection† as an innate divine spell once per day.
Adventures in Hyrule

Guardian
Manufactured by sheikah technologists in a lost age, guardians were created with a
singular purpose: defending Hyrule from the return of Calamity Ganon. Though this
e�ort ultimately failed as the machines were turned against their creators, a good
number of guardians survived the destruction of Hyrule.

Scattered and in a state of decay, guardians may be You Might…


found all across Hyrule, and in some rare corners of
• Possess extensive knowledge of combat
the land there may be found one which avoided the
techniques and strategies.
war altogether. A guardian who develops a spark of
consciousness may �nd themself wandering the ruins • Feel a deep sense of responsibility whenever harm
of the world they were charged with protecting, comes to those you care about.
seeking a new purpose to their existence. • Struggle to communicate in a way that is easily
If you want to play a character created for battle understood by living beings.
but capable of so much more, you should play a
guardian.
Other Proaly…
• Fear your destructive capabilities, perhaps
mistaking you with your malice-cursed kindred.
• Wish to study your inner workings, seeking to
reclaim lost knowledge.
• Find your presence as an ally or friend
comforting.

Phyical Decription
Lacking any need for a humanoid appearance,
guardians were created to resemble large casings made
of metal, usually possessing a number of tentacle-like
legs and a pair of mechanical arms.
Though a guardian does not die of old age per se,
without proper maintenance it will eventually break
down and begin decaying; in many cases, the onboard
weapons systems are last to shut down.

ociety
Guardians rarely meet another of their kind that is not
decayed to uselessness or possessed by malice, though
this does not mean they necessarily live lonely lives.
Oftentimes, their restoration by a skilled technologist
forms a lifelong bond that results in the guardian
�ercely protecting its new home.

elief
Many guardians feel a powerful desire to serve the
interests of Hyrule, though some that were subverted
by the Calamity and later restored have lost this urge
altogether. Nonetheless, almost all guardians possess
some form of protective instinct stemming from their
original programming even after becoming fully
sapient.
Popular Edicts protect your allies unwaveringly, help
others uncover the secrets of the past
Popular Anathema abandon your duties, surrender to
a corrupting force
Adventures in Hyrule

Adventurer Rarity
Rare
Guardians often enter into a life of adventure in order to enter into a
travelling community that they can protect, while others do so to seek out
new knowledge or as a form of penance for their perceived failure in
Hit Point
10
protecting Hyrule. A great many guardians gravitate towards martial
classes that re�ect their original function; �ghters, rangers and gunslingers
are therefore especially common. Those who possess an especially strong ize
desire to protect their allies may even become champions or clerics. In Small, Medium, or Large (depending
on heritage)
order to maintain their bodies, some guardians learn the secrets of arti�ce
and thereby become inventors. Yet others show an aptitude for arcane
magic that stems from their magical construction, either manifesting peed
innately as a sorcerer or studied as a wizard. 25 feet

Guardian Heritages Attriute oot


Choose one of the following guardian heritages at 1st level, which each Strength
includes a size. If you choose a di�erent heritage without a listed size, Free
such as a versatile heritage, your guardian is typically Medium.
Language
Diminutive Guardian Hylian
You are a small, capsule-shaped guardian designed to assist in performing Sheikah
specialized tasks. You gain a +2 circumstance bonus to checks to Aid, and Additional languages equal to your
your allies gain a +2 circumstance bonus to checks to Aid you. Your size Intelligence modi�er (if it’s
is Small. positive).

Guardian cout Trait


You were created to serve as a training exercise, �tted with an additional Construct
arm to keep troops on their toes. You have an extra hand, but you must Guardian
designate a pair of hands as your active hands. You can change this
designation from one pair of hands to another with an Interact action.
Contructed ody
You can use manipulate or attack actions only with your active hands. You don't need to eat or drink. You
don't need to sleep, but instead you
Guardian kywatcher must enter a standby state for 2
As a guardian skywatcher, you were tasked with aerial surveillance and hours, which is similar to sleeping
equipped with propellers to aid in this function. Though your propellers except you are aware of your
have decayed over the years, you can still use them to hover in place. You surroundings and don't take
gain the Sentry Hover reaction. Your size is Small (for a sentry) or Large. penalties for being unconscious. If
you go 16 hours without doing so,
SENTRY HOVER you become fatigued until you do.
CONCENTRATE MANIPULATE

Frequency once per hour Guardian Core


Trigger You are falling or would begin falling Your energy core has been infused
with light force; as a result, you are
You activate your propellers and begin hovering in place until the end of
a living creature and do not follow
your next turn. You take damage for any distance you had already fallen. the usual construct rules.
You can Sustain this action for up to one minute.

Guardian talker Laer eam


You gain an energy beam ranged
As a guardian stalker, you pursue your enemies unerringly across the
unarmed attack in the �rearm
wilderness using tendril-like legs. You can Step into di�cult terrain. Your
weapon group that deals 1d4 �re
size is Large. damage with a range increment of
20 feet.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level).
As a guardian, you select from among the following ancestry feats.
Adventures in Hyrule

1t Level 5th Level


GLOWING CIRCUITRY FEAT 1 EXTENDABLE TENDRIL FEAT 5
GUARDIAN LIGHT GUARDIAN MANIPULATE

Your circuitry glows brightly, casting bright light in a Frequency once per minute
20-foot radius (and dim light for the next 20 feet). You Your tendril-like legs are able to stretch forth and
can Sustain to suppress or reestablish this light. grasp objects. You grasp an unattended object within
15 feet. If you have a hand free to receive the object,
HARDENED SHELL FEAT 1
you can place it in that hand, otherwise you drop the
GUARDIAN
object at your feet.
Your shell is reinforced, eliminating the need for
additional armor. Your shell is medium armor in the INTEGRATED ARMAMENT FEAT 5
plate armor group that grants a +4 item bonus to AC, a GUARDIAN
Dex cap of +1, a check penalty of –2, a speed penalty You can use a 1-minute activity, which has the
of –5 feet, and a Strength value of 16. You can never manipulate trait, to integrate a single, one-handed
wear other armor or remove your shell; however, you weapon or shield into one of your arms. You can draw
still don't become fatigued from sleeping. Finally, you or stow this item as an Interact action. While you are
can etch armor runes onto your shell as normal. wielding the item, it can't be Disarmed and you can't
drop or Release it. It takes 1 minute to remove an
INTEGRATED TOOLKIT FEAT 1
integrated armament. You can only have one
GUARDIAN
integrated armament at a time, though you can use
Your mechanical body houses a set of tools. You can the 1-minute activity to replace the item or swap the
use a 1-minute activity, which has the manipulate trait, arm in which it's stored.
to integrate a single toolkit into your chassis. You can
use those tools as though you were wearing them, and Special You can take this feat multiple times, choosing
they do not contribute to the maximum number of a di�erent arm to integrate an armament into.
toolkits you can wear. Removing the toolkit requires 1
SEARCHLIGHT FEAT 5
minute, and therefore it usually cannot be stolen.
GUARDIAN LIGHT
LIGHT AMPLIFICATION FEAT 1 You have an integrated searchlight, which emits bright
GUARDIAN light in a 30-foot cone (and dim light in the next 30
Your ocular faculties have been improved. You gain feet). You can Sustain to suppress, reestablish, or
low-light vision, or you gain darkvision if you already change the color of the searchlight. In addition, you
had low-light vision. gain the Intruder Alert action.

PINCER ATTACK FEAT 1 Intruder Alert (concentrate, light, visual) Trigger


GUARDIAN You are about to roll for initiative, and at least one foe
Your legs resemble tendrils that end in sharp pincers. is within your searchlight's light; E�ect You are able to
You gain a pincer unarmed attack that deals 1d6 alert your allies to the presence of danger when you
piercing damage, is in the brawling group, and has the spot a foe within your searchlight. You change the
grapple and unarmed traits. color of your searchlight (typically to red), and each
ally that can see your searchlight gains a +1
PROPELLER GLIDE FEAT 1 circumstance bonus to their initiative roll.
GUARDIAN
PREDICTIVE TARGETING FEAT 5
Prerequisites Guardian Skywatcher heritage
GUARDIAN
You descend slowly using your propeller, 5 feet down
and up to 25 feet forward through the air. As long as Predictive algorithms assist you in tracking moving
you spend at least 1 action gliding each round and targets. You can cast sure strike once per day as a 1st-
haven't yet reached the ground, you remain in the air rank arcane innate spell.
at the end of your turn.
Adventures in Hyrule

SCORCHING BEAM FEAT 5 Speed equal to your land Speed or 20 feet, whichever
GUARDIAN
is greater. If you have Propeller Glide, you gain a +5-
foot status bonus to your �y Speed with Spin Up.
Prerequisites Laser Beam
Your energy beam can set your foes alight. On a TURRET EMPLACEMENT FEAT 9
critical hit with your energy beam, the target takes GUARDIAN MANIPULATE
persistent �re damage equal to the number of weapon You recon�gure yourself into a turret form or back to
damage dice. This is a critical specialization e�ect. your normal con�guration. While in your turret form,
9th Level you are immobilized, but the range increment of your
energy beam unarmed attack increases to 60 feet.
HIGH-POWERED BEAM FEAT 9
GUARDIAN
13th Level
Prerequisites Laser Beam ENLARGED CHASSIS FEAT 13
Your integrated laser is able to �re with greater energy GUARDIAN
output. Increase the damage die of your energy beam Prerequisites Medium or Small size
by one step, from 1d4 to 1d6. You've retro�t yourself with a larger shell, but this
LOCK ON FEAT 9 unfamiliar form leaves your movements clumsy. You
gain the e�ects of enlarge constantly.
GUARDIAN

You lock your gaze onto a foe. When you Lock On, WRITHING TENDRIL FEAT 13
designate an enemy you can see. You gain a +2 GUARDIAN
circumstance bonus to attack rolls against the Even when detached from your shell, your tendrils
designated enemy until the end of the turn. continue to pursue your goals. When a leg is severed
RING OF FIRE FEAT 9 from your body, it gains the minion trait. While
severed, your tendril has the statistics of a familiar
GUARDIAN
without any familiar or master abilities, except its
Frequency once per day
Speed is 5 feet, it can't move further than 100 feet
Prerequisites Laser Beam
from you, and it can Interact with things. If you have
You spin your eye around while �ring your energy Pincer Attack, a severed tendril can use its pincer
beam, sweeping it through enemies around you. unarmed attack to Strike; these Strikes share your
Creatures in a 15-foot emanation take 6d6 �re damage, multiple attack penalty and use your attack bonus and
subject to a basic Re�ex save against the higher of damage. If your tendril is reduced to 0 HP or is ever
your class DC and spell DC. The damage increases to more than 100 feet from you, it becomes inert. You can
7d6 at 12th level, 8d6 at 15th level, and 9d6 at 18th only animate one tendril this way; if another becomes
level. severed, you must choose one to fall inert. In addition,
SHELL SLAM FEAT 9 you gain the Cut Loose reaction.
GUARDIAN
Cut Loose Frequency once per minute; Trigger You
Frequency once per 10 minutes take slashing damage; E�ect You allow one of your
You lift your body up and then slam it down, shaking legs to be severed, falling into an adjacent square.
the earth below you. This has the e�ects of Your shell then produces a replacement leg over the
shockwave in a 10-foot emanation around you with a course of a minute.
DC equal to the higher of your class DC or spell DC.
17th Level
SPIN UP FEAT 9
SELF-SUSTAINING FLIGHT FEAT 17
ARCANE GUARDIAN MANIPULATE
GUARDIAN
Frequency once per day
Prerequisites Spin Up
Prerequisites Guardian Skywatcher heritage
Your propellers have been further enhanced, removing
You spin up your propellers with magical
their need to recharge. You gain the e�ects of Spin Up
enhancements for �ight. For 5 minutes, you gain a �y
at all times.
Adventures in Hyrule

STABILIZED SIZE FEAT 17


GUARDIAN

Prerequisites Enlarged Chassis


You've adapted well to life in your larger shell. You are
no longer clumsy due to the e�ects of enlarge.
Adventures in Hyrule

Hylian
The most populous ancestry in Hyrule and its parallel counterparts Termina and
Lorule, hylians are said to be the people 'closest to the gods'. Though most hylians do
not possess innate magical abilities, hylians are best known for their pro�ciency in
magic and arti�ce as well as a deep connection to the forces of destiny. They are also a
people whose history is fraught with bloody con�ict both within and without their
mighty kingdoms and many hylian territories still bear the scars of these wars.

Spread throughout various kingdoms and even other It is said that in the past, hylians were all able to wield
planes, hylians are a diverse people possessing powerful innate divine magic, but over millennia that
incredible ambition (for good or ill) and a unique ability has faded.
connection to the gods. Their long ears are said to If you want to play a character who possesses great
allow them to hear the voices of deities, though with potential and a unique connection to the divine, you
rare exceptions this is mostly a metaphor for their should play a hylian.
near-ubiquitous religious devotion. Hylian history is
littered with examples of 'fated' heroes and villains, You Might…
and this has led to the widespread belief that hylians • Believe that you are destined towards some great
are a people destined to greatness. fate, guided by the gods themselves.
• Build strong friendships with others, regardless of
their backgrounds.
• Possess exceptional ambition, even at the expense
of your safety or security.

Other Proaly…
• Think that you look down on them, especially if
they are human.
• Believe that you possess divine powers, even if
you do not.
• Distrust your ideas for being too ambitious or
worry about your ultimate intentions.

Phyical Decription
Hylians appear similar to humans, but possess long
pointed ears, and generally have blue or blue-grey eyes
and light skin although wider variation has been
observed outside of central Hyrule, where they are
most populous. Hair colours also vary, usually being
shades of blonde or brown but more exotic colours
such as red and purple are not entirely uncommon.
Hylians mature and age at roughly the same rate as
humans.

ociety
Although hylians can be found living in a wide variety
of social structures, they most commonly form
kingdoms ruled by absolute monarchs. Bloodlines are
highly important to hylians since sorcerous powers are
known to be passed down through families, and this is
especially true of the royal family of Hyrule, who are
said to be direct descendants of the goddess Hylia.
Adventures in Hyrule

elief Rarity
Common
The vast majority of hylians are polytheistic, revering a whole pantheon
of deities, and often take to one particular deity associated with their
region as their patron deity. Capable of both sel�ess heroism and debased
Hit Point
8
villainy, hylians are ever ready to take sides in a con�ict.
Popular Edicts form alliances, follow your destiny, hone your talent
Popular Anathema fail to take decisive action, forsake religion ize
Medium
Name
Hylian names vary based on the region they are born in, and have some peed
degree of crossover with human naming conventions. Hylian names often 25 feet
seem to be corruptions of human names from the same region, but this is
actually false - the human names are in fact corruptions of hylian names. Attriute oot
Two free attribute boosts
AMPL NAM
Agitha, Aryll, Beedle, Daphnes, Groose, Gustaf, Harkinian, Kaepora,
Language
Link, Malon, Osfala, Owlan, Peatrice, Rhoam, Shad, Telma, Zelda
Hylian
Hylian Heritages Additional languages equal to 1 +
your Intelligence modi�er (if it's
Choose one of the following hylian heritages at 1st level.
positive). Choose from the list of
Half­heikah common languages and any other
languages to which you have
Either one of your parents was a sheikah, or both of your parents were
access (such as the languages
half-sheikah. You may or may not bear obvious signs of your sheikah prevalent in your region).
lineage. You gain the sheikah trait and low-light vision. In addition, you
can select hylian and sheikah feats whenever you gain an ancestry feat.
Trait
Ilander Hylian Humanoid
Hylian
You grew up on one of the many small islands of the Great Sea, or even
the oceans beyond, and learned to swim out of necessity. You gain a +5-
foot circumstance bonus to the distance you move when rolling Athletics
to Swim. In addition, you gain the Underwater Marauder skill feat even if
you do not meet its prerequisites.

Royal­looded Hylian
Your bloodline is linked to the royal family of your kingdom and some of
their innate magic manifests in you. Choose one cantrip from the divine
spell list. You can cast this spell as a divine innate spell at will.

Rural Hylian
You are one of the many hylians who make their home in the outer
reaches of their kingdom, living o� the land. You gain the Forager and
Train Animal skill feats, even if you do not meet those feats' prerequisites.

ky Hylian
You are a descendant of the ancient sky-dwelling hylians or perhaps a
member of the elusive wind tribe; either way, you possess a link to the
sky. You gain a +1 circumstance bonus to saves against air and electricity
e�ects. If you roll a success on a save against an air e�ect, you get a
critical success instead.

Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level).
As a hylian, you select from among the following ancestry feats.
Adventures in Hyrule

1t Level HYLIAN WEAPON FAMILIARITY FEAT 1


ACUTE HEARING FEAT 1 HYLIAN

You favour the weapons of hylian knights. You gain


HYLIAN
access to all uncommon weapons with the hylian trait.
You may not be able to hear the voices of the gods,
You have familiarity with weapons with the hylian
but your hearing is exceptional compared to your
trait plus bastard swords, halberds, longbows,
peers. You gain a +2 circumstance bonus to all
composite longbows, and longswords—for the
Perception checks involving hearing.
purposes of pro�ciency, you treat any of these that are
INVOKE DESTINY FEAT 1 martial weapons as simple weapons and any that are
UNCOMMON DIVINE HYLIAN advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one
Frequency once per day
of these weapons, you get its critical specialization
When you gain this feat, choose courage, power or
e�ect.
wisdom. Your dominant hand glows with the symbol
of a golden triangle. You reduce a certain condition MINOR TELEPATHY FEAT 1
a�ecting you by 1. The condition you can reduce using HYLIAN
this action depends on your choice when you gained
Prerequisites Royal-Blooded Hylian heritage
this feat: frightened for courage, enfeebled for power,
Like the sages of old, you possess the ability to
or stupe�ed for wisdom.
communicate telepathically with others, but only in a
FAIRY-BONDED FEAT 1 limited fashion. You can cast message as a divine
UNCOMMON HYLIAN innate cantrip at will.
Access Kokiri Adoptee background MIRROR COUNTERPART FEAT 1
You lived amongst the kokiri as a child, and were even HYLIAN
assigned your very own fairy. You gain a familiar,
Prerequisites Lorulean or Terminan ethnicity
except it's a forest fairy; this familiar has a �y Speed of
As a native of one of Hyrule's parallel worlds, you bear
25 feet, no land Speed, is a fey instead of an animal,
an uncanny resemblance to your Hyrulean
and always has the Speech ability.
counterpart. Choose a background for your
HIGH-FASHION HYLIAN FEAT 1 counterpart; you gain a +4 circumstance bonus to
UNCOMMON HYLIAN Deception checks when making a statement that
would be true of your counterpart or when disguising
Access You are from Hytopia or Necluda
yourself as your counterpart.
You are fashion-conscious, with an eye for styles that
match the latest trends. You gain a +1 item bonus to OBLIGING ALLY FEAT 1
checks to Make an Impression on fashion-forward HYLIAN
people and upper-class folk while wearing �ne
Hylians are often found at the centre of alliances due
clothing, or +2 while wearing high-fashion �ne
to their trusting nature and willingness to help those
clothing.
in need, and you are no di�erent. You gain a +4
HYLIAN LORE FEAT 1 circumstance bonus on checks to Aid.
HYLIAN
5th Level
You've studied the lengthy history of the hylians,
linking them all the way back to their progenitor god.
BLESSED SPELL FEAT 5
You gain the trained pro�ciency rank in Religion and HYLIAN

Society. If you would automatically become trained in Prerequisites Royal-Blooded Hylian heritage
one of those skills (from your background or class, for Your link to divinity grants you a helpful spell. Choose
example), you instead become trained in a skill of your a 1st-rank divine spell, either a common spell or
choice. another to which you have access; this spell can't deal
You also gain the Additional Lore general feat for damage or otherwise cause direct harm. You can cast
Hylian Lore. that spell once per day as an innate divine spell.
Adventures in Hyrule

CONSULT DESTINY FEAT 5 INCREDIBLE INNOVATION FEAT 9


DIVINE HYLIAN PREDICTION HYLIAN

Frequency once per hour Prerequisites master in Crafting


Prerequisites Invoke Destiny You are easily struck with inspiration, creating
Brief glimpses of the future steer you towards your innovative new devices and machines. You gain the
destiny. This has the e�ects of 2nd-rank augury, Inventor skill feat, and you gain a +2 circumstance
except it predicts results only until the end of your bonus to Crafting checks to Craft new formulas.
next turn.
PREDESTINED EMPOWERMENT FEAT 9
EYES OF THE SKY FEAT 5 HYLIAN
HYLIAN Prerequisites Invoke Destiny
Prerequisites Sky Hylian heritage The golden triangle on your hand shines more brightly.
Living in the sky necessitated that your ancestors You can use Invoke Destiny once per hour instead of
learn to see through clouds and mist. You don't need to once per day.
succeed at a �at check to target creatures that are
concealed only by clouds, fog or mist.
UNFAILING ALLY FEAT 9
HYLIAN
HERO'S ARSENAL FEAT 5 Prerequisites Obliging Ally
HYLIAN When your allies are in need of your talents, you never
Like the heroes of old, you've practiced with a wide fail them. If you are at least an expert in the skill you
range of weapons, honing your expertise so that you are Aiding, you get a success on any outcome rolled to
can �ght using whatever you �nd on your travels. Aid other than a critical success.
When wielding a weapon you aren't pro�cient with,
treat your level as your pro�ciency bonus. 13th Level
At 11th level, you become trained in all weapons. CLOUD STRIDER FEAT 13
9th Level AIR DIVINE HYLIAN

Prerequisites Cloud Walker, master in Acrobatics


CLOUD WALKER FEAT 9 Like a true member of the wind tribe, clouds provide
UNCOMMON HYLIAN
you stable footing. You are always under the e�ects of
Prerequisites Sky Hylian heritage air walk, except this only lets you walk on clouds, fog
Access wind tribe ethnicity and mist. If the substance you are walking on is in
Members of the elusive wind tribe were able to walk motion, you may need to Balance to maintain your
across clouds, and this talent has been passed down to footing.
you. You can cast air walk on yourself as an innate
divine spell once per day.
HEAVENSENT ASCENSION FEAT 13
UNCOMMON HYLIAN
DREAM TELEPATHY FEAT 9 Prerequisites Sky Hylian heritage
HYLIAN
You invoke a sacred power to soar up to the heavens.
Prerequisites Minor Telepathy Once per week, you can cast teleport as a 7th-rank
Your telepathic abilities grow stronger through divine innate spell, except you may only teleport from
practice and you may now impart visions through the surface to the sky and the spell gains the air trait.
dreams. You can cast dream message as an innate
divine spell once per day.
HYLIAN WEAPON EXPERTISE FEAT 13
HYLIAN
HEROIC SPIRIT FEAT 9 Prerequisites Hylian Weapon Familiarity
HYLIAN
You've adapted your regular training around the use of
Many a great hylian hero has tapped into a hylian weapons, enhancing your skill with them.
supernatural source of strength, and you have proven Whenever you gain a class feature that grants you
yourself a worthy inheritor of that power. You can cast expert or greater pro�ciency in certain weapons, you
heroism on yourself as an innate divine spell once per also gain that pro�ciency for bastard swords, halberds,
day. longbows, composite longbows, longswords, and all
hylian weapons in which you are trained.
Adventures in Hyrule

17th Level
FIERCE DEITY FORM FEAT 17
UNCOMMON HYLIAN

Access Terminan ethnicity


You are able to take on the form of the mysterious
�erce deity, granting you overwhelming power for a
brief time. You can cast 7th-rank sacred form as an
innate divine spell once per day, except you do not
require a deity and it grants you the �erce deity's
bene�ts: a greatsword melee attack with reach that
deals 3d12 slashing damage and a sword beam ranged
attack that deals 3d6 force damage with a maximum
range of 30 feet. These are the only attacks you can
use, and both are martial weapons in the sword
weapon group.

HEROIC PRESENCE FEAT 17


EMOTION HYLIAN MENTAL

History holds a record of countless hylian heroes, and


you are able to draw upon their conviction to
embolden your allies. You grant up to 10 willing
creatures within 30 feet the e�ects of a 6th-rank
zealous conviction, though the e�ect automatically
ends on a target if you give that target a command
they would normally �nd repugnant. This action has
the auditory trait or visual trait, depending on how
you inspire your allies.

TRUE TELEPATH FEAT 17


DIVINE HYLIAN LINGUISTIC MENTAL

Prerequisites Dream Telepathy


Your telepathic abilities have become second nature to
you, allowing you to seamlessly communicate with
those nearby. You constantly have the e�ects of
telepathy with a range of 60 feet.
Adventures in Hyrule

Kokiri
Wards of the Great Deku Tree, the kokiri are rarely seen outside of their forest home
due to their guardian's law against leaving. Sometimes, however, a kokiri is allowed to
leave under special circumstances. In these cases, they usually serve as explorers,
chroniclers and diplomats representing the wild places. With their childlike
appearance, pointed ears and boundless curiosity, they are often able to live
undetected amongst hylians at least until their unaging nature is discovered.

Positive and playful, curious and energetic, the kokiri If you want to play a character who always sees
may have the appearance of children but are �lled the positive in a situation, is highly energetic, and who
with all the wisdom, reliability and bravery that one is easily underestimated, you should play a kokiri.
expects of an adult. Rarely is a kokiri predisposed to
violence, preferring love to war if at all possible but, You Might…
should the need arise, they do not balk in the face of • Find it di�cult to focus your attention on one
danger. Many of Hyrule's taller ancestries view the subject for very long due to your energy.
kokiri as a novelty and, due to a lack of • Find yourself in trouble often thanks to your
understanding, may treat them like children if they are boundless curiosity and general naivety.
ever discovered. Many kokiri use this misconception • Make friends easily, even to the point of
to their advantage, be it for getting away with swearing lifelong oaths on a whim.
mischief or - in the exceedingly rare case of an evil
kokiri - more sinister things. Other Proaly…
• Believe you are simply a hylian child, even if you
tell them otherwise.
• Find you exceedingly fascinating and probe you
with unsolicited questions.
• Understimate both your physical and mental
capabilities.

Phyical Decription
Kokiri look much like hylian children in most aspects,
but di�er in a few key respects. The kokiri retain the
same appearance for all of their lives, always
appearing youthful, thanks to the cyclical nature of
their existence. Kokiri hair colours range from brown
to blonde, with green shades being a somewhat
uncommon variation.
Kokiri are e�ectively ageless as long as they remain
in the protection of their creator, the Great Deku Tree,
but those who leave the forest will eventually 'fade
away' - a fate shared by those who su�er the loss of
their incarnation of the Great Deku Tree.

ociety
The only place known to host kokiri in any signi�cant
number is the aptly-named Kokiri Forest, dominion of
their creator and protector, the Great Deku Tree.
Though it may be possible for kokiri to be created by
other sacred trees, no instance of this occurring has
yet to be documented. Within the Kokiri Forest, the
kokiri live in relative peace and harmony, threatened
only by forest creatures, organised into a loose hunter-
gatherer collective. Kokiri social lines are mostly
egalitarian,
Adventures in Hyrule

with no social classes to speak of, though some kokiri may attempt to Rarity
assert dominance over others on the basis of the perceived importance of Uncommon
their assigned roles - in truth, however, all roles are equally important to
sustaining kokiri society. The kokiri almost universally reject modernity Hit Point
and its trapping, with a special resentment towards industrial activity, a 8
belief stretching all the way back to their origins.
ize
elief Small
The kokiri possess a childlike, carefree nature, although nearly all kokiri
respect the 'laws of the forest' laid down by the Great Deku Tree. It is
peed
rare for a kokiri to not worship their sacred tree, but those who leave the
25 feet
forest may discover a wide pantheon of deities that appeal to their �ighty
nature.
Popular Edicts indulge your curiosity, obey the laws of the forest, move
Attriute oot
Dexterity
from interest to interest
Free
Popular Anathema allow taller folk to push you around, work in a �eld
that bores you
Language
Adventurer Hylian
Though few kokiri opt to become adventurers as it requires them to give Deku
Additional languages equal to your
up on their immortality, those who do usually do so because of their
Intelligence modi�er (if it’s
powerful curiosity or a desire to do good in the wider world. Because of
positive). Choose from any
their natural talents and unique bond with nature, kokiri adventurers are
languages to which you have
usually druids, rangers or rogues, but witches with primal patrons and access (such as the languages
summoners with plant or fey eidolons are also common. prevalent in your region).
Name
Kokiri names are universally simplistic, traditionally given by the Great
Trait
Humanoid
Deku Tree to them upon their creation. Often, these names consist of two
Kokiri
melodic syllables, although three-syllable names have been observed in
rare instances. Interestingly, those with these longer names often discover
innate magical powers at some point in their lives, suggesting an Low­Light Viion
You can see in dim light as though
unfathomable naming scheme of some kind.
it were bright light and you ignore
AMPL NAM the concealed condition due to dim
light.
Dora, Doremi, Fado, Fugo, Mavu, Mido, Mila, Saria, Sosu, Tifa

Kokiri Heritages Foret Fairy


Choose one of the following kokiri heritages at 1st level. You were assigned a forest fairy
protector shortly after birth. You
Grovetender Kokiri gain a familiar; this familiar has a
You were created with the role of preserving your forest home's bounty, �y Speed of 25 feet, no land Speed,
engaging in agriculture, or general gardening. You are trained in Nature is a fey instead of an animal, and
and gain the Natural Medicine skill feat. always has the Speech ability.

Treewarden Kokiri
You are one of the kokiri created to guard the Great Deku Tree, your
village, or the forest you inhabit. You're trained in all simple and martial
weapons.

Woodhaper Kokiri
The kokiri live in homes shaped out of trees, and you possess the ability
to in�uence arboreal development accordingly. By spending 10 minutes,
you can Craft any common, 1st level or lower, non-consumable piece of
adventuring gear using only branches, vines and roots. Items created this
way last 1d4 hours before falling apart and as such cannot be sold.
Adventures in Hyrule

Ancestry Feats KOKIRI WEAPON FAMILIARITY FEAT 1


At 1st level, you gain one ancestry feat, and you gain KOKIRI
an additional ancestry feat every 4 levels thereafter (at
You have trained with small arms well-suited to your
5th, 9th, 13th, and 17th level). As a kokiri, you select
child-like form. You gain access to all uncommon
from among the following ancestry feats.
weapons with the kokiri trait. You have familiarity
1t Level with weapons with the kokiri trait plus blowguns,
hatchets, shortbows, shortswords, and slingshots—for
FAIRY'S WHISPER FEAT 1 the purposes of pro�ciency, you treat any of these that
KOKIRI LINGUISTIC MENTAL PRIMAL
are martial weapons as simple weapons and any that
Prerequisites you have a forest fairy familiar are advanced weapons as martial weapons.
Your fairy is able to communicate with you At 5th level, whenever you get a critical hit with one
surreptitiously. It gains telepathy with a range of 60 of these weapons, you get its critical specialization
feet, except it can only communicate with you and e�ect.
other fairies in this way.
LUMINOUS FAIRY FEAT 1
FAIRYLESS FEAT 1 KOKIRI
UNCOMMON KOKIRI Prerequisites you have a forest fairy familiar
You are one of the rare few kokiri without their own Your fairy is able to glow brightly to light the way for
fairy companion and were forced to learn how to you. Your forest fairy naturally sheds light like a torch;
survive on your own. Perhaps it was slain, left this light has the light and primal traits. Your forest
willingly, or some more unusual circumstance deprived fairy can extinguish or rekindle this light using a single
you of your fairy in the �rst place. You do not gain the action, which has the concentrate trait.
Forest Fairy ancestry feature. Instead, you gain two
additional 1st level ancestry feats. 5th Level

Special You can take this feat only at 1st level, and you
CLEVER FAIRY FEAT 5
KOKIRI
can't retrain out of this feat unless you are bestowed
another fairy by your tribe's sacred tree. Prerequisites you have a forest fairy familiar
Your forest fairy is able to give you helpful hints and
HARMLESS DEMEANOUR FEAT 1 tips. Choose one skill that can be used for Recall
KOKIRI Knowledge. For the purposes of Recalling Knowledge,
You carry yourself in a relaxed and childish way, your forest fairy familiar's modi�er for that skill is
putting others at ease. You gain the Glad-Hand skill equal to your level plus your class's key attribute
feat, even if you do not meet its prerequisites. modi�er, rather than just your level.
Additionally, you gain a +1 circumstance bonus to
initiative checks when you roll Deception for initiative. Special You can select this feat multiple times,
choosing a di�erent skill each time.
KOKIRI LORE FEAT 1
KOKIRI
MAGICAL WOODSHAPING FEAT 5
KOKIRI
You are a know-it-all when it comes to the cultural
practices of the kokiri. You become trained in Nature Prerequisites Woodshaper Kokiri heritage
and Survival. If you would automatically become Your pro�ciency with shaping wood has evolved into a
trained in one of those skills (from your background or magical ability. You can cast shape wood as an innate
class, for example), you instead become trained in a primal spell once per day.
skill of your choice.
You also gain the Additional Lore general feat for
Kokiri Lore.
Adventures in Hyrule

9th Level KOKIRI WEAPON EXPERTISE FEAT 13


ELUSIVE TRICKS FEAT 9 KOKIRI

Prerequisites Kokiri Weapon Familiarity


KOKIRI
You attack using your small weapons with masterful
You have learned a few magical tricks for avoiding
skill that belies their size. Whenever you gain a class
notice and keeping yourself safe. You can cast blur and
feature that grants you expert or greater pro�ciency in
invisibility as innate primal spells, each twice per day.
certain weapons, you also gain that pro�ciency in
When casting either of these spells this way, you must
blowguns, hatchets, shortbows, shortswords,
target yourself.
slingshots, and all kokiri weapons in which you are
UNVEILING FAIRY FEAT 9 trained.
KOKIRI
SHARED WHISPERS FEAT 13
Prerequisites you have a forest fairy familiar
KOKIRI
Your fairy can reveal deceptions. Your forest fairy
Prerequisites Fairy's Whisper
familiar can cast revealing light as an innate primal
Your fairy's silent communications extend to your
spell once per day.
allies. During your daily preparations, you may
WISDOM OF THE WOODS FEAT 9 designate up to �ve other creatures with whom you
KOKIRI are familiar; until your next daily preparations, your
Prerequisites Kokiri Lore fairy is able to communicate telepathically with those
creatures in addition to other fairies and its master.
You pride yourself on your knowledge of the ways of
the forest and its people. When you succeed at a 17th Level
check to Recall Knowledge using Nature, Survival or
Kokiri Lore, you gain additional information or context. SACRED TREE TRANSFORMATION FEAT 17
When you critically succeed at a check to Recall HEALING KOKIRI PLANT POLYMORPH PRIMAL VITALITY

Knowledge, at the GM’s discretion, you might gain WOOD

even more additional information or context than Frequency once per day
normal. Channeling the very essence of the Great Deku Tree,
you transform into its image. You gain the e�ects of
13th Level
one with plants, except you become a Huge tree, use
ARBOREAL CREATION FEAT 13 your AC if it is higher, can speak, are able to Cast and
KOKIRI Sustain Spells (using your branches or roots for the
Prerequisites Magical Woodshaping manipulate trait), and you are surrounded by a 20-foot
emanation with the e�ects of �eld of life. Although
You can shape wooden items out of primordial energy
Perception checks do not reveal your true nature as a
instead of existing materials. You can cast 4th-rank
kokiri, your sacred tree form bears your face, which
creation as an innate primal spell twice per day.
makes it obvious that you are an intelligent being.
BABA FORM FEAT 13
KOKIRI

You are able to turn into a fearsome deku baba. You


can cast 5th-rank plant form as an innate primal spell
once per day, but you must choose the �ytrap form. At
17th level, you may cast 6th-rank plant form instead.
Adventures in Hyrule

Korok
Spirits of the Great Deku Tree, koroks are as much an extension of the sacred tree as
they are their own people. Originally the kokiri, koroks are a curious and adventurous
species that, unlike their forest-bound ancestors, can be found all over the world
spreading the seeds of new forests.

Koroks are a curious people with bodies made of You Might…


wood and an innate spiritual connection to the land.
• Have a magical connection to woodlands, trees
Despite their natural curiosity, most koroks are very
or plants in general.
shy, only rarely showing themselves to other
ancestries. For this reason, many koroks live in secret, • Hide yourself away from others, almost on
even when making their home in a settlement; a hylian instinct.
may �nd themselves living alongside a korok without • Be easily distracted by a puzzle or challenge.
even knowing it!
If you want to play as a character with an intrinsic
Other Proaly…
connection to the woods and a penchant for mischief, • Think you are cowardly due to your proclivity
you should play a korok. for hiding.
• Easily overlook you, or underestimate your
abilities.
• Blame you for any acts of mischief.

Phyical Decription
Although the size of an individual korok can vary,
most koroks are no more than a couple of feet tall,
with the outward appearance of a sprouting tree.
Most koroks wear a mask made out of a large leaf
both as a matter of tradition and as a way to express
themeselves where their real faces fail to do so.
Koroks can live for hundreds of years, and thanks to
their shyness, often do.

ociety
Koroks form communities deep within woodlands,
away from the prying eyes of other ancestries, and
enjoy a rich communal culture steeped in tradition
that stretches back to their days as the kokiri. When a
korok is not living within such a community, they
travel the world acting as explorers, spreading seeds as
part of a special ceremonial pilgrimage. Although their
natural reaction to other ancestries is often to run and
hide, koroks form lifelong bonds with those they come
to trust, including outsiders.

elief
As direct descendants of the kokiri and creations of
the Great Deku Tree, koroks are a highly spiritual
people. Their faith tends to re�ect their connection to
the forest, with most koroks practicing some form of
druidic or spiritualist belief. Koroks who live further
a�eld may adopt the worship of local nature deities.
Popular Edicts explore the wilds, hide from others,
create and solve puzzles
Popular Anathema take kindness for granted, destroy
or corrupt nature
Adventures in Hyrule

Adventurer Rarity
Uncommon
Koroks have a deep curiosity for the wider world, leading to a good
number of them walking the path of an adventurer for little greater
reason than to see more of the world. Their reverence of nature and deep
Hit Point
8
spirituality means that druids and clerics are common among their
number, and their far-travelling tendencies encourage many to become
rangers and wandering bards. Some koroks place a great deal of belief in ize
'lucky' trinkets, which sometimes produces a korok thaumaturge. Small

Name peed
Korok names tend to follow the trend of their kokiri ancestors', being 25 feet
short and rarely more than two syllables long. Unlike the kokiri, however,
their names regularly make reference to di�erent kinds of plants, usually Attriute oot
being one which the korok feels a certain connection with. Dexterity
Wisdom
AMPL NAM Free
Aldo, Chio, Damia, Drona, Elma, Hestu, Hollo, Irch, Kula, Linder, Maca,
Makar, Oakin, Olivio, Peeks, Rown, Walton, Zooki
Attriute Flaw
Intelligence
Korok Heritages
Choose one of the following korok heritages at 1st level.
Language
Fungal Korok Hylian
A mushroom sprouted on your body one day, forming a symbiotic Deku
relationship. You are able to gain nourishment from decaying matter by Additional languages equal to your
Intelligence modi�er (if it's
feeding it to the fungus. You also gain darkvision.
positive). Choose from any
Leafy Korok languages to which you have
access (such as the languages
Your body is covered in soft leaves that slow your descent and soften
prevalent in your region).
landings. You take no damage from falling, regardless of the distance you
fall.
Trait
eedearer Korok Korok
You can produce special tree seeds that sprout rapidly. At dawn each day, Plant
a new seed is produced. You or an ally can plant this seed in an adjacent
space as a 2-action Interact activity, causing a Medium tree to Low­Light Viion
immediately sprout in that space. The tree has AC 10 and 10 Hit Points You can see in dim light as though
and can provide cover, but isn't large enough to impede movement it were bright light and you ignore
through its square. The tree continues to live and grow if conditions are
the concealed condition due to dim
light.
favorable. This e�ect has the plant and primal traits. If the seed isn't
planted before a new one is produced, it shrivels and dies.
Plant Nourihment
Towering Korok You gain nourishment in the same
You're an unusually large korok, taller than most hylians, and sporting a way as a tree, through a
canopy of leaves that provides you with shade. Your Size is Medium combination of photosynthesis and
absorbing minerals with your roots.
instead of Small. In addition, you treat environmental heat e�ects as if
You typically do not need to pay for
they were one step less extreme (incredible heat becomes extreme,
food. If you go without sunlight for
extreme heat becomes severe, and so on).
1 week, you begin to starve. You
can derive nourishment from
Ancestry Feats specially formulated bottles of
At 1st level, you gain one ancestry feat, and you gain an additional
sunlight instead of natural sunlight,
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level).
but these bottles cost 10 times as
As a korok, you select from among the following ancestry feats. much as standard rations (or 40
sp).
Adventures in Hyrule

1t Level THREATENING RATTLE FEAT 1


EYES OF THE DEEP WOODS FEAT 1 KOROK

Small seeds inside your body rattle around as you


KOROK
move, scaring away threats. As long as you can move,
Prerequisites low-light vision
you don't take a penalty when you attempt to
You've spent enough time in the deepest, darkest parts
Demoralize a creature that doesn't understand your
of the forest that your eyes have adapted to the
language.
gloom. You gain darkvision.
5th Level
Special You can select this feat only at 1st level, and
you can't retrain into or out of this feat. DEKU LEAF GLIDE FEAT 5
KOROK
FUNGAL FAMILIAR FEAT 1
You can produce a deku leaf from your body which
KOROK
slows your falls. You glide slowly toward the ground, 5
Prerequisites Fungal Korok heritage feet down and up to 25 feet forward through the air.
The mushroom growing on you has gained a degree of As long as you spend at least 1 action gliding each
sentience. You gain a familiar, except it is a fungus round and have not yet reached the ground, you
instead of an animal and is attached to you. Because it remain in the air at the end of your turn.
is symbiotically attached to your body, this familiar
has no Speeds and can never gain any, but always EVERGREEN FEAT 5
moves with you. KOROK

Like an evergreen tree, you adapt to any season's


HIDDEN PASSAGE FEAT 1 climate. You're una�ected by mild cold or heat
KOROK
environmental e�ects, and when you're in severe cold
You move through the wilds in ways that hide your or heat, you take the e�ects of mild cold or heat
presence. As long as you’re not in an urban instead. This doesn't protect you from extreme or
environment, you’re always considered to be Covering incredible cold or heat.
Tracks, even if you chose a di�erent activity in
exploration mode. FADE INTO THE FOREST FEAT 5
KOROK
HOLLOW CHEST FEAT 1 When you are in a forested area, you can attempt to
KOROK
Hide and Sneak, even when observed. On a success,
Through an opening you've developed, you can place you aren’t hidden or undetected, but other creatures
objects inside your hollow body. You can store a simply don’t take particular notice of you, even though
collection of up to 1 Bulk of objects within your body. they can see you. You can’t use this ability on
The DC of checks to Steal objects from inside your observers who have already seen you perform
body increases by 4. Additionally, if you store only one obtrusive or notable actions. If you perform any action
object within your body, you can draw it e�ortlessly other than to Hide or Sneak or otherwise take
into your hand as part of another action to use the particularly salient actions (GM’s discretion), observers
object. Drawing the item grants this other action the notice you right away.
manipulate trait.
GUARDIAN TREE FEAT 5
KOROK LORE FEAT 1 KOROK
KOROK
Prerequisites Seedbearer Korok heritage
Your people have a long history of revering nature Your special seeds create trees that are brie�y
through song and dance, and you follow that tradition. animated by magic to protect you and your allies.
You become trained in Nature and Performance. If you When your tree seed is planted, it protects you and
would automatically become trained in one of those adjacent allies for one minute, as protector tree.
skills (from your background or class, for example),
you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for
Korok Lore.
Adventures in Hyrule

RATTLING APPROACH FEAT 5 13th Level


KOROK
FADE INTO THE WILDS FEAT 13
Prerequisites Threatening Rattle
KOROK
When you rush towards a foe, you can rattle your
Prerequisites Fade into the Forest
seeds incredibly loudly to spook them. You Stride to be
You have a knack for disappearing in the wilderness.
adjacent to a foe and Demoralize that foe using
You can use Fade into the Forest in any environment
Threatening Rattle. If you succeed, the foe is
with untamed plant life (such as wild grasslands, an
frightened 2 instead of frightened 1.
overgrown ruin or an abandoned garden), not just
TREESPEAKER FEAT 5 forested areas.
KOROK
SPIRIT OF THE WOODS FEAT 13
You have a deep connection with trees that allows for
KOROK
some communication. You can ask questions of,
You can frequently disappear from view using primal
receive answers from, and use the Diplomacy skill
magic, a trick which has caused some to believe
with trees. If you are a fungal korok, you can also do
koroks to be ghosts. You can cast 4th-rank invisibility
the same with fungi.
as a primal innate spell once per hour.
9th Level
17th Level
FUNGAL GROWTH FEAT 9 SACRED TREE TRANSFORMATION
FEAT 17
KOROK
HEALING KOROK PLANT POLYMORPH PRIMAL VITALITY
Prerequisites Fungal Korok heritage
WOOD
Your symbiotic fungus is able to spread through a
Frequency once per day
measure of innate magic. You can cast fungal hyphae
Channeling the very essence of the Great Deku Tree,
and fungal infestation as 2nd-rank primal innate spells
you transform into its image. You gain the e�ects of
once per day each.
one with plants, except you become a Huge tree, use
GROWTH SPURT FEAT 9 your AC if it is higher, can speak, are able to Cast and
UNCOMMON KOROK Sustain Spells (using your branches or roots for the
Access Towering Korok heritage manipulate trait), and you are surrounded by a 20-foot
emanation with the e�ects of �eld of life. Although
You can brie�y grow to an incredible size. You gain
Perception checks do not reveal your true nature as a
2nd-rank enlarge as a primal innate spell. You can cast
korok, your sacred tree form bears your face, which
this spell twice per day and you must target yourself.
makes it obvious that you are an intelligent being.
PROPELLER LEAF FEAT 9
POWERFUL PROPELLER FEAT 17
KOROK
KOROK
Frequency once per day
Prerequisites Propeller Leaf
Prerequisites Deku Leaf Glide
Your propeller leaf has grown so strong that it can
Your deku leaf can spin rapidly, providing you with
carry you around all day long. You gain a �y Speed
temporary �ight. For 5 minutes, you gain a �y Speed
equal to your land Speed.
equal to your land Speed or 20 feet, whichever is
greater. SHAKALAKA SPELLS FEAT 17
SHAKA SPELLS FEAT 9 KOROK

KOROK Prerequisites Shaka Spells


You cast the signature spells of your people through You've mastered the magical dances that invoke your
strange chants and dances. You can cast oaken magic. You can cast nature's reprisal and tangling
resilience and invisibility each once per day as primal creepers each once per day as 6th-rank primal innate
innate spells. spells.
Adventures in Hyrule

Lizal
Whether living in lakes alongside the zora or making their dens in a volcano's cave
system much like a goron, lizalfos are adapatable survivors that populate the length
and breadth of Hyrule, usually living in an uneasy proximity to other ancestries.

As a highly territorial people, lizalfos communities You Might…


rarely �nd allies outside of their own kind.
• Be quick to act, for better or worse.
Nonetheless, their fearsome reputation means they can
often be found working as mercenaries for hire, • Follow an ancient tradition of martial prowess.
especially in the service of draconic creatures for • Fight tooth and nail to protect your home and
which they feel a certain kinship. Not all lizalfos loved ones.
follow the isolationist traditions of their compatriots,
however, and some have managed to integrate
Other Proaly…
themselves in Hylian society (though must battle the • Act guarded around you, at least until you prove
ire of their kind to do so). trustworthy.
If you want to play as a character with both sharp • Assume you are the servant of a powerful dragon
fangs and a sharp mind, you should play a lizalfos. or similar being.
• Appreciate you as an unfailing ally, even in the
face of overwhelming danger.

Phyical Decription
Standing taller than the average human, a matured
lizalfos possesses a long tail, fangs, and a body
covered in scales. Other features, such as the presence
of one or more horns, webbed feet or even wings
varies between individuals. Similarly, lizalfos scales
can be found in a dazzling variety of colorations, all
the way from muddy browns to brilliant yellow,
usually matching the environment they were born in.

ociety
Although lizalfos communities can be found scattered
far and wide across the land, an enduring
commonality between them is their close communities
and protective nature; each lizalfos is expected to
defend their home and neighbours to their last breath
if necessary. As a result, lizalfos tribes are often
coming into con�ict with other ancestries due to their
close proximity.

elief
Whether they live in close proximity to a draconic
being or not, most lizalfos pay some degree of respect
towards dragons and their ilk, and this is re�ected in
their most common choices for worship, usually being
a draconic spirit of some variety. Lizalfos rarely
sanctify as holy or unholy, but have a social tendency
towards lawfulness that stems from brutal
utilitarianism.
Popular Edicts revere draconic beings, �nd inventive
solutions to problems, guard your community
Popular Anathema abandon your allies, back out of a
challenge
Adventures in Hyrule

Adventurer Rarity
Uncommon
Although leaving their tight-knit communities for any extended period is
rare among the lizal, those that choose (or are forced) to do so create
similarly strong bonds with their adventuring party, treating them like a
Hit Point
8
family. Lizal �ghters often use advanced weaponry, and lizal inventors
usually create innovative new weapons. Their draconic connection means
that many lizal adventurers are draconic instinct barbarians, sorcerers ize
with the draconic bloodline or even witches who serve patrons they Medium
believe to be dragons. Others still favor the path of the ranger or monk,
utilising their survival instincts and natural weapons more than any peed
formal training. 30 feet

Name Attriute oot


Lizalfos are notorious for having names that prove di�cult to pronounce Dexterity
by non-lizalfos creatures due to their reliance on vocalizations produced Intelligence
by organs that they lack. As a result, lizalfos that regularly mingle with Free
others either take on simpli�ed versions of their names as nicknames or
use a title instead. Attriute Flaw
Wisdom
AMPL NAM
Axetail, Dyna, Firewing, Iiga, Khami, Skree, Stone�st, Toka
Language
Lizal Heritages Hylian
Lizal
Choose one of the following lizal heritages at 1st level.
Additional languages equal to your
Aeralfo Intelligence modi�er (if it's
positive). Choose from any
Your adaptations include a pair of �lmy wings that assist with movement.
languages to which you have
When Leaping horizontally, you move an additional 5 feet. In addition,
access (such as the languages
you don't automatically fail your checks to High Jump or Long Jump if prevalent in your region).
you don't Stride at least 10 feet �rst.

Cave Lizalfo Trait


Humanoid
Sticky pads on your hands and feet assist with climbing. You gain the
Lizal
Combat Climber skill feat, even if you don't meet the prerequisites. As
long as you aren't wearing footwear, you can use the sticky pads on your
feet to climb, leaving your hands free. Additionally, if you succeed at an Low­Light Viion
Athletics check to Climb, you critically succeed instead.
You can see in dim light as though
it were bright light and you ignore
Chameleon Lizalfo the concealed condition due to dim
light.
You are able to subtly change the colors of your scales to match your
environment better. You gain the Terrain Stalker general feat for one type
of terrtain that matches your scales (for example, underbrush for green
scales) even if you do not meet the prerequisites, and you may choose
sand instead of the usual options. When you're in an area where your
coloration is roughly similar to the environment, you can use a single
action to adjust your scales and blend into your surroundings. This grants
you a +2 circumstance bonus to Stealth checks until your surroundings
shift in coloration or pattern.

Waterorne Lizalfo
You were born in a swamp, river or lake, and have a form adapted to
cutting through water. You gain a 15-foot swim Speed.
Adventures in Hyrule

Ancestry Feats FEARSOME FEATURE FEAT 1


At 1st level, you gain one ancestry feat, and you gain LIZAL
an additional ancestry feat every 4 levels thereafter (at
You possess a physical feature that is especially suited
5th, 9th, 13th, and 17th level). As a lizal, you select
to combat, and you have honed it to a point. You gain
from among the following ancestry feats.
one of the following unarmed attacks. The attack is in
1t Level the brawling group.

CLIMATE ADAPTATION FEAT 1 Claw 1d4 slashing (agile, �nesse, unarmed, versatile P)
LIZAL Fangs or Horn 1d6 piercing (�nesse, unarmed)
Your scales are adapated to resisting the worst of your Tail 1d6 bludgeoning (sweep, unarmed)
environment. When you take this feat, select either
Special You can take this feat up to two additional
heat or cold. If you selected heat, you gain �re
times to gain additional unarmed attacks.
resistance equal to half your level (minimum 1) and
environmental heat e�ects are one step less extreme LIGHTNING TONGUE FEAT 1
for you; if you selected cold, you gain cold resistance LIZAL
equal to half your level (minimum 1) and
You have a long, sticky tongue that you can rapidly
environmental cold e�ects are one step less extreme
uncurl. You Interact to pick up a single unattended
for you.
object of light Bulk or less within 10 feet of you. If you
Special You can select this feat only at 1st level, and don't have enough hands free to hold the object, it
you can't retrain into or out of this feat. falls to the ground in your space.

ELEMENTAL ATTACK FEAT 1 LIZAL WEAPON FAMILIARITY FEAT 1


ARCANE LIZAL LIZAL

You are able to unleash a special elemental attack. You are an ardent student of lizalfos battle strategy,
When you gain this feat, select electrical discharge, and have learned to use the full variety of your
�re breath or ice spit; this choice cannot be changed people's weaponry. You gain access to all uncommon
later. When you use this activity, you deal 1d4 damage weapons with the lizal trait. You have familiarity with
of the listed type in the listed area. This feat gains the weapons with the lizal trait plus boomerangs,
trait corresponding to the energy damage type. gauntlets, longswords, shortswords, and spears—for
the purposes of pro�ciency, you treat any of these that
Electrical Discharge electricity, 5-foot emanation are martial weapons as simple weapons and any that
Fire Breath �re, 15-foot cone are advanced weapons as martial weapons.
Ice Spit cold, 10-foot burst within 30 feet At 5th level, whenever you get a critical hit with one
of these weapons, you get its critical specialization
In any case, each creature in the area must attempt a e�ect.
basic re�ex saving throw against the higher of your
class DC or spell DC. You can't use this ability again for SLITHERING LIZARD FEAT 1
1d4 rounds. At 3rd level and every 2 levels thereafter, LIZAL
the damage increases by 1d4. You have a long, �exible body that helps with moving
rapidly even while prone. You can Crawl up to half
Special You can select this feat only at 1st level, and
your Speed, instead of only 5 feet.
you can't retrain into or out of this feat.
5th Level
EYES OF THE PREDATOR FEAT 1
LIZAL ADDITIONAL ADAPTATION FEAT 5
Prerequisites low-light vision LIZAL

Though all lizalfos can see through shadows, your You have grown an additional powerful adaptation to
eyes can spot prey even in pitch darkness. You gain your environment. You gain the bene�ts of another
darkvision. lizal heritage, and you qualify for feats as though you
also have that heritage.
Special You can select this feat only at 1st level, and
you can't retrain into or out of this feat.
Adventures in Hyrule

AERALFOS GLIDE FEAT 5 RAPID STEPS FEAT 9


LIZAL LIZAL

Prerequisites Aeralfos heritage You are able to move quickly, even whilst guarding
Your wings grow strong enough to gently glide. You yourself against reprisals. You Step twice.
glide slowly toward the ground, 5 feet down and up to
UNLEASHED ELEMENT FEAT 9
25 feet forward through the air. As long as you spend
LIZAL
at least 1 action gliding each round and have not yet
reached the ground, you remain in the air at the end of Prerequisites Elemental Attack
your turn. You are able push yourself when unleashing your
elemental attack to increase its power. When you use
CAVE CLIMBER FEAT 5 Elemental Attack, you can choose to increase its
LIZAL damage to d8s and its area to a 10-foot emanation for
Prerequisites Cave Lizalfos heritage electrical discharge, 30-foot cone for �re breath, or
Your skill at climbing has reached new heights. You 20-foot burst for ice spit. If you do, you can't use
gain a 15-foot climb Speed. Elemental Attack for 1 hour.

DEEP DIVER FEAT 5 13th Level


LIZAL
LIZAL WEAPON EXPERTISE FEAT 13
Prerequisites Waterborne Lizalfos heritage LIZAL
You are especially good at diving deep to pursue prey.
Prerequisites Lizal Weapon Familiarity
You gain the Underwater Marauder skill feat and
Your talents with lizalfos weapons grow alongside you.
Breath Control general feat, even if you don't meet the
Whenever you gain a class feature that grants you
prerequisites.
expert or greater pro�ciency in certain weapons, you
SWIFT SWIMMER FEAT 5 also gain that pro�ciency in boomerangs, gauntlets,
LIZAL longswords, shortswords, spears and all lizalfos
weapons in which you are trained.
Prerequisites Waterborne Lizalfos heritage
You swim almost as swiftly as you sprint. Your swim SHORT-HAUL FLIGHT FEAT 13
Speed increases to 25 feet. LIZAL

TONGUE DISARM FEAT 5 Prerequisites Aeralfos heritage


LIZAL
Frequency once per day
Your wings can be stretched wide enough to grant you
Prerequisites trained in Athletics; Lightning Tongue
true �ight over short distances, but doing so is taxing.
You attempt to yank an object out of a foe's grip using
You gain a �y Speed equal to your land Speed for 10
your sticky tongue. You attempt to Disarm a creature
minutes.
within 10 feet, ignoring the requirement that you must
have at least one hand free. 17th Level
9th Level INNER DRAGON FEAT 17
AERIAL SURGE FEAT 9 LIZAL

LIZAL
There is a dragon inside you just waiting to be
unleashed, and you know how to invoke that form.
Prerequisites Aeralfos heritage
Choose one type of common dragon or another type to
Frequency once per round
which your GM allows access; you can cast 6th-rank
Your wings have strengthened through use, allowing
dragon form as an innate spell twice per day, but you
you to �ing yourself through the air. You Fly up to half
must choose the same type of dragon as you chose for
your land Speed. If you don't end your movement on
this feat. You cast this spell using a tradition of your
solid ground, you fall at the end of your turn.
choice, chosen when you take this feat.
Adventures in Hyrule

LONG-HAUL FLIGHT FEAT 17


LIZAL

Prerequisites Short-Haul Flight


Repeatedly �exing your wings has strengthened them
enough to provide �ight e�ortlessly. You gain the
e�ects of Short-Haul Flight at all times, rather than
just once per day for 10 minutes.
Adventures in Hyrule

Minish
Also known as picori by hylians, minish are diminutive creatures of mouse-like
appearance and alien to the Material Plane. Able to travel to and from the Minish
Realm only once every century, the discovery of a minish in Hyrule is rare indeed.
Though tiny in size, the minish are known to subtly in�uence the a�airs of Hyruleans
for good or ill, and it is therefore a common superstition that the minish are behind
events both fortuitous and disastrous.

Believed to only reveal themselves to the pure-hearted, If you want to play as a mysterious and curious
especially children, the tiny minish are seen as more spirit of fortune that views the world from a di�erent
myth than fact in many places within Hyrule. perspective, you should play a minish.
Sometimes mischievous and sometimes helpful, the
minish are a �ighty ancestry with a keen interest in the You Might…
a�airs of larger ancestries. Amongst their many • Live alongside unsuspecting humanoids, helping
strange customs is the creation of kinstones, tiny or playing pranks on them.
medallions which the minish split in half, hiding each • Have a large collection of kinstone fragments
half in a di�erent place. It is said that if these that you have accumulated over your travels.
fragments are found and reunited, various magical • Form powerful bonds with others, even if they
e�ects can occur. aren't aware of your existence.

Other Proaly…
• Believe you to be just a myth, and act surprised
upon seeing you.
• Assume you are completely purehearted and
sel�ess.
• Believe you are to thank or blame for various
chance-based occurrences.

Phyical Decription
Minish are outwardly mouse-like, with snouts, clawed
feet and beady eyes, but also possess long ears and
sometimes an even longer tailfeather, giving them an
altogether alien appearance. Minish usually have fair
hair and pale skin, expressing their di�erences more
through their choice of clothes than genetic variation.
The natural lifespan of a minish is around 150
years, with most minish therefore only experiencing
one opportunity to cross to or from the Minish Realm
in their lifetime.

ociety
Minish tend to form close-knit communities,
understanding that strength in numbers is often
necessary for their survival. Urban minish, however,
usually live in more loose collectives due to the
relative safety of living amongst larger peoples. Most
communities of minish are led by an elder, who is
usually the most knowledgable amongst them.
Adventures in Hyrule

elief Rarity
Rare
Above all else, the minish possess an unfailing community spirit, but are
in turn generally untrusting of those from outside of their immediate
community. Though occasionally prone to mischief, minish generally take
Hit Point
6
their duties seriously and most �nd joy in the act of creation.
Popular Edicts work hard, demand no thanks, keep your friends close
Popular Anathema leave a task un�nished, expose a secret ize
Tiny
Adventurer
Minish adventurers explore a world much larger to them than most peed
others. Their traditions of magic and arti�ce mean that many minish 20 feet
adventurers have training as wizards and, in the case of town minish,
inventors. Forest and mountain minish more regularly become druids and Attriute oot
occasionally rangers specialized in their home terrain. While their size Dexterity
normally works against them becoming e�ective martial combatants, they Intelligence
are highly resourceful, perceptive and stealthy; a natural �t for Free
investigators and rogues.
Attriute Flaw
Name Strength
Minish names are mostly varied, consisting of two or three syllables,
although a near universal quality of them is that they end in the letter 'i',
Language
or sometimes 'o'. Hylian
Minish
AMPL NAM Additional languages equal to your
Belari, Ezlo, Festari, Gentari, Kokari, Librari, Melari, Pelati, Temto, Vaati Intelligence modi�er (if it's
positive). Choose from any
Minish Heritages languages to which you have
Choose one of the following minish heritages at 1st level.
access (such as the languages
Foret Minih prevalent in your region).

You are a forest minish, possessing a long tailfeather and extensive


knowledge of woodlands. You can always use the Take Cover action Trait
Humanoid
when you are within forest terrain to gain cover, even if you're not next to
Minish
an obstacle you can Take Cover behind. Additionally, you gain the
Terrain Stalker skill feat for underbrush.
Low­Light Viion
Mountain Minih You can see in dim light as though
You are a mountain minish, known for mining kinstones and precious it were bright light and you ignore
ores. When Climbing rocks or unworked stone, you move at half your
the concealed condition due to dim
light.
Speed on a success and at full Speed on a critical success (and you move at
full Speed on a success if you have Quick Climb). This doesn't a�ect you
if you're using a climb Speed. Additionally, you gain the Terrain Stalker
skill feat for rubble.

Town Minih
You are one of the town minish, who secretly live alongside larger
ancestries. You gain two additional languages of your choice, chosen from
among the common and uncommon languages available to you (usually
those spoken by the larger ancestries in your home settlement).
Additionally, you gain the Terrain Stalker skill feat, except it functions in
indoor urban environments instead of the usual choices.

Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level).
As a minish, you select from among the following ancestry feats.
Adventures in Hyrule

1t Level TAILFEATHER TALENTS FEAT 1


CUTLERY COMBATANT FEAT 1 MINISH

Prerequisites Forest Minish heritage


MINISH
You can use your long tailfeather to aid in balance and
With appropriately-sized weapons being hard to come
slow your descent. You gain the Steady Balance and
by, you've learned to �ght with whatever is on hand.
Cat Fall skill feats as bonus feats, even if you aren't
You don't take the normal –2 penalty to attack rolls
trained in Acrobatics.
with improvised weapons.
At 5th level, whenever you get a critical hit with an 5th Level
improvised weapon, you get its critical specialization
e�ect. The GM determines which critical specialization
CIRCUIT BREAKER FEAT 5
e�ect is most applicable, based on the type of object. MINISH

Prerequisites trained in Crafting


KEEN SNOUT FEAT 1 You leverage your small size to slip between the joints
MINISH
and gears of machines, sabotaging them from within.
Your mouse-like snout is keener than most. You gain As long as you are in the same space as a mechanical
imprecise scent with a range of 30 feet. This means hazard or creature with the construct trait, your
you can use your sense of smell to determine a attacks against that hazard or creature ignore the �rst
creature’s location. The GM will usually double the 5 points of its Hardness.
range if you’re downwind from the creature or halve
the range if you’re upwind. COLLABORATIVE CRAFTER FEAT 5
DOWNTIME MINISH
MINISH ARTIFICE FEAT 1 Prerequisites trained in Crafting, Town Minish heritage
MINISH
You are practiced in helping craftsmen �nish their
The minish are known for creating wondrous magical projects whilst they sleep. You gain the Communal
items, and you have apprenticed in those arts. You Crafting skill feat. When acting as a helper for
gain the trained pro�ciency rank in Crafting. If you Communal Crafting, you do not reduce your level by 1
would automatically become trained in Crafting (from when calculating your cost reduction.
your background or class, for example), you instead
become trained in a skill of your choice. You gain the DIMINISHER FEAT 5
Magical Crafting skill feat as a bonus feat, even if you MINISH
don’t meet the prerequisites. You are able to shrink others to your miniature size.
You can cast shrink as an innate arcane spell once per
MINISH LORE FEAT 1
day. At 12th level, the spell is heightened to 6th level.
MINISH

You have absorbed your village elder's knowledge FEATHER FLUTTER FEAT 5
about the minish's long history of coexistence with MINISH
larger people. You become trained in Society and Prerequisites Forest Minish heritage
Stealth. If you would automatically become trained in Your tailfeather allows you to descend safely from
one of those skills (from your background or class, for high branches. You �utter slowly toward the ground, 5
example), you instead become trained in a skill of your feet down and up to 25 feet forward through the air.
choice. As long as you spend at least 1 action �uttering each
You also gain the Additional Lore general feat for round and have not yet reached the ground, you
Minish Lore. remain in the air at the end of your turn.
NIGHT EYES FEAT 1
MINISH

Your eyes are adapted to darkness, likely because you


used nightfall to move unnoticed. You gain darkvision.

Special You can select this feat only at 1st level, and
you can't retrain into or out of this feat.
Adventures in Hyrule

KINSTONE CRAFTING FEAT 5 17th Level


UNCOMMON MINISH
ETERNAL INVISIBILITY FEAT 17
Prerequisites expert in Crafting, Magical Crafting
ARCANE ILLUSION MINISH
You are one of the minish who create and split
Prerequisites Blend In
kinstones, and you have developed a keen eye for
You move invisibly through the world. Whenever you
matching them. You gain access to green, blue and red
spend 10 minutes without performing a hostile action,
kinstones, and you may Craft individual kinstone
you may become invisible. If you use a hostile action,
pieces. When you select this feat, you immediately add
this e�ect ends after that hostile action is completed.
the formulas for all uncommon kinstones to your
You may Dismiss this e�ect.
formula book.
FEATHERLIGHT FLIGHT FEAT 17
9th Level
MINISH
BLEND IN FEAT 9 Prerequisites Tailfeather Talents or Feather Flutter
MINISH Your tailfeather has grown strong enough to provide
Your ability to blend in manifests in innate magical true lift; you can �y! You gain a �y Speed equal to your
abilities. You gain disguise magic and invisibility as land Speed.
2nd-rank innate arcane spells. You can target only
yourself with invisibility, and you must be the primary
OPENER OF THE DOOR FEAT 17
target of disguise magic. You can cast each spell once UNCOMMON MINISH

per day. You need not wait a century to return to your home
realm. You gain interplanar teleport as an arcane
UNOBTRUSIVE COOPERATION FEAT 9 innate spell, which you can cast twice per week. This
MINISH can be used only to travel back and forth between the
When you aid others with tasks, you utilise your size Minish Realm and the Material Plane, and any allies
to avoid intereference. On a critical success to Aid, you you bring with you are a�ected by shrink as long as
grant your ally a +3 circumstance bonus if you have they remain in the Minish Realm. You can act as the
expert pro�ciency in the skill (rather than +2), and you spell focus, and you don’t require a planar key.
grant your ally a +4 circumstance bonus if you have
master pro�ciency (rather than +3). If you roll a critical
failure on a check to Aid, you don’t give your ally a –1
circumstance penalty to their check.

13th Level
DEFT DIMINISHING FEAT 13
MINISH

Prerequisites Diminisher
Miniaturising your allies is especially easy for you. You
may cast your innate 2nd-rank version of shrink once
per ten minutes instead of once per day.

SLIP AWAY FEAT 13


MINISH

Trigger A creature grabs, immobilizes, or restrains you.


Sometimes a quick getaway has been instrumental in
remaining hidden from the world, and you've honed
your escape artistry to a re�ex. You attempt to Escape.
Adventures in Hyrule

Mogma
Whether in the depths of a dungeon, an active quarry, or the bustling streets of a city,
a mogma always keeps an eye out for opportunities to pro�t. Characterized by their
mole-like features, mogmas are primarily a subterranean ancestry, though they may be
found scattered across Hyrule due to their insatiable urge to seek out treasure both
above and below the surface.

While many would characterize a mogma's pro�t- You Might…


driven behavior as greedy, a mogma knows better; it is
• Have an urge to collect valuable treasures,
the goal of every mortal to improve their lot in life,
especially those that come from the earth.
after all, and so everyone is a treasure hunter in their
own way. Fittingly, the majority of mogma • Be ready and willing to risk your life for pro�t.
interactions with other ancestries involve trade or • Take debts and obligations very seriously, even
cooperation in pursuit of mutual pro�t. Many purely social ones.
mogmas have a special a�nity for precious metals and
gemstones, though some instead opt for less opulent
Other Proaly…
prizes, such as the irresistible taste of fresh vegetables. • Assume you are attempting to pro�t from any
If you want to play a character who is a natural- interaction with them.
born treasure hunter, you should play a mogma. • Believe you possess a sixth sense for �nding
precious metals.
• Trust you to keep your promises.

Phyical Decription
Mogmas resemble vaguely humanoid moles two to
four feet tall, with large claws and a covering of
velvety fur. As well as their coat of fur, mogmas often
grow head and facial hair; fur colors are usually
lighter shades of gray or yellow, but hair color is much
more varied, with shades of blue and green alongside
the more common browns and blondes. Their
subterranean adaptations have resulted in long arms
that terminate in dextrous claws, but also notably
shorter and thinner legs. A mogma also possesses a
large, round tail that aids them in balance.

ociety
In their subterranean homeland, mogmas carve out
elaborate burrows to form settlements. These
settlements are often e�ciently organized and sustain
themselves through mining and trading, usually
sending small merchant caravans to the surface to
conduct business. Aboveground, permanent mogma
settlements are both much rarer and smaller, usually
taking the form of farming villages that trade food for
ore with their underground neighbours. Surface
mogma more commonly live nomadic lifestyles,
drifting from place to place in the pursuit of pro�t.
Many outsiders judge mogma society to be especially
civilized even compared to Hyrule's urban centers, a
fact which the mogma pride themselves in.
Adventures in Hyrule

elief Rarity
Rare
Mogmas value the ful�lment of promises and the repayment of debts, and
generally shun those who renege on a promise or attempt to escape a fair
debt. They tend to be welcoming of outsiders into their homes, seeking
Hit Point
8
cooperation before con�ict. While they are known as hard workers,
mogmas generally believe that good rest is as important as good work.
Popular Edicts work hard to earn a pro�t, enjoy the fruits of your labor ize
Popular Anathema break a promise, destroy an item of signi�cant value Small

Adventurer peed
By far the most common motivation for a mogma to become an 20 feet
adventurer is pro�t, and many mogma adventurers consider themselves to
be professional treasure hunters rather than heroes. In the pursuit of Attriute oot
treasure, many mogmas are attracted to the rogue and investigator Constitution
classes, though others lean into their sharp claws and hardy nature and Charisma
train as �ghters and monks. Those with a strong dedication to upholding Free
oaths may become champions, especially paladins or tyrants. Finally, a
mogma's connection to earth and metal may go beyond a simple desire to Attriute Flaw
collect it, resulting in a kineticist with a corresponding elemental gate. Wisdom

Name Language
Owing to the cultural signi�cant they place on such items, many mogmas Hylian
name themselves after treasures of the earth, such as precious ores or Mogma
gemstones. Most mogma have short, one- or two-syllable names, designed Additional languages equal to your
for e�cient and rapid communication. Intelligence modi�er (if it’s
positive). Choose from any
AMPL NAM languages to which you have
Bronzi, Dyma, Emeral, Guld, Kobal, Kortz, Ledd, Merco, Nackle, Plats, access (such as the languages
Rads, Rupi, Sappho, Silva, Tubert, Tyto, Yamm, Zanc prevalent in your region).

Mogma Heritages Trait


Choose one of the following mogma heritages at 1st level.
Humanoid
Firefur Mogma Mogma
You hail from a volcanic region, and your fur is �ame resistant. You gain
�re resistance equal to half your level (minimum 1), and you treat Darkviion
environmental heat e�ects as if they were one step less extreme (incredible
You can see in darkness and dim
light just as well as you can see in
heat becomes extreme, extreme heat becomes severe, and so on).
bright light, though your vision in
Quarryclimer Mogma darkness is in black and white.
You always had to climb to get around your home. You gain the Combat
Climber skill feat, even if you don't meet the prerequisites. You can use Claw
your strong tail to Climb, leaving your hands free. Additionally, if you Your sharp claws prove to be
e�ective in combat as well as
succeed at an Athletics check to Climb, you critically succeed instead.
digging. You have a claw unarmed
niffer Mogma attack that deals 1d4 slashing
damage and has the agile and
You come from a family of mogmas whose long noses are especially
�nesse traits.
sensitive. You gain imprecise scent with a range of 30 feet. In addition,
you gain a +2 circumstance bonus to Survival checks to Track creatures
that you have previously sensed with your scent. Mole Mitt
Your hands end in long, strong
quihy Mogma claws that can be used to dig much
faster than a shovel. You can
A soft, squishy body helps you to �t into even the smallest tunnels. You
Burrow through up to 5 feet of dirt,
gain the Quick Squeeze feat as a bonus feat, even if you aren't trained in
sand, or a similar loose material per
Acrobatics. Tight spaces not tight enough to require the Squeeze action
round in this way, leaving a tunnel
aren't di�cult terrain for you. if you wish.
Adventures in Hyrule

Ancestry Feats MOGMA LORE FEAT 1


At 1st level, you gain one ancestry feat, and you gain MOGMA
an additional ancestry feat every 4 levels thereafter (at
Your elders armed you with the traditional knowledge
5th, 9th, 13th, and 17th level). As a mogma, you
of your people and their treasure hunting ways. You
select from among the following ancestry feats.
gain the trained pro�ciency rank in Crafting and
1t Level Thievery. If you would automatically become trained in
one of those skills (from your background or class, for
APPRAISER'S EYE FEAT 1 example), you instead become trained in a skill of your
MOGMA
choice.
You sort treasure from trinkets using a �nely-honed You also gain the Additional Lore general feat for
instinct. You become trained in Crafting and gain a +1 Mogma Lore.
circumstance bonus on all Crafting checks made to
Recall Knowledge. If you would automatically become MUD RUNNER FEAT 1
trained in Crafting, you instead become trained in a MOGMA
skill of your choice. In addition, you gain the Crafter's You are adept at moving through mud and muck.
Appraisal skill feat. When you use the Step action, you can ignore di�cult
terrain caused by dirt, mud, or ooze. In addition, when
HIDEY HOLE FEAT 1 you use the Acrobatics skill to Balance on narrow
MOGMA
surfaces or uneven muddy ground, you aren’t o�-
Requirements You are standing on dirt, sand, snow, or guard, and if you roll a success on the Acrobatics
similar particulate material. check, you get a critical success instead.
You can rapidly entrench yourself into the ground. You
dig a pit in the square you currently occupy, large
RAZOR CLAWS FEAT 1
enough to contain yourself. While inside the pit you MOGMA

have cover from creatures outside of it, and creatures You have sharpened your claws to a point. Your claw
outside the pit have cover from you. Moving out of the attack deals 1d6 slashing damage instead of 1d4 and
pit is considered di�cult terrain, and as soon as you gains the versatile (piercing) trait.
do the pit collapses, �lling itself back in; the square
5th Level
that the pit occupied becomes uneven di�cult terrain.

INVENTORY MANAGER DEFLECTING CLAW FEAT 5


FEAT 1
MOGMA
MOGMA
Requirements You have a free hand.
Many mogmas carry all of their valuables with them at
You can use your claws like blades to de�ect attacks.
all times, carefully arranged into packs �lled to
You gain a +1 circumstance bonus to AC until the start
bursting. You can �t an additional 50% of the listed
of your next turn as long as you continue to meet the
Bulk capacity into mundane storage containers or
requirements; this bonus increases to +2 if both of
vehicles. For example, you can �t 6 Bulk in a
your hands are free.
backpack, or 12 Bulk in a chest. This doesn't alter the
items' Bulk, nor does it change how much you can DEFT DIGGING FEAT 5
store in a magical or extradimensional storage space, MOGMA
such as a bag of holding.
You've become incredibly pro�cient at tunneling
KNUCKLE-WALKER FEAT 1 through the earth. You gain a burrow Speed of 10 feet.
MOGMA DOWSING SNOUT FEAT 5
Since your arms are much longer than your legs, MOGMA
you've learned to move more quickly by using your
Prerequisites Sni�er Mogma
hands instead of your feet. As long as you have both
Incredibly, you've learned to sni� out hidden metals
hands free, you gain a +5-foot circumstance bonus to
with almost supernatural accuracy. Your scent can
your Speed.
detect the presence of metal, and you can discern the
general type of metal you smell. This does not give
you any further information on detected metals such
as their purity.
Adventures in Hyrule

OATHKEEPER FEAT 5 MAGNETIC CLAWS FEAT 9


MOGMA MOGMA

Mogmas are known for being honest negotiators, and Your claws have somehow become magnetized, and
you exemplify this perfectly. You gain a +1 you can brie�y intensify their magnetism. You gain a
circumstance bonus to Perception checks to Sense +1 circumstance bonus to checks to Disarm metal
Motive and to Perception DCs against attempts to Lie weapons and Climb metal surfaces as long as you use
to you. Furthermore, you gain a +2 circumstance a free hand in the attempt. In addition, you can cast
bonus to Diplomacy checks to convince others you magnetic attraction once per day as a 2nd-rank primal
speak the truth when you are telling the truth, and innate spell, but you must draw the objects to
you take a –4 circumstance penalty to Lie and to your yourself.
Deception DC against Sense Motive.
13th Level
TREASURE-STAINED FEAT 5 INSTANT TUNNEL
FEAT 13
MOGMA
UNCOMMON MOGMA
A life of digging for precious ore has left permanent
The earth parts at your command. You can cast magic
�ecks of those metals on your body. Choose cold iron
passage as a 5th-rank primal innate spell once per day,
or silver. Your unarmed attacks have the special
except it can be used only to open passages through
properties of a weapon made of that metal. If you are
earth or stone.
at least 13th level, you can choose adamantine instead
of just cold iron or silver. FULL-SPEED BURROWING FEAT 13
MOGMA
Special You can take this ancestry feat multiple times,
choosing a di�erent metal each time. Prerequisites Deft Digging
You storm through the earth at full speed. Your burrow
9th Level Speed increases to be equal to your land Speed.
CLAWED CLIMB FEAT 9 MINE CRAFTER FEAT 13
MOGMA MOGMA
Prerequisites Quarryclimber Mogma You are able to dig wide tunnels without sacri�cing
Your claws easily �nd purchase on cli� faces and speed, allowing your larger allies to pass. When you
dungeon walls alike. You gain a climb Speed of 10 feet. Burrow, you may create a tunnel up to two sizes larger
than you, or one size larger if you are Medium or
EARTHSENSE FEAT 9
larger. Normally, this allows a Small mogma to create a
MOGMA
tunnel large enough for a Large creature to �t in.
You have become in tune with the earth around you,
able to sense even the smallest vibrations upon it. You 17th Level
gain tremorsense as an imprecise sense with a range MASTER MITTS FEAT 17
of 30 feet.
MOGMA
EXPLOSIVE EMERGENCE FEAT 9 Prerequisites Mole Mitts
MOGMA MOVE When you burrow, even solid stone cannot stop your
Frequency once per 10 minutes tunnelling. You can Burrow through any earthen
Prerequisites You have a burrow Speed matter, including rock. You always leave a tunnel when
You burst from the ground with explosive force. You Burrowing through a solid material.
Burrow directly upwards. If you reach the surface
during this Burrow, you Leap out of the ground as dust
and dirt explode outwards, creating di�cult terrain in
a 5-foot emanation around the space you emerged
from. In addition, creatures in the emanation are
subjected to the e�ects of shockwave with a DC equal
to the higher of your class DC or spell DC.
Adventures in Hyrule

Rito
An evolved form of the zora necessitated by their inability to survive in the ethereal
Great Sea, the rito are an avian species of humanoids typically found on islands and in
mountainous regions. Though originally isolated to their island communities, rito have
gradually spread out across Hyrule and even beyond, forming roosts together even in
some of the most unlikely places and integrating with greater society by taking
advantage of their gift of �ight.

Although the rito often serve as mail carriers, If you want to play a character who possesses aerial
messengers and travel guides for other ancestries, abilities, is loyal and hardworking, and enjoys travel,
much of their history and culture remains a mystery to you should play a rito.
the average resident of Hyrule. The rito are generally
highly religious, in part because of their reliance on You Might…
the primal force of wind but also because they owe • Work in a sector that lets you take advantage of
their ancestry's survival to Valoo - a dragon deity that your natural abilities, such as delivery.
sheltered them during the period of upheaval that • Worship the patron deity of your people or a
their transformation caused. pantheon of deities related to your daily
activities.
• Be boastful or prideful about your various skills
and talents.

Other Proaly…
• Expect you to make deliveries for them without
compensation.
• Overestimate your inherent �ying ability.
• Do not know about your ancestry's origins, or
misunderstand your history.

Phyical Decription
Depending on their heritage, a rito is either partially
or entirely covered in feathers, usually colored
similarly to the birds native to their birthplace. They
stand a little taller than hylians when fully grown, and
have thin limbs. Rito also possess curved beaks either
above or as part of their mouths.
Overall, the rito are relatively short-lived, usually
only living to around 40 years old, and it is therefore
seen as imperative among rito communities to pass
down knowledge and experiences.

ociety
The majority of rito live in relatively small
communities known as roosts or tribes, led by an
elder. Many rito communities also defer to a patron
entity, traditionally a dragon, which serves as both
their spiritual leader and protector. In order to enrich
their communities, the rito are known to often seek
work outside of their roost, returning any pro�ts
made to their home village. Much like their zoran
forebears, music remains an important part of rito life,
and it is often created to preserve their ancestral
history by telling it through song.
Adventures in Hyrule

elief Rarity
Common
Stemming all the way back to their original guardian, Valoo, the rito have
venerated a host of deities for their contribution to the rito way of life,
and take their religious duties seriously. Rito commonly love a good story
Hit Point
8
or song, especially one which imparts a message or lesson.
Popular Edicts experience a variety of cultures, share your knowledge
through art, work expediently ize
Popular Anathema forsake your responsibilities, waste time Medium

Adventurer peed
Many rito make excellent rangers and druids due to their wide knowledge 25 feet
of natural terrain, and can become powerful �ghters, swashbucklers and
monks that utilise their natural mobility. Songbird rito, speci�cally, make Attriute oot
for powerful singing bards and deceptive rogues. Dexterity
Free
Name
Due to their origins as zora, rito naming conventions in traditional
Language
communities tend to be similar to those of their zora ancestors, but more Hylian
progressive roosts integrate naming styles unique to their tribe. Zoran
Additional languages equal to your
AMPL NAM Intelligence modi�er (if it’s
Bedoli, Fyson, Kass, Komali, Medli, Nekk, Quill, Revali, Teba, Verla positive). Choose from any
languages to which you have
Rito Heritages access (such as the languages
Choose one of the following rito heritages at 1st level. prevalent in your region).
eaird Rito
You are a seabird rito, commonly found in island communities, possessing
Trait
Humanoid
only a partial covering of white plumage. Your people have developed the
Rito
skills necessary to navigate the vast Great Sea. You are trained in Survival.
You also gain a +1 circumstance bonus to Survival checks to Sense
Direction as long as you can see the sky, and you don't take a penalty to Low­Light Viion
You can see in dim light as though
Sense Direction when you lack a compass.
it were bright light and you ignore
Wildird Rito the concealed condition due to dim
light.
Your people make their homes in forest canopies, and you've learned to
watch your steps carefully and keep a �rm grip on the branches. You
become trained in Acrobatics, and you gain the Steady Balance skill feat. Wing
As long as you move half your Speed or less, you do not need to Balance
When Leaping horizontally, you
move an additional 5 feet. You don't
to move across narrow surfaces, such as branches.
automatically fail your checks to
nowird Rito High Jump or Long Jump if you
don't Stride at least 10 feet �rst. In
You hail from a frigid climate, usually high in the mountains, and possess
addition, when you make a Long
thick, insulating feathers. You gain cold resistance equal to half your level Jump, you can jump a distance up
(minimum 1), and you treat environmental cold e�ects as if they were one to 10 feet further than your
step less extreme (incredible cold becomes extreme, extreme cold becomes Athletics check result, though still
severe, and so on). with the normal maximum of your
Speed.
ongird Rito
You are a songbird rito, possessing bright plumage, a melodic singing
voice and perfect echoic memory. You receive a +1 circumstance bonus to
Deception checks to mimic a voice that you have heard before, including
to Impersonate a speci�c individual. You also gain a +1 circumstance
bonus on Performance checks to sing. If you are a master in the
corresponding skill, these circumstance bonuses increase to +2.
Adventures in Hyrule

Ancestry Feats you treat any of these that are martial weapons as
At 1st level, you gain one ancestry feat, and you gain simple weapons and any that are advanced weapons
an additional ancestry feat every 4 levels thereafter (at as martial weapons.
5th, 9th, 13th, and 17th level). As a rito, you select At 5th level, whenever you get a critical hit with one
from among the following ancestry feats. of these weapons, you get its critical specialization
e�ect.
1t Level
AEROBATIC PERFORMER WAXED FEATHERS FEAT 1
FEAT 1
RITO
RITO
Prerequisites Seabird Rito
Fanciful feats of �ight have helped ingratiate your
Your feathers are coated in a waxy substance that
people with �ightless folk. You become trained in
repels water. You gain a +1 circumstance bonus to
Acrobatics and gain the Acrobatic Performer skill feat.
saving throws against e�ects that have the water trait.
In addition, you gain a +1 circumstance bonus to such
So long as you're in a dry place, you can spend one
performances that involve jumping, gliding, or �ight.
action to shake o� any water that clings to your
DRAGONSPEAKER FEAT 1 clothing and feathers to instantly become dry.
UNCOMMON RITO
5th Level
Access Dragon Roost nationality
Your people survived thanks to positive relationships COURIER'S GRIP FEAT 5
with friendly dragons, and you learned to interpret RITO
their words. You learn the Ancient Hylian language, Whether as postmen or military messengers, the rito
and gain a +2 circumstance bonus to Diplomacy are known as reliable couriers, able to hold fast to
checks with dragons. their deliveries even in adverse weather. You gain a +4
circumstance bonus to your Re�ex DC against
FALLBREAKER FEAT 1 attempts to Disarm you, and a +2 circumstance bonus
RITO
to Perception checks and DCs to notice attempts to
You can �ap your wings at the last moment to break Steal.
any fall. As long as you can act, you take no damage
from falling, no matter how far you fell. HEIGHTENED PERSPECTIVE FEAT 5
RITO
RITO LORE FEAT 1 You move through the trees or the sky as you track
RITO
your quarry, utilizing the height advantage to gain
Rito clans are known for their exceptional aerobatics valuable perspective. As long as you are moving above
and singing performances, and yours is no exception. tracks that you are following (such as by moving
You gain the trained pro�cency rank in Acrobatics and through the treetops or along a nearby ridge), you gain
Performance. If you would automatically become a +2 circumstance bonus to all checks to Track.
trained in one of those skills (from your background or
class, for example), you instead become trained in a WINDBORNE FLIGHT FEAT 5
skill of your choice. AIR PRIMAL RITO
You also gain the Additional Lore general feat for Frequency once per round
Rito Lore. You have the uncanny ability to create a sudden gust
that carries you over long distances. You Fly up to
RITO WEAPON FAMILIARITY FEAT 1
your land speed. If you don't end your movement on
RITO
solid ground, you immediately fall.
You are a highly trained rito �ghter, pro�cient with
weapons that can be easily used in �ight. You gain
access to all uncommon weapons with the rito trait.
You have familiarity with weapons with the rito trait
plus the combat grapnel, longbow, shortbow,
shortsword, and spear—for the purposes of pro�ciency,
Adventures in Hyrule

9th Level 17th Level


EMPOWER WINGS FEAT 9 CHAMPION OF THE RITO FEAT 17
RITO RARE RITO

You prepare your wings for �ight, and they remain You have ascended to the position of champion
prepared for 10 minutes. You gain a �y Speed equal to amongst your people, and have inhereted dominion
your land Speed while your wings are prepared. If you over the wind. You can cast Revali's gale† as an innate
have Windborne Flight, you may use it as part of divine spell once per day.
Empowering your Wings, except you fall at the end of
your next turn instead of immediately after using it.
PERFECTED FLIGHT FEAT 17
RITO
As normal, since your �y Speed is derived from your
land Speed, this status bonus isn't cumulative with a Prerequisites True Flight
status bonus to your land Speed, if you have one. You have truly mastered the art of �ight. You can
hover in place without spending an action, and you
FEROCIOUS GUST FEAT 9 automatically succeed at all Acrobatics checks to
AIR CONCENTRATE MANIPULATE RITO Maneuver in Flight.
Frequency once per 10 minutes
With heavy wing beats, you whip up a furious gust
and direct it at your opponents. This air blast has the
e�ects of gust of wind with a DC equal to your class
DC or spell DC, whichever is higher.

WING STEP FEAT 9


RITO

With a sharp �ap of your wings, you stay light on your


feet as you move. You Step 5 feet twice.

13th Level
RITO WEAPON EXPERTISE FEAT 13
RITO

Prerequisites Rito Weapon Familiarity


You combine your rito weapon �ghting techniques
with those you developed in your adventures.
Whenever you gain a class feature that grants you
expert or greater pro�ciency in certain weapons, you
also gain that pro�ciency in combat grapnels,
longbows, shortbows, shortswords, spears, and all rito
weapons in which you are trained.

TRUE FLIGHT FEAT 13


RITO

Prerequisites Empower Wings


Your wings are now fully developed, allowing you to
�y as freely as a bird. You gain a �y Speed equal to
your land Speed. If you have Windborne Flight, you
can gain a +10-foot status bonus to this Speed by
adding the air and primal traits to your Fly action.
Adventures in Hyrule

Sheikah
Founders of one of the oldest civilisations in Hyrule (and perhaps worlds beyond), the
sheikah have in�uenced history from behind the scenes for aeons thanks to an ancient
alliance with the goddess Hylia. Secretive to a fault, the sheikah population has
thinned over the millenia, but small populations can still be found in hidden villages or
secretly integrated with Hyrulean society. Famed for their stealth, technological
prowess and powers of divination, sheikah most often serve as spies and advisors.

Secreted away in their villages or working behind the If you want to play a character who lives in secrecy,
scenes in hylian cities and towns, most sheikah go carrying the weight of history on their shoulders, you
their entire lives without their true identity being should play a sheikah.
discovered to an outsider. So rare are the sheikah seen
that many believe them to be entirely extinct, and that You Might…
is not entirely untrue - the population of sheikah has • Create an elaborate alternate identity, or perhaps
been slowly dwindling ever since the surface was multiple, that you use in public.
invaded by demons. Nonetheless, those who yet live • Possess a glut of wisdom on various topics from
carry on multiple-millenia-old traditions of honour divination and shadow magic to technology.
and in some cases even still possess the technological • Have trouble opening up to others, preferring to
knowhow of their forebears. guard your emotions carefully.

Other Proaly…
• Believe you to be a hylian, or at least disbelieve
any claims of sheikah ancestry.
• Fail to understand your strange perspectives on
the modern world.
• Assume that you are loyal to all Hyruleans
because of your people's history.

Phyical Decription
Tall and slender, with light - often white - hair, pointed
ears and red eyes, the sheikah �nd it relatively easy to
pass for a hylian with little e�ort. However, their
bodies' supreme �exibility sets them apart from most
other humanoids.
Compared to hylians and humans, the sheikah are
long-lived, under natural circumstances living to be
around 150 to 200 years old. In some cases, however,
the sheikah use ancestral magic to extend their
lifespans until a certain goal is achieved, at which
point they fade away.

ociety
Most sheikah live either in hidden villages or within
the walls of Hyrulean temples and palaces, and have
sworn undying loyalty to the royal family of Hyrule as
part of an agreement made with the goddess Hylia. A
few sheikah break away from this tradition, however,
and strike out on their own amongst wider society.
Rarer still are those who form heretical clans of
bandits and assassins, though when they do infamy is
sure to follow.
Adventures in Hyrule

elief Rarity
Rare
Most sheikah follow a strict code of honor and respect the law of the
land, placing an emphasis on the importance of upholding their promises.
The Yiga and other bandit groups still act under a code of honor—albeit
Hit Point
6
in a corrupted form—despite having abandoned their duties to Hyrule.
Popular Edicts act with honor, study the past, protect your traditions
Popular Anathema break a promise, cheat or lie to an ally ize
Medium
Adventurer
The sheikah have long traditions of subterfuge, honor and spirituality, peed
and their adventurers usually re�ect this. Especially common are sheikah 30 feet
rogues, monks and �ghters, all of whom operate in a distinctly sheikah
fashion, following esoteric codes. Some sheikah have honed their minds Attriute oot
so well that they become psychics, while others dabble in shadow magic, Dexterity
resulting in a number of shadow sorcerers and laughing shadow magi. A Intelligence
handful of sheikah choose instead to study the arti�ce of their ancient Free
past, becoming inventors, construct summoners or even gunslingers.
Attriute Flaw
Name Constitution
Sheikah who live in traditional hidden communities use ancient names
passed down for hundreds of generations, though those who integrate
Language
with another community tend to adopt the traditional names of that Hylian
community in order to �t in. Sheikah
Additional languages equal to your
AMPL NAM Intelligence modi�er (if it’s
Impa, Fanadi, Goma, Kasuto, Kohga, Miu, Purah, Sooga, Tutsuwa, Zuna positive). Choose from any
languages to which you have
Sheikah Heritages access (such as the languages
Choose one of the following sheikah heritages at 1st level. prevalent in your region).
Ancient heikah
You are an ancient sheikah, a survivor from a bygone era, and you have Trait
Humanoid
walked many paths in the intervening years. Choose a class other than
Sheikah
your own. You gain the multiclass dedication feat for that class, even
though you don't meet its level prerequisite. You must still meet its other
prerequisites to gain the feat. In addition, you treat items with the ancient Low­Light Viion
trait as though they also had the sheikah trait.
You can see in dim light as though
it were bright light and you ignore
hadowmarked heikah the concealed condition due to dim
light.
Your bloodline is indelibly marked by the powerful shadow magic
practiced by your ancestors. Choose one cantrip from the occult spell list.
You can cast this cantrip as an occult innate spell at will, heightened to a
rank equal to half your level rounded up, except it additionally has the
shadow trait. In addition, you gain darkvision.

Trutheeker heikah
Whether serving as advisors or working as fortune tellers, your lineage
has always had a knack for divination. You gain object reading as an
innate occult spell that you can cast once per day.

Undaunted heikah
Your ancestors were kidnappers, interrogators and torturers for the
Kingdom of Hyrule during a period of great shame for your people, and
their resolve was passed down to you. When you roll a success on a
saving throw against an emotion e�ect, you get a critical success instead.
Adventures in Hyrule

Ancestry Feats choice.


At 1st level, you gain one ancestry feat, and you gain You also gain the Additional Lore general feat for
an additional ancestry feat every 4 levels thereafter (at Sheikah Lore.
5th, 9th, 13th, and 17th level). As a sheikah, you
select from among the following ancestry feats.
SHEIKAH WEAPON FAMILIARITY FEAT 1
SHEIKAH
1t Level You have trained with all manner of sheikah weapons.
ANCIENT KNOWLEDGE FEAT 1 You gain access to all uncommon weapons with the
UNCOMMON SHEIKAH
sheikah trait. You have familiarity with weapons with
the sheikah trait plus katanas, naginata, shruikens,
Access Ancient Sheikah heritage
sickles, and wakizashi—for the purposes of pro�ciency,
You have delved into the secrets of ancient sheikah
you treat any of these that are martial weapons as
technology, or they were passed down to you through
simple weapons and any that are advanced weapons
your family. You become trained in Crafting (or
as martial weapons.
another skill if you were already trained) and gain the
At 5th level, whenever you get a critical hit with one
Ancient Technologist skill feat, even if you do not meet
of these weapons, you get its critical specialization
its prerequisites.
e�ect.
AUTOMATED COMPANION FEAT 1 5th Level
UNCOMMON SHEIKAH

Access Ancient Sheikah heritage


DISGUISE JUTSU FEAT 5
You travel with a robotic companion, repaired from SHEIKAH

ancient technology. You gain a Poppet as a speci�c For those sheikah who travel into the wider world,
familiar, except it lacks the Flammable ability and including their feared spies and assassins, the art of
instead has weakness to electricity equal to your level. disguise is instrumental to remaining undetected. You
can cast illusory disguise as an occult innate spell once
GAZE OF TRUTH FEAT 1 per day. This spell gains the shadow trait.
SHEIKAH

Your gaze pierces through trickery. You gain a +1


DISTRACTION JUTSU FEAT 5
circumstance bonus on Perception checks against SHEIKAH

illusions as well as to Will saves against illusions and Your diversions are enhanced by sheikah magic. When
shadow e�ects. you Create a Diversion using a gesture, you may add
the illusion, occult and visual traits to the activity. If
SHADOWSTEP FEAT 1 you do, targets that you become hidden from also
SHEIKAH become fascinated by a small illusory object that you
You can move 5 feet farther when you take the Sneak create in a space within 30 feet. The illusory object is
action, up to your Speed. In addition, as long as you animated in a distracting fashion and lasts as long as
continue to use Sneak actions and succeed at your anyone is a�ected by your Diversion.
Stealth check, you don't become observed if you end a
Sneak action in dim light or darkness, as long as you
GOSSIP STONE AUGMENTATION FEAT 5
have cover or greater cover or are concealed at the SHEIKAH

end of your turn. Prerequisites expert in Crafting


One of the most proli�c creations of the ancient
SHEIKAH LORE FEAT 1 sheikah people are gossip stones, magical waystones
SHEIKAH capable of divulging useful information. You have
You received a broad education on the ways of the embedded a minature gossip stone into your skin,
sheikah, from their technology to their secret allowing you to access its powers anywhere. You can
techniques. You become trained in Crafting and cast anticipate peril as an occult innate spell once per
Stealth. If you would automatically become trained in day, and you gain time sense and message as occult
one of those skills (from your background or class, for innate cantrips that you can cast at will.
example), you instead become trained in a skill of your
Adventures in Hyrule

9th Level VANISHING JUTSU FEAT 13


ANIMAL EMPATHY FEAT 9 SHEIKAH

You have mastered the uncanny ability of your people


OCCULT SHEIKAH
to vanish into thin air. You can cast 4th-rank invisibility
You hear the voices of animals as speech and can
as an occult innate spell once per hour. If you have the
respond in turn. You can use Diplomacy to Make an
Distraction Jutsu feat, you may additionally Create a
Impression on animals and to make very simple
Diversion using that feat as a reaction triggered by
Requests of them. In most cases, wild animals will give
casting your innate invisibility spells.
you time to make your case.
17th Level
FORTUNE-TELLING TECHNIQUE FEAT 9
SHEIKAH ASCETIC'S IMMORTALITY FEAT 17
Prerequisites Truthseeker Sheikah heritage RARE SHEIKAH

As advisors to the royal family of Hyrule, the sheikah Prerequisites at least 100 years old
developed techniques to gain glimpses of the future, You follow in the footsteps of sheikah monks who
and you have inherited that power. You can cast await the chosen hero. You no longer die from aging,
augury as an occult innate spell once per day. If the instead remaining in an aged state in perpetuity. You
result of this spell is "nothing", you may cast it an now meditate instead of sleeping, which is similar to
additional time that day but may not ask about the sleeping except you are aware of your surroundings
same course of action. and don't take penalties for being unconscious. You
still become fatigued if you go too long without
SENDING STONE FEAT 9 meditating. In addition, you gain a +2 status bonus to
SHEIKAH
saves against mental e�ects, which increases to +4
Prerequisites Gossip Stone Augmentation when actively meditating.
You have upgraded your miniature gossip stone to
enable long-distance messaging. During your daily
MAGNESIS MASTERY FEAT 17
preparations, designate a single creature within 30 SHEIKAH

feet. Until you designate a new creature, you can cast Prerequisites Magnesis Magic
sending as an innate occult spell once per day You have furthered your power of magnetic lift, and
targeting the designated creature. can now wield large objects as weapons. You can cast
telekinetic bombardment as an innate occult spell once
13th Level
per day, with the same restriction that you target a
MAGNESIS MAGIC FEAT 13 magnetic object. In addition, you increase the range of
SHEIKAH your innate telekinetic projectile cantrip to 60 feet and
you can move objects of up to 1 Bulk with your innate
One oft-overlooked aspect of sheikah technology is
mage hand cantrip.
that of magnesis, the ability to lift magnetic objects,
but you have learned to perform this magic unaided.
You can cast telekinetic haul as an occult innate spell
once per hour, and you gain telekinetic hand and
telekinetic projectile as occult innate cantrips. For each
of these spells, you can only target metallic objects.

SHEIKAH WEAPON EXPERTISE FEAT 13


SHEIKAH

Prerequisites Sheikah Weapon Familiarity


You blend traditional sheikah weaponry with modern
combat tactics. Whenever you gain a class feature that
grants you expert or greater pro�ciency in certain
weapons, you also gain that pro�ciency in katanas,
naginatas, shuriken, sickles, wakizashi, and all sheikah
weapons in which you are trained.
Adventures in Hyrule

Skull Kid
A side e�ect of the strange magic permeating the Lost Woods, skull kids are born from
the souls of children who wander too deep into the forest, perishing and being reborn
without memory of their previous lives. Though undead, skull kids are far from
mindless, and carry a reputation as mischievous - and sometimes dangerous -
tricksters.

Tragic but oft-maligned, skull kids are living parables You Might…
about the dangers of the forest, spoken of in hushed
• Have trouble knowing when your pranks or
tones as a warning to those who would trespass on
jokes have gone too far.
nature's domain. The skull kids themselves,
meanwhile, take their existence far less seriously, • Take an interest in music or another form of
engaging in pranks that vary from harmless to deadly. performance art.
Their callousness is born of an endless existence in • Loathe loneliness, treasuring the company of
relative isolation, though this is not to say that most others almost obsessively.
skull kids are evil so much as mean-spirited.
If you want to play a character who is a tragic
Other Proaly…
�gure with a propensity for mischief and a childlike • Believe you to be nothing more than a story or
outlook on their afterlife, you should play a skull kid. myth.
• Have less patience for your games than you do.
• Pity you due to your unusual and tragic origins.

Phyical Decription
A skull kid's body roughly resembles that of a
humanoid child, except with limbs made of a wood-
like substance and lacking a face, spare for two
glowing orange 'eyes' and a beak-like protrusion for a
mouth. As a result, a skull kid might be mistaken for a
large wooden puppet at �rst glance.
As undead beings, skull kids do not age or die of
natural causes, being as much a part of the forest as
the grass and the trees.

ociety
Though skull kids spontaneously form small groups
within the Lost Woods (usually to engage in shared
interests, such as music, or to play elaborate pranks
on travellers), they tend to live quite lonely lives,
especially among those few who venture out of the
forest. Despite their best e�orts, skull kids have
trouble forming lasting friendships with members of
other ancestries, in part because of their very di�erent
nature but also because their habits can be irritating
or even hazardous to them. Many skull kids feel a
strong disdain for adults of all ancestries, perhaps
because they will never be able to truly grow up.

elief
Though as undead beings skull kids may be mistaken
to be unholy, due to their unique origins and ties to
the natural world, this is not the case. Their childlike
nature leads many skull kids to capricious and
sometimes even cruel acts, but these pranks are rarely
Adventures in Hyrule

indicators of malevolence. Instead, most skull kids are simply lonely and Rarity
struggle to express themselves in ways that mortals can understand. Rare
Popular Edicts play pranks on mortals, allow curiosity to lead you
Popular Anathema continue a boring task, follow rules you disagree with Hit Point
8
Adventurer
The rare skull kid who leaves the Lost Woods to pursue a life of
ize
adventure usually does so as a result of their childlike curiosity or because Small
they begin to experience negative emotions that they wish to escape, such
as loneliness or self-pity. Their love of tricks lends itself well to the rogue
peed
class, and their interest in music can result in a skull kid bard. Because
25 feet
they spent their time before adventure within a labyrinthine forest, skull
kids make for natural rangers and unusual druids. Magical patrons �nd
skull kids to be eager and willing witches, for good or ill.
Attriute oot
Dexterity
Name Charisma
Free
Whether in de�ance of their old lives or a desire not to think about what
they have lost, skull kids rarely choose names for themselves. Because
they are so rarely found in the world outside the woods, those skull kids Attriute Flaw
who make their homes alongside other ancestries are often simply named Wisdom
"Skull Kid" by locals. If truly necessary, a skull kid will adopt a moniker.
Language
Skull Kid Heritages Hylian
Choose one of the following skull kid heritages at 1st level. Deku
Stal
eaked kull Kid Additional languages equal to your
You possess a sharp beak-like mouth that you can use in combat. You Intelligence modi�er (if it’s
gain a beak unarmed attack that deals 1d6 piercing damage. Your beak is positive). Choose from any
in the brawling group and has the agile, �nesse, and unarmed traits. languages to which you have
access (such as the languages
right­yed kull Kid prevalent in your region).
Your eyes glow brightly, a�ording you greater vision even in the furthest
depths of the woods. You gain darkvision. Trait
Skull Kid
Frightful kull Kid Undead
Your appearance is especially frightening. You are trained in Intimidation
(or another skill of your choice if you were already trained in Undead
Intimidation) and gain the Intimidating Glare skill feat as a bonus feat. You have basic undead bene�ts. For
your undead hunger, you must
Lifele kull Kid amuse yourself with games and
Your body is especially featureless, easily mistaken for a lifeless doll or pranks.
puppet. You gain the trained pro�ciency rank in Deception (or another
skill if you're already trained in Deception), and you can Impersonate an
inanimate or mindless doll, puppet or scarecrow. You can Hide without
any cover or concealment from creatures that don't realize you're alive, so
long as you're in a location where your imitated shape wouldn't be out of
place, like a carnival, theater, or �eld (at the GM's discretion). If you
succeed, onlookers still see you, but they mistake you for an inanimate
object. After being fooled once, they realize you're alive, and you can't
Hide from them in that way again.

Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level).
As a skull kid, you select from among the following ancestry feats.
Adventures in Hyrule

1t Level PUPPETMASTER FEAT 1


BLOW-PIPER FEAT 1 SKULL KID

Prerequisites You have a spellcasting class feature


SKULL KID
with the divine or primal tradition
You've discovered a trick that allows you to use �utes
You are able to infuse some of your essence into wood,
as though they were blowguns. You can treat any
creating crude magical puppets. Add the summon
wind instrument that you carry as a blowgun. You can
construct spell to your spell list. The constructs you
enchant a single non-magical wind instrument as a
summon have a distinct wooden puppet-like
magic weapon, etching fundamental and property
appearance, suspended from invisible magical strings.
runes directly onto the instrument. If you hold the
instrument in two hands, increase the size of the WOODLAND NAVIGATOR FEAT 1
weapon damage die to a d4. SKULL KID

CHILDHOOD MEMORIES FEAT 1 Living in the Lost Woods has honed your navigational
SKULL KID
skills. You become trained in Survival. If you would
automatically become trained in Survival (from your
Hazy memories of a lost childhood occasionally
background or class, for example), you become trained
surface in your mind. You gain the Adopted Ancestry
in another skill of your choice. When you Sense
feat for the hylian ancestry. As long as your body is
Direction or attempt a roll against a maze spell or
completely covered by armor or clothing, you do not
similar e�ect, you get a result one degree of success
have to attempt Deception checks against a creature's
better than you rolled. You don't take a penalty to
Perception DC to successfully Impersonate yourself as
Sense Direction when you lack a compass.
a young hylian or a kokiri. This is a non-magical
disguise that doesn't protect against magical means of 5th Level
detection. This disguise doesn't provide any bene�t
against a creature actively attempting a Perception
CLIFF NOTES FEAT 5
check against you. CONCENTRATE MENTAL OCCULT SKULL KID

Frequency once per day


CHORAL CANTRIPS FEAT 1 You are able to record vast amounts of information in
SKULL KID
short musical melodies. You can spend 10 minutes
You've learned how to channel magic through your inscribing a surface with intricate musical notes, all
voice, enhancing its volume or projecting it into the while recalling up to 10 minutes worth of
another's ear. You gain bullhorn and message as occult information. If you do, the �rst creature that stands
innate cantrips. within 15 feet of the inscribed surface and Performs
the inscribed melody has the recorded information
DISTRACTING DITTY FEAT 1
instantly imparted to them, and then the notes fade
SKULL KID
away. A creature can erase the notes (and end the
You play an annoying and repetitious tune, distracting e�ect) by spending 1 minute scrubbing the notes away.
your foes. Attempt a Performance check against the
Will DC of a single enemy within 30 feet. This has all FADE INTO THE FOREST FEAT 5
the usual traits and restrictions of a Performance SKULL KID
check. You can a�ect up to two targets within range if When you are in a forested area, you can attempt to
you have expert pro�ciency in Performance, four if Hide and Sneak, even when observed. On a success,
you have master pro�ciency, and eight if you have you aren’t hidden or undetected, but other creatures
legendary pro�ciency. simply don’t take particular notice of you, even though
they can see you. You can’t use this ability on
Critical Success The target takes a –1 status penalty to
observers who have already seen you perform
Perception checks and Will saves for 1 minute.
obtrusive or notable actions. If you perform any action
Success The target takes a –1 status penalty to
other than to Hide or Sneak or otherwise take
Perception checks and Will saves for 1 round.
particularly salient actions (GM’s discretion), observers
Critical Failure The target is temporarily immune to
notice you right away.
attempts to use Distracting Ditty for 1 hour.
Adventures in Hyrule

KEEP YOUR FRIENDS CLOSE FEAT 5 Whenever you cast one of these spells, you can
SKULL KID
Demoralize the spell's target as part of the activity.

You treasure your friends, and have developed magic 13th Level
to draw them closer, at least physically. You can cast
friendfetch once per day as an innate occult spell.
DANCE OF ROOTS AND VINES FEAT 13
SKULL KID
OVERSELL INJURY FEAT 5 You deftly dance through the underbrush, taking
MENTAL SKULL KID advantage of those less well-adjusted to the
Frequency once per hour environment. While in a forested environment, you
Trigger A creature you can see damages you with a can Step into di�cult terrain and enemies in di�cult
melee Strike. terrain are o�-guard to you.
You oversell the impact of an incoming attack,
DOWNSIZING CURSE FEAT 13
melodramatically reacting to even the slightest impact.
CURSE OCCULT POLYMORPH SKULL KID
The attacker must succeed at a Will saving throw
against your class DC or spell DC, whichever is higher, Frequency once per day
or become stupe�ed 1 for 1 round (stupe�ed 2 on a Invoking your disdain for being treated like a child,
critical failure). you temporarily revert a creature to a smaller form.
You touch a living creature, which must attempt a
9th Level Fortitude saving throw against the higher of your class
FACE OF FEAR FEAT 9 DC or spell DC.
OCCULT SKULL KID
Critical Success The target is una�ected.
Frequency once per hour Success The target brie�y becomes smaller; for 1
Though you may lack a face of your own, you can round, its size is reduced by one step, to a minimum of
project a menacing visage onto surfaces. Choose an Small, and its reach is reduced by 5 feet, to a minimum
unattended object within 30 feet. A face materializes of 5 feet.
on the surface of that object; until the end of your Failure As success, with a duration of 1 hour.
next turn, you can see through that face, speak from Critical Failure As success, with a duration of 3 days.
it, and perform Intimidation skill actions using that
space as the e�ect's origin. LIFTING STRINGS FEAT 13
OCCULT SKULL KID
PULL THE STRINGS FEAT 9 Prerequisites Puppetmaster
INCAPACITATION MANIPULATE OCCULT SKULL KID
By raising or lowering your hand, you can cause your
Frequency once per hour summoned puppets to raise or lower in turn.
You reach out and pull on invisible magical strings, Constructs that you summon with summon construct
controlling a creature within 30 feet like a puppet. You gain the e�ects of levitate, except that you move the
can force the target to Interact, Step, Release target up or down using a single action with the
something it's holding, Drop Prone, or Stand up. The manipulate trait.
target immediately uses its Reaction to perform the
chosen action, except you make any necessary 17th Level
choices, such as choosing the direction of a Step. If the BANISH TO THE WOODS FEAT 17
target is unwilling, it can attempt a Fortitude save
EXTRADIMENSIONAL INCAPACITATION PRIMAL SKULL KID
against the higher of your class DC or spell DC; on a
TELEPORTATION
success, the target is una�ected.
Frequency once per day
TRICKSTER'S TAUNTING FEAT 9 You attempt to transport a foe into a disorienting
SKULL KID extradimensional forest not unlike the Lost Woods.
You use magic to enhance your taunts, making them Choose a creature within 30 feet; the target attempts
supernaturally di�cult to ignore. You can cast agitate a Will save against the higher of your class DC and
and draw ire as innate occult spells once per day each. spell DC, with the following e�ects. Banish to the
Woods lasts for up to 1 minute and must be Sustained.
Adventures in Hyrule

Critical Success The target isn't drawn into your


woodland maze.
Success The target is drawn into your woodland maze,
but an exit is in sight; this has the e�ects of maze, but
the target can exit the maze using a single action.
Failure The target is sent to the woodland maze, but is
near its edge; this has the e�ects of maze, but the
target is already on the right path.
Critical Failure The target is sent to the middle of the
woodland maze; this has the e�ects of maze.

Special If you have Face of Fear, you can use it to


manifest the face within your woodland maze,
allowing you to use its bene�ts on a creature trapped
within.

LITTLE TERROR FEAT 17


SKULL KID

Despite your small stature, you can take on an


appearance that taps into observers' worst fears. Once
per day, you can cast mask of terror as an occult
innate spell targeting yourself, using the higher of
your class DC or spell DC to determine the spell's DC.
If you have Trickster's Taunting, you can Demoralize a
creature as part of Casting the Spell.
Adventures in Hyrule

Sword Spirit
Arti�cial beings created by divinity and housed within weapons, sword spirits are a
curious blend of divine spirit and construct. Capable of shifting into or acting outside
of their weaponized vessels, sword spirits are most often employed by deities to act as
companions to their chosen champions.

Spoken of in legend but rarely (knowingly) You Might…


encountered, sword spirits are as much the weapon
• Feel an urge to chime in with helpful advice when
they inhabit as the spiritual form they take outside of
someone is confused or struggling.
it. As a result, they are easily mistaken as mindless
constructs or simply intelligent weapons, but the • Form a powerful bond with a speci�c individual.
divine spark within makes them fully capable of acting • Have unusual viewpoints informed by your
freely and independently. arti�cial nature.
If you want to play a character with a unique
perspective shaped by a dual existence, you should
Other Proaly…
play a sword spirit. • Have heard reverent legends of chosen warriors
wielding spirit-bound weapons.
• Value your guidance and companionship in
battle.
• Confuse you at �rst for a mindless construct.

Phyical Decription
Sword spirits have a wide variety of appearances,
shaped by their creators, though a constant is that the
appearance of their spirit form in some way mirrors
their weapon vessel. For example, their skin may take
on the luster of metal, they may have pointed limbs,
or they might possess ornamentation matching their
weapon vessel's.
Sword spirits are immortal entities, but they may
only retain their ability to take on a spirit form until
the completion of a mission for which they were
created. After this point, their intelligence lies dormant
within the weapon, gently guiding its future wielders.

ociety
Though a sword spirit may be known by legends told
of their weapon, it is rare for one to spend any
signi�cant amount of time with humanoids. For those
lucky—or destined—warriors who obtain a weapon
housing a sword spirit, a lifelong bond is almost
certain to follow.

elief
Most sword spirits are charged with the completion of
a quest from the moment of their creation, and as
such view the ful�llment of their purpose as the most
important part of their existence.
Popular Edicts assist your allies wherever possible,
maintain your weapon vessel diligently, embody your
creator's values
Popular Anathema abandon a mission or quest, allow
yourself to become distracted from an important task
Adventures in Hyrule

Adventurer Rarity
Rare
Almost all sword spirits, by their nature, are adventurers. These
adventurers can be roughly broken down into two groups: those who
assist others either from within their weapon or alongside an ally wielding
Hit Point
8
it, and those who choose instead to wield their own weapon vessel in
combat. Those who choose (or are chosen) to provide aid to others tend
to be bards, clerics, psychics, or investigators. Those who wield their ize
vessel weapon themselves, however, are often barbarians, �ghters, and Medium
monks. Some rare sword spirits tinker with their own weapon as
inventors or form a powerful bond with their vessel as thaumaturges with peed
a weapon implement. 25 feet

Sword Spirit Heritages Attriute oot


Choose one of the following sword spirit heritages at 1st level. Two free attribute boosts

Ancetral pirit
You were created to be wielded by the champion of a speci�c ancestry,
Language
Hylian
and have adopted some of that ancestry's physical features and
Ancient Hylian
mannerisms. Choose an ancestry, either a common ancestry or one to Additional languages equal to 1 +
which you have access; you gain that ancestry's size and the Adopted your Intelligence modi�er (if it’s
Ancestry feat for that ancestry. Finally, you gain an additional 1st-level positive).
ancestry feat from that ancestry.

Forge pirit Trait


Spirit
You are connected to the divine forge in which you were created, and can
Sword Spirit
tap into its power to reshape your vessel. During your daily preparations,
you can change your weapon vessel into another type of weapon in the
same weapon group. Any property runes or abilities that can’t apply to
Living Weapon
You don't need to eat or drink. You
the new form are suppressed until the vessel takes an appropriate form.
don't need to sleep, but instead you
Guiding pirit must enter a resting state for 2
hours while inhabiting your
You were created to act as a guide and con�dant to your weapon's weapon vessel, which is similar to
wielder, and by tapping your creator's power can enhance that guidance. sleeping except you are aware of
You can cast the guidance cantrip as a divine innate cantrip, even while your surroundings and don't take
inhabiting your weapon vessel. Cantrips are heightened to a spell level penalties for being unconscious. If
equal to half your level rounded up. you go 16 hours without doing so,
you become fatigued until you do.
Liminal pirit
Your spiritual form is translucent and slightly ethereal, allowing you to Low­Light Viion
interact with the intangible. Your unarmed attacks gain the e�ects of a You can see in dim light as though
ghost touch property rune; while wielding or inhabiting your weapon it were bright light, so you ignore
vessel, it also gains this e�ect. the concealed condition due to dim
light.
Veelound pirit
Unlike other sword spirits, you are unable to leave your weapon vessel,
Weapon Veel
but have learned to telekinetically maneuver it from within. You are You are linked with a level 0 or 1
always inhabiting your weapon vessel, which levitates just above the weapon, either a common weapon
ground while standing, and are not o�-guard while inhabiting your vessel. or another weapon to which you
You can act mostly as normal while inhabiting your vessel, but have no have access. This weapon gains the
hands and cannot hold any items, though you are at all times considered divine trait, and can be upgraded
to be wielding yourself, and you therefore cannot take any Interact with runes as normal for a weapon
actions except to don and do� armor (in the form of protective plating). If of its type. If your class would
another creature wields your weapon vessel, your actions are limited as grant you a weapon, such as a
normal. weapon innovator inventor, you
may choose for your (Continued)
Adventures in Hyrule

Ancestry Feats Weapon Veel (Cont.)


weapon vessel to be that weapon.
At 1st level, you gain one ancestry feat, and you gain an additional
If you are adjacent to your
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level).
vessel, you can inhabit it as a 3-
As a sword spirit, you select from among the following ancestry feats. action activity. While inhabiting
your vessel, you are treated as a
1t Level Tiny creature that can be wielded
CALL VESSEL FEAT 1 by others without penalty; have the
o�-guard condition; and can't act
CONCENTRATE DIVINE SWORD SPIRIT TELEPORTATION
except to use this activation again
Your vessel's bond makes you truly inseparable. You teleport your weapon (to exit the weapon), Recall
vessel into your hand from any distance. Knowledge, Seek (and Point Out), or
use actions granted by ancestry
COMBINED FORM FEAT 1 feats.
CONCENTRATE SWORD SPIRIT
You must remain within 100 feet
of your weapon vessel at all times
Prerequisites Your weapon vessel is a melee weapon and you can't willingly go beyond
Requirements You are holding or wearing your weapon vessel that limit. If forced beyond this
You integrate your weapon vessel into your spiritual form, using it as an distance, you immediately inhabit
extension of your body. When you take this feat, choose one trait that your weapon regardless of distance
and become stunned 1.
your weapon vessel has. You gain an unarmed attack that deals 1d6
If your weapon vessel is ever
damage of the same type as your weapon vessel, is in the same weapon destroyed, it reforms in your
group, and has the chosen trait plus the weapon vessel's magical tradition possession during your next daily
trait. These attacks use the runes on your weapon vessel, but only runes preparations; if you were inhabiting
which would apply to an unarmed attack function when used in this way. your weapon at the time of its
You can separate your vessel from yourself by using this ability again, destruction, you are forced out of it
harmlessly.
causing it to appear in your hand, or at your feet if your hands are full.

COMPUTED CANTRIPS FEAT 1 the attack. You gain needle darts as an innate divine
SWORD SPIRIT
cantrip, except you must use your weapon vessel in
the attack. You can use your weapon vessel this way
You can use magic to enhance your analytical abilities.
even if you aren't carrying it as long as the weapon is
You can cast approximate and time sense as innate
within 30 feet; if you do, you use the weapon's space
divine cantrips at will, even while inhabiting your
as the origin of the attack instead of your own.
weapon vessel.
TELEKINETIC MANIPULATOR FEAT 1
OFFENSIVE ASSISTANCE FEAT 1
SWORD SPIRIT
SWORD SPIRIT
You can manifest an ethereal appendage out of your
By telekinetically guiding your vessel, you can assist
vessel, allowing you to interact with the outside world.
its wielder with attacks. While inhabiting your vessel,
As long as you are inhabiting your weapon vessel, you
you can Aid its wielder on attack rolls and skill checks
can perform simple Interact actions such as opening
that use your vessel.
an unlocked door. Your telekinetic manipulator can't
SHARP EYES FEAT 1 perform actions that require �ngers or signi�cant
SWORD SPIRIT manual dexterity, including any action that would
require a check to accomplish, nor can it hold items.
Your eyes shine like well-polished metal. You gain
darkvision. TELEPATHIC EDGE FEAT 1
SPIRIT SHARDS FEAT 1 DIVINE LINGUISTIC MENTAL SWORD SPIRIT

SWORD SPIRIT You can silently communicate with your wielder. As


long as you are inhabiting your weapon vessel, you
Prerequisites Your weapon vessel is made of metal
can communicate telepathically with any creature
You are able to split your weapon vessel into shards
wielding or carrying it provided you share a language.
and launch them at a foe, reforming the weapon after
Adventures in Hyrule

WEAPON VESSEL FAMILIARITY FEAT 1 SPIRIT GLIDE FEAT 5


SWORD SPIRIT DIVINE SWORD SPIRIT

You have practiced wielding your own vessel. For the Your spiritual form glides above the ground. While
purposes of pro�ciency, you treat your weapon vessel standing, Stepping, or Striding up to half your Speed,
as a simple weapon if it's a martial weapon, or as a you hover a few inches above the ground, allowing
martial weapon if it's an advanced weapon. you to ignore the e�ects of di�cult terrain, uneven
At 5th level, whenever you get a critical hit with ground, and some hazardous terrain. You do not ignore
your weapon vessel, you get its critical specialization di�cult or hazardous terrain that extends from the
e�ect. ground, such as undergrowth.

5th Level PRECIOUS VESSEL FEAT 5


DEFENSIVE MANIFESTATION FEAT 5 SWORD SPIRIT

Your weapon vessel has either been upgraded or


SWORD SPIRIT
magically enhanced, granting it the properties of a
Requirements You are inhabiting your weapon vessel
precious material. Choose either cold iron or silver;
Trigger You or your wielder take damage.
your weapon vessel is treated as being made of that
When in danger, you can leap out of your vessel at a
metal. If you have Combined Form, the unarmed attack
moment's notice. You exit your weapon vessel,
granted by that feat is also treated as that metal.
appearing in an adjacent space.
9th Level
DOWSING SENSOR FEAT 5
UNCOMMON SWORD SPIRIT ANIMATE VESSEL FEAT 9
Being connected to an object has granted you the CONCENTRATE MAGICAL SWORD SPIRIT

ability to sense other objects with which you are Frequency once per day
familiar. Once per day, you can cast locate as an innate Requirements You are not inhabiting your weapon
divine spell, even while inhabiting your weapon vessel. vessel.
You extend a portion of your spirit into your weapon
GODFORGED MAGIC FEAT 5 vessel, animating it to your will. Your weapon vessel
SWORD SPIRIT
immediately Flies up to 30 feet and can then make a
Your creator has gifted your weapon vessel with a Strike against a foe within its reach (if it's a melee
spell normally reserved for their devout. You can cast weapon) or its �rst range increment (if it's a ranged
the 1st-rank spell your creator deity grants clerics weapon). This Strike uses your attack modi�er with
(such as soothe if your creator is Hylia) as an innate the weapon and contributes to your multiple attack
divine spell once per day, even while inhabiting your penalty. You can Sustain this ability for up to 1 minute,
weapon vessel. and the �rst time each turn that you Sustain it you
may repeat this e�ect. While animated in this fashion,
SEEKING STRIKE FEAT 5
the weapon vessel cannot be wielded.
CONCENTRATE DIVINE FORTUNE SWORD SPIRIT

Frequency once per day MANEUVERABLE VESSEL FEAT 9


You can call on your vessel's magic to help its strikes SWORD SPIRIT
land true. The next time your weapon vessel is used to Prerequisites Your weapon vessel has the disarm,
Strike before the start of your next turn, roll the attack shove or trip trait
twice and use the better result. The Strike ignores You can move your vessel in a precise way to use a
circumstance penalties to the attack roll and any �at special technique. Choose one of the traits in this
check required due to the target being concealed or feat's prerequisites; as long as your weapon vessel has
hidden. that trait, you can use the corresponding skill action
while inhabiting your vessel. If your vessel is being
wielded, you can use its wielder's reach instead of
your own for this purpose.
Adventures in Hyrule

RAPID REFORGING FEAT 9 17th Level


SWORD SPIRIT
REJUVENATING VESSEL FEAT 17
Prerequisites Forge Spirit heritage
RARE SWORD SPIRIT
Your weapon vessel reforms to your needs. You can
Your spirit is able to reform itself inside of its vessel.
change your weapon vessel's type as a 10 minute
As long as your vessel is intact, even if your body is
activity with the concentrate trait instead of only
destroyed, you reform after 2d4 days within your
during your daily preparations.
weapon vessel, fully healed. While rejuvenating in this
SPIRITUAL PROJECTION FEAT 9 way, if your weapon vessel is destroyed, you are
SWORD SPIRIT permanently destroyed with it.
You are able to enter and exit your weapon vessel over SPIRIT FLIGHT FEAT 17
longer distances than normal. You can inhabit your DIVINE SWORD SPIRIT
weapon vessel at a distance of 30 feet or reappear in
Prerequisites Air Glide
any empty space up to 30 feet away when exiting
You can unshackle your spiritual form from the
your weapon vessel; in either case, this grants the
constraint of gravity and achieve continuous �ight.
activity the move trait.
You gain a �y Speed equal half to your Speed, and are
13th Level constantly under the e�ects of soft landing.

AIR GLIDE FEAT 13 WALL OF WEAPONS FEAT 17


DIVINE SWORD SPIRIT SWORD SPIRIT

Frequency once per round Once per day, you can cast blade barrier as a 7th-rank
Prerequisites Spirit Glide innate divine spell, creating magical duplicates of your
You can intensify your ability to hover, allowing you to weapon vessel. You can choose for the spell to deal
�y over short distances. You Fly up to half your Speed. damage of the type normally dealt by the weapon
If you don't end your movement on solid ground, you instead of force damage (or any of the available
fall at the end of your turn with the e�ects of soft damage types for a versatile weapon).
landing.

VESSEL STORM FEAT 13


SWORD SPIRIT

You can unleash a storm of short-lived duplicates of


your weapon vessel upon your enemies. Once per
hour, you can cast weapon storm as a 4th-rank innate
divine spell, but you can choose an area of a 15-foot
burst within 30 feet, and you must choose your
weapon vessel to duplicate.

WEAPON VESSEL EXPERTISE FEAT 13


SWORD SPIRIT

Prerequisites Weapon Vessel Familiarity


You have achieved singular expertise in wielding your
weapon vessel. Whenever you gain a class feature
that grants you expert or greater pro�ciency in certain
weapons, you also gain that pro�ciency for your
weapon vessel.
Adventures in Hyrule

Twili
Once an ancient group of hylians known only as the Interlopers, the twili were created
through centuries of exposure to the shadowy magic of the twilight realm, in which
they were imprisoned inde�nitely. Though many twili made peace with their lives in
the prison plane, some believe that they are owed freedom to rejoin the world of light
and work to escape. Regardless of the outlook of an individual twili, a measure of
their clan's dark sorcerous power lives within each of them.

Existing neither entirely within the light or within the You Might…
darkness, twili often struggle to �nd a home outside of
• Strongly fear imprisonment or loss of freedoms.
the twilight realm, though rarely one will both have
the means to escape their imprisonment and a desire • Instinctively stick to the shadows, �nding the sun
to settle in the world of light. As an adventurer, a twili too harsh on your eyes.
character is assumed to be one such being. • Seek out forbidden knowledge or magical items.
If you want to play a character that moves between
worlds with con�dence and possesses a measure of
Other Proaly…
innate shadow magic, you should play a twili. • Regard you with curiosity, especially if you have
a more unusual form.
• Assume that you are a powerful sorcerer who
wields malevolent magic.
• Expect you to be a loner or hermit.

Phyical Decription
Physically speaking, twili's forms are exaggerated in
comparison to their hylian forebears, often being
especially tall and spindly or short and stout. Their
skin varies between ashen grays and pale blues, with
variable amounts of �esh covered by darkened
sections and glowing markings unique to their clan.
Their eyes, which lack pupils, glow with shades of red,
orange or yellow. The natural hair colour of all twili is
auburn, the only aspect of their original forms
untouched by the twilight.
Many twili are centuries old, their transformation
in the twilight e�ectively extending their lifespans -
and sentences - in perpetuity.

ociety
Within the twilight realm, the twili are organised
under a monarchy which seeks to sway their people
away from their villainous past and towards a
peaceful existence. Outside of that plane, it is
extremely rare of a twili to meet another of their kind,
and rarer still for them to share enough values to
cooperate. Their origins as hylians does, however,
enable them to integrate quite easily with hylian
society.

elief
Although the Interlopers originally worshipped cruel
deities of darkness, centuries of isolation without
divine assistance has largely embittered them towards
religion. Nonetheless, a sizable number of twili now
Adventures in Hyrule

walk a path of redemption, and may be found worshipping deities which Rarity
espouse such values. Rare
Popular Edicts forgive those who do you harm, seek hidden knowledge,
learn from past mistakes Hit Point
Popular Anathema permanently trap or imprison a creature, defy a 8
legitimate monarchy
ize
Adventurer Medium
By far, the most common path for a twili adventurer utilises their innate
shadow magic, whether that be as a shadow sorcerer, stealthy rogue or
peed
laughing shadow magus. Some twili follow a more spiritual path,
25 feet
becoming clerics of deities that focus on redemption, darkness or light.
Other twili focus on their emancipation to a great degree, which naturally
leads into their training as a liberator or redeemer champion. A twili
Attriute oot
Wisdom
thaumaturge is especially likely to wield a lantern or mirror implement.
Free
Name
Most twili use names derived from their ancestors' original hylian names, Language
which results in many of them sounding archaic to a modern hyrulean, Hylian
although some twili that live in the world of light will take on Ancient Hylian
Additional languages equal to your
pseudonyms to help them evade unfair reprisal for their forebears' crimes.
Intelligence modi�er (if it’s
AMPL NAM positive). Choose from any
languages to which you have
Argus, Lana, Majo, Midna, Shad, Zant, Zeu
access (such as the languages
Twili Heritages prevalent in your region).
Choose one of the following twili heritages at 1st level.
Trait
Chainreaker Twili Humanoid
You possess a powerful determination to never again be imprisoned. Shadow
Whenever you roll a success on a check to Escape or a saving throw Twili
against an e�ect that would impose the grabbed or restrained condition
on you, you get a critical success instead. In addition, your ancestral Darkviion
magic allows you to cast warp step as an occult innate cantrip. You can see in darkness and dim
light just as well as you can see in
Imp Twili bright light.
Whether through a curse placed on you by the fused shadow or a
consequence of your method of escaping the twilight realm, you have
been transformed into a small, impish form and stripped of your ancestral
magic. Your Size is Small instead of Medium. Since you are already
transformed, you gain a +1 circumstance bonus to all saving throws
against polymorph e�ects. In addition, you gain the Shameless Request
skill feat as a bonus feat.

ecreteeker Twili
You have a keen sense for magic, especially that which yields further
knowledge. You become trained in Occultism and gain the Oddity
Identi�cation skill feat. In addition, your ancestral magic allows you to
cast detect magic as an occult innate cantrip.

olmarked Twili
The glowing marks that cover your body shine brighter than most twili's.
You emit dim light with a radius of 15 feet. You can activate or suppress
this ability as an action, which has the concentrate trait. Additionally,
your ancestral magic allows you to cast light as an occult innate cantrip.
Adventures in Hyrule

Ancestry Feats 5th Level


At 1st level, you gain one ancestry feat, and you gain
an additional ancestry feat every 4 levels thereafter (at
HAND OF TWILIGHT FEAT 5
5th, 9th, 13th, and 17th level). As a twili, you select TWILI
from among the following ancestry feats. You can extend a large hand made of twilit magic from
your body. You can perform simple Interact actions
1t Level
with your hand of twilight such as opening an
DISAPPEAR INTO DARKNESS FEAT 1 unlocked door. Your hand of twilight can't perform
TWILI actions that require manual dexterity, including any
You move through shadows with silent grace. You can action that would require a check to accomplish. Your
move 5 feet farther when you take the Sneak action, hand of twilight can hold a single object up to 1 Bulk,
up to your Speed. In addition, as long as you continue but can't Activate or attack with an object it's holding.
to use Sneak actions and succeed at your Stealth SHADOW BEAST COMPANION FEAT 5
check, you don't become observed if you end a Sneak
TWILI
action in dim light or darkness, as long as you have
Prerequisites an animal companion or familiar
cover or greater cover or are concealed at the end of
your turn. Your companion is also a resident of the twilight,
transformed by its in�uence. Your companion gains
FEARSOME FEARLESSNESS FEAT 1 the shadow trait instead of the animal trait, and gains
TWILI low-light vision (or darkvision if the companion would
You are frighteningly di�cult to frighten. You gain a +1 normally have low-light vision). It otherwise uses the
circumstance bonus to saves against e�ects with the normal rules for an animal companion or familiar.
fear trait, and a +2 circumstance bonus to your Will SHADOW BEAST SUMMONING FEAT 5
DC against Intimidate skill actions, such as Demoralize.
TWILI
Whenever you critically succeed at a save against a
fear e�ect, or a creature critically fails an Intimidation Prerequisites ability to cast at least one spell that
skill check against you, the source of that e�ect summons a creature
becomes frightened 1 until the end of their next turn. You are able to summon forth shadow beasts,
creatures infused with the power of twilight.
SHADOWED MAGIC FEAT 1 Whenever you summon a creature, you can choose to
TWILI instead summon a shadow beast corresponding to that
You have a greater connection to the magical tricks of creature. This grants it resistance to cold and void
your ancestors than most other twili. Choose one damage equal to half its level, low-light vision (or
cantrip from the occult spell list. You can cast this darkvision if the creature would normally have low-
cantrip as an occult innate spell at will, heightened to light vision), and light blindness. Both the summoning
a rank equal to half your level rounded up. spell and the summoned creature gain the shadow
trait.
TWILI LORE FEAT 1
TWILI
SHADOW GUISE FEAT 5
TWILI
Through study, you have delved into the taboo
knowledge of your ancestors. You become trained in By wrapping your body in shadows, you are able to
Deception and Occultism. If you would automatically take on the appearance of another humanoid. You can
become trained in one of those skills (from your cast illusory disguise as a 1st-rank occult innate spell
background or class, for example), you instead become once per day. This spell gains the shadow trait.
trained in a skill of your choice.
You also gain the Additional Lore general feat for
Twili Lore.
Adventures in Hyrule

9th Level SHADOWSEER FEAT 13


BETWEEN WORLDS FEAT 9 OCCULT TWILI

Prerequisites Shadow Sight


TWILI
No darkness can beguile you as your eyes become
Your soul rejects the dichotomy of light and shadow,
permanently infused with gloom-piercing magic. You
placing itself somewhere between. You become
gain greater darkvision permanently.
immune to void damage (or vitality damage if you had
void healing), but you cannot be healed by either void 17th Level
or vitality healing e�ects.
FUSED SHADOW FORM FEAT 17
SHADOW MELD FEAT 9 CONCENTRATE OCCULT POLYMORPH SHADOW TWILI
MOVE OCCULT SHADOW TWILI Frequency once per day
Frequency once per day Drawing on the same source of magic as the Fused
Requirements You're within 5 feet of a shadow. Shadow, you transform into a Huge spider-like being
You are able to take refuge in shadows, including made of solidi�ed shadows. This has the e�ects of 6th-
those of your allies. You meld into an adjacent shadow rank aberrant form's gogiteth transformation, except
of at least your general size; this acts like the spell one you may additionally cast chilling darkness, dispel
with stone, except you can see from within the magic and shadow blast as 6th-rank occult innate
shadow, and magical light e�ects counteract it. You spells, once each per use of this feat.
can only meld into the shadow of a willing creature of When you emerge from your fused shadow form,
your Size or larger, and you are slowed 1 while melded you become drained 3.
with such a shadow.
MIRROR SHARD FEAT 17
SHADOW SIGHT FEAT 9 UNCOMMON TWILI
OCCULT TWILI You are able to travel between the worlds of light and
Frequency once per hour shadow by borrowing a fraction of the power of the
Your gaze can pierce the deepest gloom, even when Mirror of Twilight. You can cast interplanar teleport
normal vision would fail you. You gain greater twice per week as an occult innate spell that can only
darkvision for 1 minute. target yourself; you can travel only to the Light World
or Twilight Realm, and the Mirror of Twilight serves as
13th Level
the planar key regardless of distance.
DARKNESS UNENDING FEAT 13
TWILI

Within you is a wellspring of magic connected to the


deepest pits of the twilight realm. You can cast
darkness as a 4th-rank occult innate spell once per
hour. If you have Shadow Sight, you can use it as part
of casting your innate darkness spell.

LONGER SHADOW FEAT 13


TWILI

Prerequisites Hand of Twilight


Your ability to control your hand of twilight grows, as
does its reach. Your hand of twilight gains a reach of
10 feet for the purposes of performing Interact
actions. In addition, it can now hold an object of up to
2 Bulk instead of 1.
Adventures in Hyrule

Zonai Construct
When the zonai vanished from the Surface, they left only ruins in their wake. But
above the Sea of Clouds, many of the constructs they built still operate to this day;
their guards standing vigil over long-forgotten sanctuaries, their stewards endlessly
repeating a task assigned to them by a long-dead operator. But, sometimes, within this
ceaseless cycle a construct can develop a spark of awareness, becoming an independent
and sentient being.

Made out of the marvellous material known as You Might…


zonaite, the zonai construct is perhaps the crowning
• Specialize in a single task almost exclusively,
technological achievement of the prehistoric zonai
applying it wherever possible.
civilization, a fully automated servant created for and
specialized in a singular task of the creator's choosing. • Have an urge to assist others by sharing your
Those rare constructs who have developed an knowledge and talents.
independent intelligence over the millenia vary greatly • Have a degree of empathy for constructs of all
in their personalities, but many dedicate themselves to kinds, or even for inanimate tools.
new pursuits with the same degree of devotion
expected of them by their creators; this time, however,
Other Proaly…
they forge their own paths to their own destinations. • Mistake you for a mindless automaton.
If you want to play a character who is a living • Marvel at the technology behind your existence,
machine capable of utilizing unique and powerful perhaps seeking to study you.
technological abilities, you should play a zonai • Have trouble relating to you due to your
construct. inhuman appearance.

Phyical Decription
The overall shape of a zonai construct varies based on
its constructed purpose, though several 'stock' models
exist for common tasks. All zonai constructs possess
limbs made of magical energy, generated by their
internal core, which are contained by rings made of
zonaite. A zonai construct may have tools or weapons
built directly into its frame, and an awakened zonai
construct may further modify itself over the course of
its life.
Provided it receives regular maintenance, a zonai
construct can theoretically survive inde�nitely.
However, because the technology of the zonai has
largely been lost to history, most zonaite constructs
are reduced to scavenging for replacement parts as
they slowly degrade over the eons, eventually breaking
down for good.

ociety
The only large 'communities' of zonai constructs exist
on those forgotten sky islands once inhabited by the
zonai, but these groups still consist almost entirely of
the mindless variety of construct. When a zonai
construct in such a group awakens an intelligence, it
must struggle with either feeling alone among its kind
or abandoning its intelligence and returning once
more to a life of endless, pointless servitude.
Adventures in Hyrule

elief Rarity
Rare
The very concepts of morality and religion are new to any freshly-
awakened zonai construct, but the practice that religion often involves—
servitude to a master you believe controls your destiny—is nothing new to
Hit Point
8
them at all. Depending on their perspective, a zonai construct may either
be drawn towards or pushed away from religion. For zonai faithful, their
chosen deities usually relate to their specialization; for example, a ize
gardener construct may �nd the Great Deku Tree's teachings appealing. Small or Medium
Popular Edicts �nd peace in repetition, follow instructions to the letter
Popular Anathema abandon an un�nished job peed
25 feet
Adventurer
Zonai constructs most commonly become adventurers for little reason Attriute oot
other than to escape from the limited world that their life previously Intelligence
encompassed. Because of their specialized abilities, a zonai construct may Free
be uniquely suited a particular class, or they may adapt their existing
talents to a new �eld. The technological expertise that often arises from Language
being a technological being themselves means that of all the classes, zonai Hylian
constructs tend towards alchemist, gunslinger and inventor. Zonai
Additional languages equal to your
Name Intelligence modi�er (if it’s
Before they gained their independence, most zonai constructs were never positive). Choose from any
given names. Instead, they awaken with only alphanumerical languages to which you have
designations. Some wear these identi�cation codes proudly as a name, access. At the GM's discretion, if
while others eschew their original identi�ers and adopt nicknames. you were created to serve Hylians,
you might speak Ancient Hylian
AMPL NAM instead of Hylian.
Junker, FP-015A, Gary, LZ-198F, MI-113R, Servo, TH-347D, Waypoint
Trait
Zonai Construct Heritages Construct
Choose one of the following zonai construct heritages at 1st level. Zonai Construct

Maker Contruct
Contructed ody
You were designed to manufacture a single type of item. You become
You don't need to eat or drink. You
trained in Crafting and gain the Speciality Crafting skill feat for a
don't need to sleep, but instead you
speciality matching the items you were designed to create. must enter a standby state for 2
hours, which is similar to sleeping
Miner Contruct except you are aware of your
You were a construct assigned to the depths of the world and tasked with surroundings and don't take
mining or processing zonaite. You gain darkvision. penalties for being unconscious. If
you go 16 hours without doing so,
Ranger Contruct you become fatigued until you
Your assigned task involved working alongside nature, whether as a enter standby for 2 hours.
�sher, gardener, woodcutter or otherwise. You become trained in Survival
and gain the Terrain Expertise skill feat for the terrain you were assigned Low­Light Viion
to. You can see in dim light as though
it were bright light, so you ignore
oldier Contruct the concealed condition due to dim
You are a construct built to guard an important location or go to war, light.
and have been out�tted with powerful limbs and a built-in weapon. You
gain the Soldier's Horn ancestry feat, and the damage of your �st Zonai Charge
unarmed attack increases to 1d6. Your zonai charge, the magical
energy source that powers your
Ancestry Feats body and mind, has been infused
At 1st level, you gain one ancestry feat, and you gain an additional with light force; as a result, you are
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). a living creature and do not follow
As a zonai construct, you select from among the following ancestry feats. the usual construct rules.
Adventures in Hyrule

1t Level WEAPONIZED TOOLS FEAT 1


ELEMENTAL EMITTER FEAT 1 ZONAI CONSTRUCT

Prerequisites Maker Construct, Miner Construct or


ARCANE ZONAI CONSTRUCT
Ranger Construct heritage
You have a device in the shape of a dragon's head
You have learned to use tools not only to create but to
attached to your body that you can use to emit either
destroy. You are trained with frying pans,
a 30-foot line of electricity or �re; or a 15-foot cone of
greatshovels, hatchets, light hammers, picks, scythes,
cold or �re, chosen when you gain this feat. The
shears and sickles. In addition, you don't take the
emitter deals 1d4 damage of the chosen type; each
normal –2 penalty to attack rolls with improvised
creature in the area must attempt a basic Re�ex save
weapons.
against the higher of your class DC or spell DC. You
At 5th level, whenever you get a critical hit with one
can't use this ability again for 1d4 rounds. At 3rd level
of these weapons, you get its critical specialization
and every 2 levels thereafter, the damage increases by
e�ect.
1d4. This feat gains the trait associated with the type
of damage it deals. ZONAI LORE FEAT 1
ZONAI CONSTRUCT
Special You can take this feat up to three additional
times to gain the other elemental emitters, but using You still remember the teachings of your creators. You
any of them prevents you from using the others for gain the trained pro�ciency rank in Crafting and
the same duration. Religion. If you would automatically become trained in
one of those skills (from your background or class, for
HEAD LIGHT FEAT 1 example), you instead become trained in a skill of your
ZONAI CONSTRUCT choice.
Your head is �tted with a light source, casting bright You also gain the Additional Lore general feat for
light in a 20-foot radius (and dim light for the next 20 Zonai Lore.
feet) like a torch. You can turn the light o� or back on
5th Level
with a single Interact action.
SCOUT'S ALARM FEAT 5
INTERNAL STORAGE FEAT 1 AUDITORY VISUAL ZONAI CONSTRUCT
ZONAI CONSTRUCT
Trigger You are about to roll a Perception check for
You can hide up to 2 total Bulk of objects inside an initiative.
internal drawer. Opening or closing the drawer takes
You are �tted with a loud and bright alarm that alerts
an Interact action. You gain a +4 circumstance bonus
your allies when you spot danger, granting them each
to the DCs of checks for others to Seek or Steal
a +1 circumstance bonus to their initiative rolls. Allies
objects stored inside your drawer while it is closed.
can be a�ected by this action even if they're immune
NIGHTVISION UPGRADE FEAT 1 to auditory or visual e�ects, but not both.
ZONAI CONSTRUCT SPRING JUMPER FEAT 5
Prerequisites Low-Light Vision ZONAI CONSTRUCT
Your optical sensors have been upgraded to function in Your lower body has a powerful spring attached,
complete darkness. You gain darkvision. allowing you to leap great distances. When Leaping
SOLDIER'S HORN FEAT 1 vertically, you move an additional 5 feet up. You don't
ZONAI CONSTRUCT
automatically fail your checks to High Jump or Long
Jump if you don't Stride at least 10 feet �rst. In
You have a sharp horn built into your frame for self-
addition, when you attempt a High Jump or Long Jump,
defense in close quarters. You gain a horn unarmed
you jump 5 feet higher than you normally would.
attack in the brawling group that deals 1d6 piercing
damage and has the versatile S weapon trait.
Adventures in Hyrule

TRACTOR BEAM FEAT 5 STABILIZER FEAT 9


ARCANE ZONAI CONSTRUCT ZONAI CONSTRUCT

You can emit a �exible magical beam that picks up Your torso is �tted with a stabilizer, which helps you
objects for you. You Interact to lift a single unattended stay upright. You gain the Kip Up skill feat, even if you
object of 2 Bulk or less within 10 feet of you and move don't meet its prerequisites. In addition, you gain a +1
it to another space within 10 feet of you. If you have a circumstance bonus to your Re�ex DC against
hand free, you can instead place the object into that attempts to Trip you. This bonus also applies to saving
hand. throws against spells or e�ects that attempt to knock
you prone.
WING GLIDE FEAT 5
ZONAI CONSTRUCT 13th Level
Your back is �tted with an aerodynamic glider based CLIMBING STAKES FEAT 13
on a bird. You glide slowly toward the ground, 5 feet
ZONAI CONSTRUCT
down and up to 25 feet forward through the air. As
You've been �tted with a pair of zonaite stakes, which
long as you spend at least 1 action gliding each round
can penetrate almost any surface. You gain a climb
and have not yet reached the ground, you remain in
Speed of 20 feet and a +2 circumstance bonus to
the air at the end of your turn.
checks to Grab an Edge.
9th Level
ROCKET JUMP FEAT 13
HOVER STONE FEAT 9 ZONAI CONSTRUCT
ZONAI CONSTRUCT Frequency once per turn
Your lower body is �tted with a stone that de�es By using a powerful rocket, you can �ing yourself into
gravity when powered, allowing you to hover over the air. You Fly up to three times your Speed in a
obstacles. You gain a �y Speed equal your land Speed. straight line. If you don't end your movement on solid
You can't rise more than a few inches above the ground, you fall.
ground when you Fly this way. This means you can
move above many types of di�cult or hazardous
WEAPONIZED TOOL EXPERTISE FEAT 13
terrain without moving slowly or being damaged, even ZONAI CONSTRUCT

though you can't �y without limit. Prerequisites Weaponized Tools


Whenever you gain a class feature that grants you
LOCK ON FEAT 9 expert or greater pro�ciency in certain weapons, you
ZONAI CONSTRUCT
also gain that pro�ciency in frying pans, greatshovels,
You can precisely focus your targeting sensors. When hatchets, light hammers, picks, scythes, shears, sickles
you Lock On, designate an enemy you can see. You and improvised weapons.
gain a +2 circumstance bonus to attack rolls against
the designated enemy until the end of the turn. 17th Level

OVERCHARGE EMITTER FEAT 9 FLUX CONSTRUCT FORM FEAT 17


ARCANE ZONAI CONSTRUCT
ZONAI CONSTRUCT

Prerequisites Elemental Emitter You generate a mass of cube-shaped components that


you can recon�gure at will, becoming a �ux construct.
You can infuse your elemental emitter with additional
After spending 24 hours collecting components and
power to overclock its performance, but doing so
upgrading yourself, you permanently gain the e�ects
burns out their charge. When you use Elemental
of enlarge. The process transforms most of your gear
Emitter, you can increase the damage dice to d8s and
to the appropriate size for your new body. You can
increase the area to 60 feet for a line elemental
Trample creatures smaller than you as a 3-action
emitter or 30 feet for a cone. If you do, you can't use
activity. In addition, you can move through spaces as
Elemental Emitter again for 1 hour.
though you were a Medium sized creature as your
body recon�gures to an ideal shape.
Adventures in Hyrule

Zora
The zora are amphibious humanoids capable of living in both saltwater and
freshwater. Possessing strong senses of both duty and freedom, the zora are known to
make and break alliances as best suits them, but do not do so lightly. To others, the
zora cultivate a regal appearance, something aided by their graceful movements and
�ns that mimic the appearance of �ne clothing. Zora are also known for their musical
aptitude, with some performances attended by visitors from miles around.

Masters of their underwater domains, zora form self- You Might…


su�cient communities, surviving on �sh and dwelling
• Carry yourself with dignity, being careful to
in underwater caves. With long lives and long
mind your manners regardless of company.
memories, the zora retain extensive histories of
tradition and religion centering around their royal • Possess an uncontrollable urge to explore your
hierarchies and a belief in stewardship of their surroundings and go where you please.
environment. • Be drawn to performance-based pursuits,
If you want to play a character lives freely both especially music and dance.
underwater and on land, moves with a preternatural
grace and is �ercely independent, you should play a
Other Proaly…
zora. • Envy your long lifespan and amphibious nature.
• Feel that you look down on more uncouth people
and those outside of your community.
• Marvel at your grace and beauty.

Phyical Decription
Standing at around 6 foot tall, zora possess several
distinctive features which vary based on their heritage
but all zoras possess �ns, gills and webbed feet. Skin
colours vary between shades of white, green, blue and
(rarely) red, and their eyes are usually dark blue,
purple or red.
Born as tadpoles, zora mature into humanoid
shapes in the �rst few years of their life and can live
for many years, usually reaching adulthood around
age 100 and with a life expectancy in the hundreds of
years, with a zora of age 400 considered to be
especially old.

ociety
Many freshwater zora form 'domains' led by a royal
family and inherited by blood, but outside of the
monarchy most zoras live as equals, sometimes even
sleeping in communal pools instead of having private
spaces. Saltwater zora, on the other hand, place a
greater emphasis on individuality, with social status
being based on merit rather than birth.
Adventures in Hyrule

elief Rarity
Common
Most zora communities have long histories of worshipping deities related
to water, especially those which preside over their homeland, and often
venerate clerics of those deities as community leaders. Most zora place a
Hit Point
8
strong emphasis on freedom of expression, even those who live in
particularly communal domains, and therefore value art and culture.
Popular Edicts seek renown through art, hone your talents ize
Popular Anathema pollute bodies of water, force another creature to do Medium
something
peed
Adventurer 20 feet
The amphibious nature of the zora makes ranger a natural �t for zoran Swim 30 feet
adventurers, and their societal focus on music leads many to become
travelling bards. Zoras also make for graceful �ghters, with the more Attriute oot
dramatic among them becoming swashbucklers. Others utilise their Dexterity
mystical connection to water as druids or water elemental sorcerers. Charisma
Free
Name
Zoras adopt names of one to three syllables, often with a lyrical or soft Attriute Flaw
quality. Syllabic repetition is quite common, especially amongst ocean- Constitution
dwelling zora.

AMPL NAM Language


Hylian
Cle�, Dento, Dorephan, Evan, Japas, Laruto, Lulu, Mikau, Mipha, Ralis,
Zoran
Rutela, Ruto, Sidon, Tijo, Toto Additional languages equal to your
Intelligence modi�er (if it’s
Zora Heritages positive). Choose from any
Choose one of the following zora heritages at 1st level.
languages to which you have
Coatal Zora access (such as the languages
prevalent in your region).
You are a zora born in the shallows of the ocean, and have adapted to the
changing tides. You are una�ected by tidal currents and can Swim
normally despite them. Additionally, you gain the Underwater Marauder
Trait
Amphibious
skill feat.
Humanoid
Deep ea Zora Zora
You are a zora of the deep seas, where light is scarce and wariness is
necessary for survival. You gain darkvision and you automatically adapt Low­Light Viion
to pressure changes from being deep underwater without ill e�ect.
You can see in dim light as though
it were bright light and you ignore
Lake Zora the concealed condition due to dim
light.
As a lake zora, you hail from a domain within a vast lake where strong
swimming was less important to survival and you made more use of your
amphibious nature. Both your land and swim Speeds are 25 feet. Hydration
While you are an amphibious being
River Zora equally as capable on land as in the
As a river zora you have adapted to swimming against strong currents water, your body requires you to
return to aquatic environments at
and living in close proximity to land-dwelling creatures. You gain the
least once in a 24-hour period. You
Surge Swimmer ancestry feat. In addition, you gain a +1 circumstance
must submerge in water in order to
bonus to Stealth checks to Hide underwater.
rehydrate your water-acclimated
wamp Zora skin. After the �rst 24 hours
outside of water, you take a –1
Living in a noxious swamp or polluted delta has inured you to poison. status penalty to Fortitude saves.
You gain poison resistance equal to half your level, and you gain a +1 After 48 hours, you struggle to
circumstance bonus to saving throws against poisons. breathe air and begin to su�ocate
until returned to water.
Adventures in Hyrule

Ancestry Feats SURGE SWIMMER FEAT 1


At 1st level, you gain one ancestry feat, and you gain ZORA
an additional ancestry feat every 4 levels thereafter (at
Your muscles are especially honed for swimming in
5th, 9th, 13th, and 17th level). As a zora, you select
adverse conditions such as inclement weather or when
from among the following ancestry feats.
swimming upstream. When you succeed at an
1t Level Athletics check to Swim, you get a critical success
instead.
BLADED FINS FEAT 1
ZORA ZORA LORE FEAT 1
You possess sharp, bladed �ns along your arms, which ZORA
make for powerful weapons. You gain a bladed �n You have studied the long and storied history of the
unarmed attack which deals 1d6 slashing damage, has zora, their musical canon, and their stewardship of the
the �nesse trait and is in the brawling weapon group. waters they live in. You become trained in
Performance and Nature. If you would automatically
ELECTRICAL DISCHARGE FEAT 1 become trained in one of those skills (from your
ELECTRICITY PRIMAL ZORA
background or class, for example), you instead become
You are able to emit electricity from your body as an trained in a skill of your choice.
o�ensive maneuver. You deal 1d4 electricity damage to You also gain the Additional Lore general feat for
all creatures in a 5-foot emanation, or a 10-foot Zora Lore.
emanation if you are submerged in water (basic Re�ex
save against the higher of your class DC or spell DC). ZORAN RHYTHM FEAT 1
At 3rd level, and every 2 levels thereafter, this damage ZORA
increases by 1d4. You can't use this ability again for You are a zora blessed with the musical talent of your
1d4 rounds. forebears. You become trained in Performance. If you
would automatically become trained in Performance
EXPERT DIVER FEAT 1 (from your background or class, for example), you
ZORA
instead become trained in a skill of your choice. You
Even amongst the zora, you excel at diving gracefully gain the Virtuosic Performer feat for two of the
into the water. As long as you land in water that is at following: Dance, Keyboards, Percussion, Singing or
least 10 feet deep, you take no falling damage, no Strings.
matter how far you fell.
ZORAN WEAPON FAMILIARITY FEAT 1
GEOZARD'S FIRE FEAT 1 ZORA
UNCOMMON ZORA
You favour the graceful weaponry of the zoran people.
Prerequisites River or Swamp Zora heritage You gain access to all uncommon weapons with the
You possess a more reptilian appearance compared to zora trait. You have familiarity with weapons with the
other zora, along with the unusual ability to spit zora trait plus falchions, rapiers, spears, and tridents—
�ames out of your mouth. You gain a ranged unarmed for the purposes of pro�ciency, you treat any of these
attack in the sling weapon group with a maximum that are martial weapons as simple weapons and any
range of 20 feet that deals 1d4 �re damage. that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one
Special You can select this feat only at 1st level, and
of these weapons, you get its critical specialization
you can't retrain into or out of this feat.
e�ect.
SHIELDED FIN FEAT 1
ZORA

One of your arm �ns has hardened and can now serve
as an impromptu shield. You can Raise a Shield
without a free hand to gain a +1 circumstance bonus to
AC, but you cannot use your shielded �n to Shield
Block.
Adventures in Hyrule

5th Level 13th Level


BOOMERANG FINS FEAT 5 AQUATIC AMBUSHER FEAT 13
ZORA ZORA

Prerequisites Bladed Fins You use the water's refraction to avoid detection.
You are capable of detaching and launching your While fully submerged in water, as long as an observer
bladed �ns out from your body, sending them �ying in is at least 20 feet away from you, you don't need cover
an arc so that they return to you. Your bladed �n from that observer to Hide or Sneak.
unarmed attack gains the thrown 15 feet trait and a
REHYDRATION FEAT 13
maximum range of 30 feet. After throwing your
PRIMAL WATER ZORA
bladed �ns, they return to your arms. If you ever lose
a �n, it regrows over the course of a week. Frequency once per day
You surround your body with a thin layer of water
DOLPHIN DIVE FEAT 5 drawn from the moisture in the air. You can spend one
ZORA hour resting to rehydrate your gills and skin, which
Prerequisites expert in Athletics counts as submerging your body in water. At the GM's
By cresting the water's surface at speed, you launch discretion, incredibly dry areas, such as deserts, might
yourself through the air. You are capable of making a not have enough moisture in the air for your
Long Jump out of water, except the movement Rehydration to work.
required is to Swim, rather than Stride, and you must
ZORAN WEAPON EXPERTISE FEAT 13
Leap from the surface of the water.
ZORA
ENDLESS WELLSPRING FEAT 5 Prerequisites Zoran Weapon Familiarity
ZORA You �awlessly combine zoran weaponry with your
You draw on the ever-pouring wellspring that sustains signature �ghting techniques. Whenever you gain a
your people. You can cast create water as a primal class feature that grants you expert or greater
innate spell once per day. Whenever you cast create pro�ciency in certain weapons, you also gain that
water, you choose if you create fresh water or salt pro�ciency in falchions, rapiers, spears, and tridents,
water. and all zora weapons in which you are trained.

9th Level 17th Level


ELECTRICAL BURST FEAT 9 CHAMPION OF THE ZORA FEAT 17
ZORA RARE ZORA

Prerequisites Electrical Discharge You have ascended to the position of champion


You are able to extend your electrical discharge amongst your people, and have inhereted the
beyond its usual limits. When you use Electrical restorative power of water. You can cast Mipha's
Discharge, you can increase the emanation to 10 feet, grace† as an innate divine spell once per day.
or to 15 feet if you are submerged in water.
ULTIMATE SWIMMER FEAT 17
WATER GLIDE FEAT 9 ZORA
ZORA Prerequisites Surge Swimmer
Your �ns allow you to move gracefully through water You have mastered the swimming techniques of the
at any depth. When in an aquatic or swamp zora. As long as you can act, you cannot be moved by
environment, you ignore the e�ects of non-magical currents unless you wish to be, and you never need to
di�cult terrain. In addition, swimming up or down isn't make an Athletics check when using your swim Speed,
di�cult terrain for you. even when swimming against currents or up
waterfalls.
Adventures in Hyrule

Shadow Being (Versatile Heritage)


Sometimes, when exposed to the power of twilight, a creature becomes a shadow
being, indelibly changed by the experience. Most often this occurs due to long-term
exposure to twilight, such as by living in the twilight realm, but sometimes the
transformation occurs as the result of corrupting shadow magic.

This versatile heritage is rare. You gain the shadow You Might…
and shadow being traits, in addition to the traits from
• Feel a kinship with the downtrodden and
your ancestry. You also gain low-light vision, or you
underprivileged, having faced prejudice for your
gain darkvision if your ancestry already has low-light
fearsome appearance.
vision. You can choose from shadow being feats and
feats from your ancestry whenever you gain an • Find bright lights unpleasant, taking comfort in
ancestry feat. dimly lit or dark places.
If you want to play a character who is infused with • Seek to balance your dark and light sides.
the power of shadow, possessing a unique appearance
as a result, you should play a shadow being.
Other Proaly…
• Assume you are under the control of sinister
magic.
• Confuse you with a twili due to your similar
origins.
• Expect you to possess shadow magic of your
own.

Phyical Decription
Shadow beings appear similar to their original forms,
but with dark, often pure black, skin decorated with
bright red geometric patterns. They may possess
glowing yellow or orange eyes and large, armor-like
shapes instead of certain limbs. For example, instead
of a head the shadow being may possess a circular
maw �lled with glowing red patterns.

ociety
After their transformation, most shadow beings �nd
themselves cast out of their former societies. In places
steeped in twilight, shadow beings may naturally
congregate and form their own communities apart
from greater society.

elief
Just because a shadow being was formed from the
corrupting in�uence of malevolent magic doesn't
mean they are forced into wickedness, and as such
most shadow beings retain their former edicts and
anathema. Nonetheless, societal prejudice against their
kind may lead a shadow being to become less quick to
trust others.
Adventures in Hyrule

Ancestry Feats 5th Level


At 1st level, you gain one ancestry feat, and you gain
an additional ancestry feat every 4 levels thereafter (at
RESIST THE LIGHT FEAT 5
5th, 9th, 13th, and 17th levels). As a shadow being, SHADOW BEING
you select from among the following ancestry feats. An aura of perpetual twilight dampens your vision,
protecting you from the e�ects of bright light. You
1t Level
gain a +2 circumstance bonus to all saves against
EYES OF TWILIGHT FEAT 1 e�ects with the light trait.
SHADOW BEING
SHADOW SEEKER FEAT 5
Prerequisites low-light vision
SHADOW BEING
Your sight pierces the gloom. You gain darkvision.
Years of living between realms has sharpened your
Special You can select this feat only at 1st level, and senses, and you excel at seeing the unseen. You gain a
you can't retrain into or out of this feat. +1 circumstance bonus to locate undetected creatures
within 60 feet when using the Seek action. Your �at
FUSED ARMOR FEAT 1 check to target concealed creatures is DC 3 instead of
SHADOW BEING DC 5, and your �at check to target undetected
Your transformation fused large pieces of armor to creatures is DC 9 instead of DC 11.
your �esh. Your fused armor is medium armor in the
9th Level
plate armor group that grants a +4 item bonus to AC, a
Dex cap of +1, a check penalty of –2, a speed penalty SHADOWED EMPATHY FEAT 9
of –5 feet, and a Strength value of 16. You can never SHADOW BEING
wear other armor or remove the fused armor; however, Some would call you a monster, but this has just
you don't become fatigued from sleeping. Finally, you increased your empathy for others a�icted by
can etch armor runes onto the fused armor as normal. shadow. You can use Diplomacy to Make an
Impression on creatures with the shadow trait and to
Special You can select this feat only at 1st level, and
make Requests of them, including shadow beasts
you can't retrain into or out of this feat.
(animals a�ected by twilight). In most instances, such
SHADOW SUSTENANCE FEAT 1 creatures will give you time to make your case.
SHADOW BEING
STEAL THE LIGHT FEAT 9
Very little food grows in the gloom of twilight, and so
UNCOMMON SHADOW BEING
you have learned to draw sustenance out of the
Like shadow insects, you are able to absorb the power
shadows themselves. As long as you spend at least 2
of magical light. You can cast swallow light as an
hours in an area of dim light or darkness, you don't
innate occult spell twice per day, except you may use
need to eat or drink for 24 hours.
Thievery for the counteract check.
SHADOW VERMIN BOND FEAT 1
13th Level
SHADOW BEING

You have befriended a Tiny animal that was similarly REVIVIFYING HOWL FEAT 13
a�ected by the in�uence of twilight. You gain a HEALING OCCULT SHADOW BEING
familiar, except that it has the shadow trait in addition Frequency once per 10 minutes
to its usual traits. This is usually an animal that It is said that if just one powerful shadow being is left
naturally has low-light vision, such as a rat. standing, it can revive its allies. You bellow out a
UNSETTLING SHRIEK FEAT 1 gutteral howl that restores allies to �ghting form,
restoring 4d8 Hit Points to all unconscious allies in a
SHADOW BEING
30-foot emanation.
Your unique anatomy and innate magic allows you to
loose a loud, trumpeting shriek that harms foes. You
can cast haunting hymn as an innate occult cantrip,
except it lacks the manipulate trait as you channel the
spell entirely through your voice.
Adventures in Hyrule

Archetypes
Existing Archetypes
The following existing archetypes have been expanded, either by adding new setting-appropriate feats or by
modifying existing feats.

lementalit
Instead of the usual choices of elemental philosophy, you may choose one of the following, treating any listed
traits as elemental traits:
• Four Elements: Air, earth, �re, water
• Wild Elements: Cold, electricity, �re; you may add spells with both the cold and water trait to your
elemental spell list, but you may not take elementalist feats or use elementalist abilities that require you to
have water in your elemental philosophy
Add the following options to the Elemental Familiar feat:
• Cold Your familiar cools its surroundings. Creatures who remain within a 15-foot emanation don’t take
damage from severe environmental heat.
• Electricity Your familiar sheds bright light in a 10-foot radius (and dim light for the next 10 feet) and
shocks attackers. Creatures that hit the familiar with an unarmed attack or metal melee weapon take 1
electricity damage for every 4 levels you have.
Add the cold and electricity traits to the Expanded Elemental Magic feat's selection.

Living Veel

GHOSTLY LEVITATION FEAT 8


ARCHETYPE

Prerequisites Living Vessel Dedication; your entity is a spirit


Your entity drags your body through the air. You gain a �y Speed equal to half your land Speed. You can't rise
more than a few inches above the ground when you Fly this way. This means you can move above many types of
di�cult or hazardous terrain without moving slowly or being damaged, even though you can't �y without limit.

SHARED NIGHTMARE FEAT 8


ARCHETYPE ILLUSION MENTAL OCCULT

Frequency once per day


Prerequisites Living Vessel Dedication; your entity is an animate dream
When you sleep, your entity attempts to draw you - and your enemies - into a shared nightmare. After sleeping
for at least 10 minutes, you may choose up to two creatures you know by name; if you do, you and each of those
creatures are subjected to the e�ects of nightmare, with a DC determined by the higher of your class DC or spell
DC. You gain a +4 circumstance bonus to your save due to your familiarity with the entity's nightmares, but you
do not become immune to further uses of Shared Nightmare on a critical success.
Adventures in Hyrule

Pactinder

PACT OF NATURE'S BOUNTY FEAT 4


UNCOMMON ARCHETYPE

Prerequisites Pactbinder Dedication


You've sworn a pact with a powerful spirit of nature, such as a sacred tree. As long as you are in an area of
wilderness, you do not need to Subsist to �nd shelter and food, as the land freely provides its bounty to you.
This pact only extends to you, not to your travelling companions, so they still need to Subsist as normal.

In exchange, you agree to never despoil a natural place and to never harm an animal or plant except in self
defense. If you break this vow, you lose the bene�ts of this feat and can never get a better result than a failure
on checks to Subsist until you atone for your transgressions.

Pirate

BARREL BLAST FEAT 6


UNCOMMON ARCHETYPE

Prerequisites Pirate Dedication


With storage space for cannonballs limited on a pirate vessel, some enterprising cannoneers have developed a
technique for launching excess barrels in their place. Loading a barrel requires an additional Load action, which
you must conduct personally, and the siege weapon must be physically capable of �ring the barrel. Typically,
that means ballistas don't qualify, for example—nor do auto-catapults which require speci�cally-sized balls—but
normal catapults and onagers work just �ne. When you Launch the weapon, if the weapon usually targets an
area, it deals piercing damage in that area instead of its usual damage type as the barrel violently splinters. If the
barrel contained objects, they are scattered in any a�ected spaces, and if it was �lled with a liquid, that liquid
coats any creatures that took damage from the Launch with e�ects, if any, determined by the GM.

LIVE AMMUNITION FEAT 8


UNCOMMON ARCHETYPE

Prerequisites Pirate Dedication


There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but
pirates use the tactic every so often as an unconventional boarding method. Loading a creature requires two
additional Load actions, which you must conduct personally. The creature must be willing, unconscious, or
restrained throughout the process, and the siege weapon must be physically capable of �ring the creature in
question, based on their size and shape. When you Launch the weapon, if the weapon usually targets an area,
you target a single 5-foot square instead. The siege weapon deals its normal damage to its target, or to the
modi�ed area, and to the creature �red. If you have Barrel Blast, you can load a creature inside a barrel with only
two total additional Load actions; if you �re a creature in a barrel into water this way, you may have them land
safely, with the Launch dealing no damage.
Adventures in Hyrule

terling Dynamo

ANCIENT ENERGY AUGMENTATION FEAT 8


UNCOMMON ARCHETYPE

Prerequisites Sterling Dynamo Dedication


Access You are from post-Calamity Hyrule.
You've integrated ancient sheikah technology into your dynamo's business end. Your sterling dynamo deals force
damage instead of its usual damage type, and your dynamo Strikes become magical. If you have Modular
Dynamo, you can disable and reenable the bene�ts of this feat using an Interact action.

LOKOMO OVERCLOCKING FEAT 8


UNCOMMON ARCHETYPE FORTUNE

Prerequisites Sterling Dynamo Dedication


Access You are from New Hyrule.
Your sterling dynamo runs on lokomo technology, using an internal engine, and you've learned how to overclock
that engine to increase performance at the cost of operating time. Attempt to Grapple, Shove, Strike or Trip using
your dynamo, rolling twice and using the better result. After using Lokomo Overclocking, you cannot use your
sterling dynamo until the end of your next turn, as it requires time to cool down. Reduce the operational time of
your sterling dynamo by 1 hour.

Weapon Improvier

IMPROVISED SHIELD FEAT 4


ARCHETYPE

Prerequisites Weapon Improviser Dedication


You are able to improvise shields as well as weapons. When you hold an object that could act as a shield, such as
a pot lid, serving tray, or even a large piece of bark, you may treat it as an improvised wooden shield. When you
shield bash using an improvised shield, it is treated as an improvised weapon.

WEAPONIZED EDGES FEAT 6


ARCHETYPE

Prerequisites Improvised Shield


You �nd creative ways to use improvised shields as weapons, too. You can use improvised shields as improvised
weapons that deal 1d6 damage of type determined by the type of object it is. For example, you could use the
sharp edge of a serving tray as a slashing weapon or the sharp splinters of a piece of bark as a piercing weapon.

MAKESHIFT BLOCK FEAT 8


ARCHETYPE

Prerequisites Improvised Shield, Shield Block


Trigger You would take damage from a physical attack.
You quickly grab something sturdy and put it between you and an incoming attack. You Interact to pick up a
nearby object you could use as an improvised shield. It must be located at around your chest level, such as a
plate on a table, rather than an object on the �oor. You then Shield Block the attack using the object, ignoring
Shield Block's usual restriction that you must have the shield raised.
Adventures in Hyrule

SHATTERING BLOCK FEAT 10


ARCHETYPE

Prerequisites Improvised Shield, Shield Block


Trigger An improvised shield that you are wielding becomes destroyed as a result of blocking an attack.
When your improvised shield shatters, you direct the splinters towards your foes. All creatures in a 15-foot cone
take 3d6 piercing damage. Each creature in the area must attempt a basic Re�ex saving throw against your class
DC.
Adventures in Hyrule

Garo Robe GARO'S BANNER FEAT 4


UNCOMMON ARCHETYPE EMOTION MENTAL VISUAL
Appearing as a shrouded �gure, garo robes are a little-
You carry the banner of the organization to which you
understood form of undead that rise from those who
swore an everlasting oath. You and all allies within 30
accept eternal commitments. Although garo robes may
cloak themselves di�erently to one another, feet gain a +1 circumstance bonus to Will saves and
underneath the fabric they are all alike: empty shells DCs against fear e�ects. If your banner is destroyed or
animated only by the remaining willpower of the removed, allies within 30 feet become frightened 1.
deceased. Those who return as a garo robe possess an
undying sense of loyalty to their ideals, be they
MARK FOR DEATH FEAT 4
patriotic or otherwise, and seek only to serve those ARCHETYPE

ideals for eternity; garo spies, for example, have been Requirements You can see and hear the creature you
known to continue surveilling the lands of their intend to mark.
enemies even centuries after those lands fell into ruin. The oaths of many garo robes require the killing of
certain targets. You designate a single creature as your
GARO ROBE DEDICATION FEAT 2 mark. This lasts until the mark dies or you use Mark
for Death again. You gain a +2 circumstance bonus to
RARE ARCHETYPE DEDICATION
Perception checks to Seek your mark and on
Prerequisites You died under an oath to an
Deception checks to Feint against your mark. Your
organization or individual and returned as a garo
agile and �nesse weapons and unarmed attacks gain
robe.
the backstabber and deadly d6 weapon traits when
Although you died, your sense of honor and duty you're attacking your mark. If the weapon or unarmed
inspired your spirit to cling to this world, garbing attack already has the deadly trait, increase the size of
yourself in a cloak that contains your spiritual form the deadly damage die by one step instead of giving it
and continuing your charge. You gain the garo, spirit deadly d6.
and undead traits; and the basic undead bene�ts. Your
undead craving is to serve your ideals in a meaningful UNDYING DEFIANCE FEAT 6
capacity; if you ever ful�ll or willingly break the oath ARCHETYPE
that allowed you to rise as a garo, you are destroyed. Trigger You would be reduced to 0 Hit Points.
Though you are a spirit, the robe that houses your soul Even in the face of death, you uphold an oath to see
tethers you to the physical world and serves as your your enemies destroyed. You can Interact to draw a
new body; nonetheless, your weapon and unarmed weapon, then make a Strike against the creature
attack Strikes become magical and gain the e�ects of which reduced you to 0 Hit Points. If the weapon you
a ghost touch property rune. drew was an alchemical bomb, you may instead
detonate it at your feet, dealing its splash damage to
Special You can select another dedication feat before
all adjacent creatures (excluding you).
gaining two other feats from the garo robe
archetype provided your oath pledges you to the INVISIBILITY CLOAK FEAT 8
organization associated with the other dedication. ARCHETYPE DIVINE MANIPULATE

EMPTY ROBE FEAT 3 Frequency once per hour


ARCHETYPE SKILL You can use your cloak to disappear into thin air. Once
per hour, you can cast 2nd-rank invisibility as a divine
Prerequisites trained in Deception
innate spell.
You are able to collapse your spiritual form such that
you appear to be nothing but a simple robe. You can ENSNARING ROBE FEAT 10
Hide without any cover or concealment from creatures ARCHETYPE
that don't realize your true nature; if you succeed,
Trigger Your Strike deals physical damage to a
onlookers still see you, but they mistake you for an
creature that is within reach and isn't more than one
inanimate robe. Once a creature realizes your true
size larger than you.
nature, you can't Hide from them in that way again
Your robe extends as you strike your foes, attempting
unless you make signi�cant changes to your robe's
to pull them in. You attempt to Grapple the creature
appearance.
you damaged.
Adventures in Hyrule

UNSETTLING AURA FEAT 12


ARCHETYPE AURA EMOTION FEAR MENTAL

The fearsome dedication you have to your cause


manifests in the minds of creatures in a 10-foot
emanation. Any creature that starts its turn in the aura
must succeed at a Will save against your class DC or
spell DC, whichever is higher, or become frightened 1
(frightened 2 on a critical failure). While within the
aura, frightened creatures are o�-guard against your
attacks. A creature that succeeds at its save is
temporarily immune to Unsettling Aura for 1 minute.
Adventures in Hyrule

Knights of Skyloft
LOFTWING HANDLING FEAT 3
The elusive Knights of Skyloft are protectors of the
ARCHETYPE SKILL
Sky and its inhabitants. Before they are allowed to
patrol the lands above the clouds, however, would-be You have spent extra time in the loftwing stables,
knights are �rst trained in Skyloft's very own Knight learning to care for the majestic beasts. You become
Academy where they bond with a loftwing, a rare trained in Nature, or expert if you were already
bird-like creature. Through hard work and study, trained, and gain the Train Animal skill feat. You gain a
these junior students can become seniors, but to +2 circumstance bonus to Train your loftwing.
become a knight proper they must undergo the Wing
Ceremony, a loftwing-mounted race, and emerge IMPRESSIVE LOFTWING FEAT 4
victorious. Due to the hardships they must overcome, ARCHETYPE
the bond between knight and loftwing is nigh
Your loftwing has grown to its full size. Your loftwing
unbreakable.
companion becomes a mature animal companion,
granting it additional capabilities. During an encounter,
kyloft tudent even if you don't use the Command an Animal action,
your loftwing companion can still use 1 action on your
Additional Feats: Aggressive Block (4th), Power turn to Stride or Strike.
Attack (4th), Reactive Shield (4th), Scout's Warning
(6th), Advantageous Assault (8th)
KNIGHT'S VIGILANCE FEAT 4
ARCHETYPE

The Academy teaches its students to be ever vigilant


SKYLOFT STUDENT DEDICATION FEAT 2 of unseen dangers, or an unexpected drop. Even if you
UNCOMMON ARCHETYPE DEDICATION
aren't Searching in exploration mode, you can attempt
Prerequisites member of the Knights of Skyloft of a check to �nd traps that normally require you to
junior rank; trained in martial weapons; Shield Block Search for them. You still need to meet any other
Access You are from Skyloft requirements to �nd a particular hazard.
You have joined the ranks of those training to be a
true Rescue Knight in Skyloft's prestigious Knight
BLESSED SAILCLOTH FEAT 6
Academy, and have devoted yourself to its teachings. ARCHETYPE

You become trained in Athletics and Skyloft Lore; if You possess a hallmark of the Knights of Skyloft: a
you were already trained, you become an expert sailcloth blessed by Hylia herself. This sailcloth is a
instead. In addition, a young loftwing becomes your worn item with the divine and holy traits. As long as
animal companion. This loftwing companion lacks the you are wearing the blessed sailcloth and have both
mount special ability and does not allow you to �y on hands free, you can use a free action with the
it except for training purposes. Manipulate trait to pull up the sailcloth, granting the
e�ects of gentle landing for as long as you are holding
Special You cannot select another dedication feat it. You can Release the sailcloth to end the e�ect early.
except Rescue Knight Dedication until you have gained The blessed sailcloth functions only for you, and if it is
two other feats from the Skyloft Student or Rescue lost or destroyed you can obtain a replacement from
Knight archetypes. Skyloft at no extra cost.
Adventures in Hyrule

Recue Knight UNSEAT FEAT 10


ARCHETYPE

RESCUE KNIGHT DEDICATION FEAT 8 Requirements You are riding your loftwing and
wielding a jousting weapon.
UNCOMMON ARCHETYPE DEDICATION
You attempt to knock an opponent o� their mount.
Prerequisites Skyloft Student Dedication; won a Wing
Make a melee Strike against a mounted opponent. If
Ceremony race and graduated
your attack hits, attempt an Athletics check against
You are a graduate of the Skyloft Knight Academy,
the opponent's Fortitude DC. If you succeed, the foe is
�nally granted permission to �y your loftwing freely!
knocked o� its mount into a space of its choice
Your loftwing† companion gains the mount special
adjacent to its mount. If you critically succeed, it lands
ability. In addition, your loftwing gains the Catching
prone.
Talons reaction, which it can use despite the usual rule
preventing animal companions from using reactions. STORM RIDER FEAT 12
ARCHETYPE
CATCHING TALONS
You have practiced �ying your loftwing through
CONCENTRATE MANIPULATE
tempestuous weather extensively, and you can resist
Trigger A creature of your loftwing's Size or smaller
even the strongest winds. When mounted on your
falls within its reach.
loftwing, if either of you rolls a success on a save
Your loftwing re�exively reaches out to catch a falling
against an air e�ect, they get a critical success
creature. If the creature is willing, it is caught in the
instead, and if either of you rolls a critical failure, they
loftwing's talons. Whilst the loftwing holds them in its
get a failure instead.
talons, a carried creature is grabbed, and the loftwing
cannot use its talon Strike. Your loftwing can Release a SPECIALIZED LOFTWING FEAT 14
carried creature. ARCHETYPE

Prerequisites Incredible Loftwing


Special You cannot select another dedication feat until
You've trained your loftwing to perform in unusual or
you have gained two other feats from the Skyloft
even extreme circumstances, granting it abilities far
Student or Rescue Knight archetype.
beyond others of its kind. Your loftwing gains one
MIDAIR MOUNT FEAT 9 specialization of your choice.
ARCHETYPE MOVE SKILL
Special You can select this feat up to three times. Each
Prerequisites trained in Acrobatics
time, add a di�erent specialization to your loftwing.
Trigger You fall from or past your loftwing.
Your loftwing can't have more than three
Requirements You have a free hand
specializations.
You are able to catch your loftwing's saddle midair,
even during a fall, and your longwing's soft down LEGENDARY LOFTWING FEAT 20
cushions the fall. You Mount your loftwing. You take ARCHETYPE
damage from the distance fallen so far, but you treat You and your loftwing move like one being,
the fall as though it were 30 feet shorter. e�ortlessly reading each other's signals. Whenever
INCREDIBLE LOFTWING FEAT 10 you are riding your loftwing, you are quickened; you
can use the extra action only to command your
ARCHETYPE
loftwing using the Command an Animal skill action.
Prerequisites Impressive Loftwing
Under your care and training, your loftwing has
realized its innate potential. Your loftwing becomes a
nimble or savage animal companion (your choice),
gaining additional capabilities.
Adventures in Hyrule

Malice-Cursed MAW OF MALICE FEAT 4


ARCHETYPE
Although most who are exposed to the cursed
An additional mouth, �lled with razor-sharp teeth, has
substance known as Malice succumb to its soul-
opened somewhere on your body overcome with
poisoning corruption, a few survivors continue to �ght
against it long after others would perish. Such Malice. You gain a jaws unarmed attack that deals 1d8
individuals wield the dark power of Malice as their piercing damage. Whenever you score a critical hit
own, even as it subsumes their body and seeps into with your jaws unarmed attack, your target takes 1
their soul. persistent poison damage per weapon damage die, or
spirit damage if that target is holy.

MALICE-CURSED DEDICATION FEAT 2 REPULSIVE RESISTANCE FEAT 4


RARE ARCHETYPE DEDICATION ARCHETYPE

Prerequisites You've been exposed to malice Even your internal organs have been transformed by
Whether you sought out the power of malice Malice, making them di�cult to destroy. You gain
intentionally or were accidentally exposed to its evil, resistance to precision damage equal to 2 + your
you have proven strong enough to stave o� its full number of class feats from the Malice-cursed
e�ects. Malice, a black-and-magenta tar-like archetype. The DC of your �at checks to recover from
substance, covers much of your body. Any creature persistent bleed damage is 13, rather than 15.
that Engulfs you or Swallows you Whole is sickened 1
MALICIOUS SPELL FEAT 6
by the ooze; if it spends an action retching to reduce
ARCHETYPE SPELLSHAPE
the sickened condition, you can attempt to Escape as a
reaction. Prerequisites ability to cast spells
You've learned to infuse your harmful spells with a
Due to the malice's parasitic nature, you take holy measure of Malice. If the next action you use is to Cast
damage as though you were unholy, and you gain a non-holy Spell that deals damage to a single target
weakness to damage with the holy trait equal to your and the spell successfully damages that target, it also
number of class feats from the Malice-Cursed deals an additional 1 persistent poison damage, or
archetype. persistent spirit damage if that target is holy. This also
gives the spell the unholy trait.
As malice continues to consume more of your body,
you become increasingly o�-putting to mundane STICKY SHELL FEAT 10
creatures. You take a penalty to Diplomacy checks ARCHETYPE
against animals and humanoids. This penalty is equal Malice reinforces your �esh with a sticky, shock-
to your number of class feats from the Malice-Cursed absorbing layer. You gain resistance to bludgeoning
archetype, to a maximum of –4 for four or more feats. damage equal to 2 + your number of class feats from
EVIL EYES FEAT 4 the Malice-cursed archetype. In addition, you gain a +1
circumstance bonus to Athletics for the purposes of
ARCHETYPE
Grappling, including the DC for creatures attempting
Your coat of Malice has sprouted several large,
to Escape you.
glowing eyeballs, which you can brie�y peer through.
When you use the Seek basic action, you can scan an EVER-WATCHING EYES FEAT 12
area of twice the normal size. In addition, the eyes' ARCHETYPE
constant scanning grants you a +1 circumstance bonus Prerequisites Evil Eyes
to vision-based Perception checks.
You're constantly tapped into the network of glowing
eyes that cover your body, allowing you to see (but not
use other senses) even while asleep. You do not take
the –4 status penalty to visual Perception checks or
gain the blinded condition from being unconscious. As
long as you fell asleep voluntarily and not from a sleep
e�ect, you can automatically wake up from sleep if
there is visible activity around you.
Adventures in Hyrule

AMORPHOUS ANATOMY FEAT 14


ARCHETYPE

Prerequisites Repulsive Resistance


Malice has covered your entire body, including your
bloodstream. You gain a +2 circumstance bonus to
saving throws against disease and poison, and
resistance to poison damage equal to half your level.

In addition, your resistance to precision damage from


Repulsive Resistance increases to an amount equal to
7 + your number of class feats from the Malice-cursed
archetype, and the DC of your �at checks to recover
from persistent bleed damage is 8 rather than 13.
Adventures in Hyrule

Maskbearer than the mask's. For example, wearing a giant's mask†


allows you to use this feat against people who hate or
It is a well-known fact that masks have the power to fear giants. The GM ultimately decides which
disguise, to embolden, and to frighten. Some masks, creatures this applies to for any given mask.
however, have true power within them; whether
serving as vessels for deities or as the tools of a great CHANGE FACES FEAT 4
hero, magical masks have a strong place in history and ARCHETYPE
myth. You are a collector of such masks, and you bear You're adroit at switching between your masks in a
them as powerful tools to achieve your ends. single motion. You Interact to remove and stow a worn
mask, then Interact again to draw and equip a mask
What Counts as a Mask?
you are carrying. You cannot remove a mask from a
Any item with the usage of 'worn mask' counts as a
container, such as a backpack, with this feat.
mask for this archetype. Although this document
adds several new masks, Path�nder 2e has a MASKED ANONYMITY FEAT 6
number of existing masks that can expand your ARCHETYPE
options with this archetype. You can use your mask's power to hide your identity
even from magic. Once per day while wearing an
MASKBEARER DEDICATION FEAT 2 invested mask, you can cast veil of privacy on yourself
ARCHETYPE DEDICATION as an innate occult spell, heightened to half your level
Prerequisites Charisma 14 rounded up; the spell ends immediately if your mask is
You are a collector and appraiser of magical masks, removed, except for when you use Change Faces to
practiced in their use. You become trained in switch to another.
Deception and Mask Lore; if you were already trained,
you become an expert instead. You can use Mask Lore
SPIRIT OF THE MASQUERADE FEAT 6
in place of the usual skill to Identify Magic for masks. ARCHETYPE

You are able to invoke the spirit of a masked


FAMILIAR FACE FEAT 3 celebration. You gain your choice of the face in the
ARCHETYPE SKILL crowd or veil of con�dence domain spell, which you
Prerequisites expert in Deception cast as an occult spell. This feat grants a focus pool of
You wear recognizable masks in a way that can put 1 Focus Point that you can recover by using Refocus to
people at ease. While you are wearing an invested perform in some fashion while wearing a mask.
mask, you may use Deception instead of Diplomacy to
Make an Impression on creatures that feel a kinship Special You can take this feat a second time, gaining
with or reverence towards the creature or symbol that the focus spell that you didn't gain the �rst time.
your mask depicts and whose level is equal to or lower RECHARGE MASK FEAT 8
than the mask's. For example, wearing a mask of
ARCHETYPE
mercy (which depicts an angel) allows you to use this
You know how to squeeze more power out of your
feat with angels and those who worship them. The GM
masks. Once each day, you can Activate a mask you've
ultimately decides which creatures this applies to for
invested even after you've used that activation the
any given mask.
maximum number of times for its frequency. You can
FEARSOME FACE FEAT 3 do so only if the mask's level is half your level or
ARCHETYPE SKILL lower, the activation has a frequency of once per day
Prerequisites expert in Deception or more frequent, and you haven't already used the
activation this round.
You wear masks of frightful beings in a way that can
invoke all the terror of the real thing. While you are
wearing an invested mask, you may use Deception
instead of Intimidation to Coerce creatures that feel
animosity or fear towards the creature or symbol that
your mask depicts and whose level is equal to or lower
Adventures in Hyrule

EMPOWER MASK FEAT 12


ARCHETYPE

Frequency once per 10 minutes


You enhance your mask's magic with a portion of your
own power. If your next action is to activate an
invested mask that has a saving throw DC, you can
use your class DC or spell DC instead of the item's DC
if it is higher.
Adventures in Hyrule

Tingle KOOLOO-LIMPAH! FEAT 6


ARCHETYPE
Although often mistakenly believed to be the name of
You're capable of casting a special spell with wholly
an individual, 'Tingle' is actually a title a�orded to the
unpredictable results. You gain the kooloo-limpah!
most dedicated adherents of the philosophy of wealth;
to a Tingle, wealth is a direct signi�er of personal focus spell. If you don't already have one, you gain a
value. The most common deity to create Tingles is the focus pool of 1 Focus Point, which you can regain
wicked Uncle Rupee, but occasionally a great fairy or using the Refocus activity to count your wealth; if you
other deity presiding over wealth will guide a Tingle already have a focus pool, increase the number of
towards the path of righteousness, encouraging them Focus Points in your focus pool by 1. Your Tingle focus
to use their accumulated riches for charitable causes. spells are divine spells; when you gain this feat, if you
aren't already, you become trained in divine spell
Additional Feats: Predictive Purchase (6th), attacks and spell DCs, using Charisma as your
Implausible Purchase (16th) spellcasting attribute modi�er.

TINGLE BOMBS FEAT 8


TINGLE DEDICATION FEAT 2 ARCHETYPE
UNCOMMON ARCHETYPE DEDICATION
Prerequisites Prescient Planner
Prerequisites follower of a deity with the wealth
You are never without a bomb to throw at a
domain
particularly stubborn problem. When using Prescient
You are a Tingle, an adventurer clad in a brightly- Planner, you can procure a bomb from your backpack,
colored bodysuit and with a head full of ambition. You instead of a piece of adventuring gear. The bomb must
have an entrepreneur's instinct; even if you aren't still be common with a level no higher than half your
Searching in exploration mode, you can attempt a level, and its Bulk must be low enough that carrying it
check to �nd hidden treasures that normally require wouldn't have made you encumbered. When procuring
you to Search for them. In addition, you gain the a bomb in this way, you may do so as a 2-action
Bargain Hunter skill feat even if you don't meet its activity, or as a single action if you have Predictive
prerequisites. Purchase.
Special If you quali�ed for this feat from following BALLOON TRIP FEAT 10
Uncle Rupee, you cannot retrain out of this dedication ARCHETYPE
except by powerful magic such as wish.
You've a�xed a large balloon to your suit, which you
TALENTED CARTOGRAPHER FEAT 3 can deploy by spending one minute in�ating it. Whilst
ARCHETYPE SKILL the balloon is expanded, you gain a �y Speed equal to
half your land Speed, but both ascending and
Prerequisites trained in Survival
descending is treated as di�cult terrain. The balloon
In pursuit of wealth, you have learned to quickly and
has an AC equal to yours, but pops if it takes any
e�ciently map areas you travel to. You gain a +2
amount of damage, causing you to fall. You can de�ate
circumstance bonus to Survival checks to Map an
the balloon manually by using a 3-action activity with
Area, and the resulting maps you create grant you and
the manipulate trait, which causes you to begin safely
your allies a +1 item bonus to all checks to navigate
descending up to 100 feet per round.
the mapped location.

NOSE FOR TREASURE FEAT 4


ARCHETYPE

Prerequisites expert in Perception


You have a quite literal nose for treasure. You gain an
imprecise sense with a range of 30 feet that allows
you to smell the presence of material wealth, including
coins and art objects but not other items.
Adventures in Hyrule

BALLOON FIGHTER FEAT 12


ARCHETYPE Tingle Focu pell
Prerequisites Balloon Trip
You've upgraded your balloon to be more combat-
capable. When using Balloon Trip, you also in�ate a
KOOLOO-LIMPAH! FOCUS 3
UNCOMMON
second backup balloon, which prevents you from
falling unless both balloons are popped. In addition, Cast material, somatic, verbal
you can in�ate a new backup balloon as a 2-action With a special song and dance, you throw magical
Interact activity as long as one balloon remains, and confetti which manifests magic in an unpredictable
when you de�ate your balloon, you also de�ate the way. Roll 1d8 on the following table to determine this
backup balloon as part of the same activity. spell's e�ects. This spell gains any traits for the chosen
e�ect(s).
RUPEE RESURRECTION FEAT 20
d8 E�ect
UNCOMMON ARCHETYPE DIVINE HEALING
Regular Confetti Nothing happens, and if this was the
Cost any amount of money and/or art objects worth a 1 only e�ect, you regain the focus point spent to cast
this spell.
minimum of 100 gp total
Defective Bomb A lit bomb materialises next to an ally,
2 dealing 2d6 �re damage per rank (basic Re�ex save) in
Frequency once per day a 15-foot burst centered on a random ally within 30
Trigger You would be reduced to 0 Hit Points. feet.
Wealth quite literally sustains you, returning you to Tingle Bomb A lit bomb materialises in a space of your
3 choice within 60 feet, dealing 2d6 �re damage per rank
health in a multicolored burst of gems. Your current (basic Re�ex save) in a 15-foot burst.
Hit Points are changed to an amount equal to one Healing Ting (healing) You restore 2d8 Hit Points per
4
hundredth of the total wealth, in gold, spent on using rank to an ally of your choice within 30 feet.
this feat, rounded down. For example, if you spent Tingle Fortune (prediction) Choose one ally within 30
feet; they may ask about an action they intend to take
3000 gp, your Hit Points would become 30. You can 5 during their next turn. The GM tells them whether
taking that course of action is a good idea, a bad idea,
restore a maximum of 60 Hit Points this way. or neither.
Tingle Shield A magical shield appears around an ally
If you haven't used Rupee Resurrection and you die, of your choice within 30 feet, granting resistance to all
6
you stay in initiative order and Rupee Resurrection damage equal to double this spell's level until the end
of their next turn.
triggers automatically at the start of your next turn,
Tingle Balloon (air) An ally of your choice within 30
bringing you back to life at 0 HP before having its feet becomes as light as a balloon, able to �oat through
normal e�ects. This happens only if there are some 7 the air momentarily. This has the e�ects of air walk,
with a duration of a number of rounds equal to twice
remains to resurrect; for instance, if you were killed by this spell's level.
disintegrate you wouldn't return. 8 Supercharge Roll twice more, rerolling any results of 8.
Adventures in Hyrule

Backgrounds
Uncommon Backgrounds
POE COLLECTOR BACKGROUND
UNCOMMON

You are a collector of poe souls, either for use in occult rituals or simply as a bizarre hobby. You may have
become an adventurer to cut out the middle man and capture poes directly, or it may simply be a means to fund
new acquisitions.

Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free boost.

You're trained in the Occultism skill, and the Spirit Lore skill. You gain the Oddity Identi�cation skill feat.

RABBITLAND RESCUER BACKGROUND


UNCOMMON

As an employee of Rabbitland Rescue, a park dedicated to the noble rabbit, you were tasked with retrieving lost
rabbits all across Hyrule using nothing but your wits and a net. As it turns out, the skills you've learned on the
job are surprisingly applicable to a life of adventure.

Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free boost.

You're trained in the Survival skill, and the Rabbit Lore skill. You gain the Experienced Tracker skill feat.

RACING DOG TRAINER BACKGROUND


UNCOMMON

You are a trainer of racing dogs, canines raised to compete in the high-stakes world of the doggy racetrack.
Perhaps your racing dog outgrew the track and you became an adventurer to utilise its talents as an animal
companion, or perhaps you bet it all on the wrong dog and turned to a life of adventure to escape your debts.

Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free boost.

You're trained in the Nature skill, and the Dog Lore skill. You gain the Train Animal skill feat.

ROYAL GUARD BACKGROUND


UNCOMMON

You trained to become a royal guard, a presitigious order of knights who serve as the personal bodyguards to the
Hyrulean royal family. During your service, you were speci�cally trained in etiquette in order to present with the
proper bearing around royals, and you may have picked up some understanding of court intrigue along the way.
Your new life as an adventurer may be a special assignment from the crown, or circumstances may have led to
your services no longer being required.

Choose two attribute boosts. One must be to Strength or Charisma, and one is a free boost.

You're trained in the Society skill, and the Royalty Lore skill or Warfare Lore skill. You gain the Courtly Graces
skill feat.
Adventures in Hyrule

SKY ISLAND HERMIT BACKGROUND


UNCOMMON

Whether by choice or as the result of a terrible accident, you have lived much of your life in exile atop a single
island on the sea of clouds. The limited size of the sky island prompted you to learn how to make the most out of
only a few natural resources, sustainably farming plants and hunting birds.

Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free boost.

You're trained in the Survival skill, and the Sky Lore skill. You gain the Forager skill feat.

SUMO WRESTLER BACKGROUND


UNCOMMON

You have trained in the art of sumo wrestlin', a traditional sport of the gorons of Death Mountain. Whether you
are a goron yourself or a member of another ancestry who studied under them, your skill at grappling foes larger
than yourself translates well into a life of adventure.

Choose two attribute boosts. One must be to Strength or Constitution, and one is a free boost.

You're trained in the Athletics skill, and the Sumo Lore skill. You gain the Titan Wrestler skill feat.

TREASURE TELLER BACKGROUND


UNCOMMON

Before you became an adventurer yourself, you appraised the various 'treasures' that adventurers brought back
from their expeditions. As a result, you've developed the skills to sort between true treasures and mere tri�es,
and now apply that talent to items you �nd on your own travels.

Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free boost.

You're trained in the Crafting skill, and a Lore skill related to one type of item that you specialized in, such as
Jewelry Lore or Sword Lore. You gain the Crafter's Appraisal skill feat.
Adventures in Hyrule

Rare Backgrounds
ABDUCTED BY "THEM" BACKGROUND
RARE

You were living a normal life until, one night, a mysterious group of alien spirits spoken of only in hushed tones
as "them" arrived and abducted you. Though you do not remember this experience, or perhaps only remember it
in hazy half-memories, whatever "they" did to you left you unable to express any strong emotion.

Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free boost.

You're trained in the Occultism skill. You gain a +1 circumstance bonus to saving throws against emotion e�ects.
If you roll a success on a saving throw against an emotion e�ect, you get a critical success instead.

DREAMBORN BACKGROUND
RARE

Normally when the Wind Fish awakens from his dreaming, his dream and everything in it vanishes, however
occasionally a dreamed entity possesses a will strong enough to escape the dream world. You are one such
'dreamborn' creature, a newcomer to the 'real' world.

Choose two attribute boosts. One must be to Wisdom or Charisma, and one is a free boost.

You're trained in the Performance skill, and the Wind Fish Lore skill. You gain the Dream trait and the Dubious
Knowledge skill feat.

KOKIRI ADOPTEE BACKGROUND


RARE

Prerequisites Hylian or Human ancestry


As a child you were brought under the care of the kokiri, and may have even believed that you were one of them
until you began to mature. Since then you have left their forest either by choice or because you were deemed to
be independent enough to survive outside of the kokiri's care and sent on your way, but deep down you will
always retain your connection to the woods and the people who inhabit them.

Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free boost.

You're trained in the Nature skill, and the Kokiri Lore skill. You gain access to kokiri ancestry feats in addition to
your base ancestry's feats.
Adventures in Hyrule

Unique Backgrounds
These backgrounds represent unique characters, and therefore may only be picked once across the entire party,
and only if the GM permits - after all, these roles may already be occupied by an NPC!

KING OF THIEVES BACKGROUND


UNIQUE

Prerequisites Gerudo ancestry


You are the lone male gerudo born every one hundred years, and by law you have inherited the title of King of
the Gerudo. Perhaps you adventure to ful�ll your destiny, or perhaps you are �eeing from it, but either way you
command the respect and fealty of the gerudo people.

Choose two attribute boosts. One must be to Strength or Charisma, and one is a free boost.

You're trained in your choice of Deception or Intimidation. You can use your chosen skill to Make an Impression
on all gerudo, as well as nobles everywhere. If you later gain the Connections skill feat, you automatically have
common and noble connections within any community in gerudo territory and have noble connections in large
communities outside gerudo territory.
Adventures in Hyrule

Class Options
Class Feats
The following feats are designed to expand the options of existing classes with magic and techniques used by
characters in the Zelda franchise. These feats are available to all classes that have a matching trait on the feat,
but when you take such a feat, it loses the class traits for other classes.

BLUE FIRE MAGIC FEAT 8


SORCERER SPELLSHAPE WITCH WIZARD

You wield the unnatural power of blue �ame. If the next action you use is to Cast a Spell with the �re trait, the
spell creates blue �re instead of regular �re. Spells enhanced in this way can be cast underwater and the �re
produced gives o� no heat (but still deals damage just like normal �re). In addition, �re damage dealt by a spell
enhanced in this way ignores an amount of �re resistance equal to your level. This applies to all �re damage the
spell deals, including persistent �re damage and �re damage caused by an ongoing e�ect of the spell, such as
the wall created by wall of �re. A creature’s immunities are una�ected.

COMMAND MELODY FEAT 8


BARD

You have learned the secrets of projecting your senses into others using a god-given melody. You learn the
command melody† focus spell. Increase the number of Focus Points in your focus pool by 1.

ELEGY OF EMPTINESS FEAT 8


UNCOMMON BARD

By playing a haunting tune, you are able to shed a shell shaped in your current image. You learn the elegy of
emptiness† focus spell. Increase the number of Focus Points in your focus pool by 1.

RED ICE MAGIC FEAT 8


SORCERER SPELLSHAPE WITCH WIZARD

You wield the unnatural power of red frost. If the next action you use is to Cast a Spell with the cold trait, the
spell creates manifestations of red ice instead of regular ice or snow. Red ice is magical, even if it remains after a
spell's e�ect ends, and it is immune to �re damage except for blue �re. In addition, cold damage dealt by a spell
enhanced in this way ignores an amount of cold resistance equal to your level. This applies to all cold damage the
spell deals, including persistent cold damage and cold damage caused by an ongoing e�ect of the spell, such as
the chilling mass created by melted sections of wall of ice. A creature’s immunities are una�ected.

SHIELD SURF FEAT 6


FIGHTER MOVE RANGER SWASHBUCKLER

Requirements You are holding a shield and standing on an incline


You Release your shield and hop on top of it, riding it like a snowboard. You move up to three times your Speed
down an incline. If you reach the bottom of the incline or hit an obstacle during this �rst turn of movement, you
safely come to a stop. Otherwise, at the beginning of subsequent turns you may either stop your movement or
continue moving at this Speed down the incline until you hit the bottom of the incline or an obstacle ends this
movement. You're slowed 1 each turn after the �rst that you keep sur�ng, and if you hit an obstacle on a turn
after the �rst, you and the obstacle both take 4d6 bludgeoning damage and you stop sur�ng. When you come to
a stop (either voluntarily or because you hit the bottom of the incline or an obstacle), you may Interact to pick up
your shield as a free action.
Adventures in Hyrule

SUN'S SONG FEAT 16


RARE BARD

Prerequisites master in Performance


You have learned a powerful melody that commands the sun and moon to switch places. You learn the diurnal
inversion† ritual, except that you cast it in 1 hour, do not require a secondary caster, and use Performance
instead of Nature to cast the ritual.
Adventures in Hyrule

Oracle
Mysteries

eaon
UNCOMMON

You are as adaptable as the changing seasons, though unbound from their cycle. You might draw on this power
in the name of Din, who created the seasons, or deities strongly linked to the seasonal cycle such as the Great
Deku Tree or the Four Giants.
Mystery Bene�t Your body adapts to any season's climate. After spending an hour in an environment of severe
cold or colder, you are protected from the e�ects of severe cold until you leave that environment. After
spending an hour in an environment of severe heat or hotter, you are protected from the e�ects of severe heat
until you leave that environment.
Trained Skill Nature
Granted Cantrip spring: spout, summer: ignition, fall: void warp, winter: frostbite
Revelation Spells initial: seasonal squall†; advanced: season's protection†; greater: unleash season†
Related Domains change, nature

CUR OF NDL CYCL


Your connection to the cycle of seasons makes your very nature changeable, but maintaining control over that
change is di�cult. Your presence intensi�es the e�ects of the current season: for example, in spring plants near
you are invigorated with a dewy glow, whereas in autumn plant life shrivels in your presence.
Your granted cantrip changes based on the current season; if you are not in encounter mode, this is the
natural season, but in encounters this is based on your active seasonal in�uence.
Minor Curse As you draw upon your mystery, the cycle of seasons speeds up around you. Whenever you roll
initiative, the current season's in�uence becomes active (determined randomly if on a plane without seasons),
as on the Seasonal In�uence table below. When you attempt to Cast a Spell or use an action with a trait
associated with a di�erent season, you must succeed at a DC 12 �at check. On a failure, you spend the
actions, but gain no e�ect (though you don't lose the spell if you were Casting a Spell). At the beginning of
each turn in an encounter after your �rst, advance the active season to the next one on the Seasonal In�uence
table.
Moderate Curse The �at check DC to use spells and actions with other seasons' traits is 16, you gain resistance
to damage from e�ects with the active season's trait equal to half your level, and you get a +2 status bonus to
all damage and healing from e�ects that share a trait with the active season.
Major Curse You cannot use spells and actions with other seasons' traits, you gain resistance to damage from
e�ects with the active season's traits equal to your level, and you get a +6 status bonus to all damage and
healing from e�ects that share a trait with the active season.

SEASONAL INFLUENCE
Season Associated Trait Granted Cantrip
Spring water spout
Summer �re ignition
Autumn void void warp
Winter cold frostbite
Adventures in Hyrule

FOCU PLL

SEASONAL SQUALL FOCUS 1


UNCOMMON CURSEBOUND ORACLE

Cast somatic, verbal


Area 10-foot emanation
Saving Throw basic Re�ex
You invoke the season's harshest weather, becoming the eye of a storm which varies based on your seasonal
in�uence. The squall deals 2d6 damage of a type based on the active season, subject to a basic Re�ex save. In
addition, until the start of your next turn, all creatures within the area are concealed, and all other creatures are
concealed to them. This spell gains any traits listed in brackets for the current e�ects.

Spring (water) heavy rain deals bludgeoning damage, which also conceals creatures.
Summer (�re) scouring heat deals �re damage, and a heat haze conceals creatures.
Autumn (void) fell winds deal void damage, and dark fog conceals creatures.
Winter (cold) frosty gales deal cold damage, and snow conceals creatures.
Heightened (+1) The damage increases by 2d6.

SEASON'S PROTECTION FOCUS 3


UNCOMMON CURSEBOUND FORTUNE ORACLE

Cast somatic; Trigger You are about to attempt a save against an e�ect with a trait associated with a season.
Choose any season which shares an associated trait with a trait of the triggering e�ect. Your active seasonal
in�uence immediately changes to that season, and does not change at the start of your next turn. Then, you roll
the triggering save twice and use the better result.

UNLEASH SEASON FOCUS 6


UNCOMMON CURSEBOUND ORACLE

Cast or somatic, verbal


Area 20-foot emanation
Duration sustained up to 1 minute
You unleash the full power of the current season. This has the e�ects and traits of another spell, depending on
the active seasonal in�uence when you cast the spell: entangling �ora for spring, radiant �eld for summer,
gasping marsh for autumn, or rime slick for winter. By spending an additional action as you cast this spell,
creatures in the area become concealed, as seasonal squall†, in addition to the usual e�ects.
Adventures in Hyrule

Witch
Patron Themes

Great Fairy
UNCOMMON

Unwilling to abandon their hidden springs, Great Fairies bestow their boons on witches that can further their
aims in the wider world. Those blessed with the patronage of a Great Fairy are granted restorative powers. A
witch with a Great Fairy as their patron can choose a stray fairy as their familiar. This familiar has a �y Speed of
25 feet, no land Speed, and is a fey instead of an animal.
Spell List primal
Patron Skill Medicine
Lesson of Restorative Kindness Your patron teaches you that a little kindness can be as potent as any medicine.
You gain the invigorating kiss† cantrip and your familiar learns heal.
Familiar of Glittering Dust Your familiar is lightly covered in sparkling fairy dust. When you Cast or Sustain a
hex, your familiar scatters some of this dust over one creature within 15 feet. An invisible creature covered in
glittering dust this way becomes concealed, while a creature that was already concealed for any other reason is
no longer concealed. The dust lasts until the start of your next turn.

INVIGORATING KISS CANTRIP 1


UNCOMMON CANTRIP HEX MENTAL WITCH

Cast somatic
Range touch; Targets 1 willing creature
Duration sustained up to 1 minute
A magical kiss grants your ally a little extra strength to carry on. You grant your ally temporary Hit Points equal
to double your level that last as long as you Sustain the spell. Once this spell ends, the target becomes
temporarily immune for 1 minute.

Lessons

Leon of Fountain
Lesson Type Major
You gain the restore magic† hex, and your familiar learns soothing spring.

RESTORE MAGIC FOCUS 5


UNCOMMON HEX WITCH

Cast somatic, verbal


Range 30 feet; Targets 1 creature that can cast spells of at least 4th level using spell slots
Duration 1 minute
You use a sliver of your patron's magic to re�ll a spellcaster's magical reserves. The target may choose one
expended spell slot at least 3 levels lower than their highest level spell slot. Once in the next minute, they may
cast a spell from that spell slot as though they had not expended the slot. If the target is a prepared spellcaster,
this must be the same spell that was prepared in the slot; if they are a spontaneous spellcaster, they may cast
any spell of that slot's level from their repertoire. If the target lacks a spell slot of that level, they instead gain a
temporary spell slot of that level; if they are a prepared spellcaster, they immediately choose a spell to prepare in
that slot. The target then becomes temporarily immune until your next daily preparations.
Adventures in Hyrule

Companions
Animal Companions
Aerocuda Chain Chomp
UNCOMMON UNCOMMON

Your companion is an aerocuda, a �ying lizard with Your companion is a bizarre spherical being with a
webbed wings and powerful, dextrous feet capable of chain for a tail that barks like a dog, speculated to
snatching up its prey. have arrived from another world entirely.
Size Small Size Small or Medium
Melee slam, Damage 1d8 bludgeoning Melee jaws, Damage 1d8 piercing
Str +2, Dex +3, Con +1, Int -4, Wis +1, Cha +0 Melee slam, Damage 1d6 bludgeoning
Hit Points 6 Str +3, Dex +1, Con +3, Int -4, Wis +1, Cha +0
Skill Thievery Hit Points 8
Senses low-light vision Skill Intimidation
Speed 15 feet, �y 35 feet Senses low-light vision, scent (imprecise, 30 feet)
Special The aerocuda can hold an item of at most 2 Speed 25 feet
Bulk in its feet, though it can still cannot use that item Support Bene�t Your chain chomp barks loudly and
except for its Airdrop advanced maneuver. gnashes its razor-sharp teeth. Until the start of your
Support Bene�t Your aerocuda carries you through next turn, if you hit and deal damage to a creature in
the air. As long as you are the same size as the your chain chomp's reach, the creature becomes
aerocuda or smaller and within its reach, it picks you frightened 1.
up using an Interact action and then Flies up to half its Advanced Maneuver Sudden Lunge
�y Speed in a straight line, Releasing you at the end of
this movement. SUDDEN LUNGE
Advanced Maneuver Airdrop FLOURISH

The chain chomp suddenly lunges towards a foe at


AIRDROP
great speed, potentially catching them o� guard. The
The aerocuda carefully drops an object it is carrying on
chain chomp Strides up to its Speed in a straight line
an enemy up to 30 feet below its position. This is a
and then makes a Strike against a foe within its reach.
ranged Strike that deals 1d6 damage plus an additional
As long as the chain chomp moved at least 10 feet and
1d6 damage per Bulk of the object; this is normally
the foe has not witnessed the chain chomp use this
bludgeoning damage, but the GM may determine that
ability before, the foe is o�-guard against this Strike.
a di�erent damage type is appropriate for certain
types of object. After this Strike, the dropped object
usually lands in the target's space.
Adventures in Hyrule

Dodongo Frox
DINOSAUR UNCOMMON

Your companion is a two- or four-legged dinosaur Your companion is a frog-like being from the Depths
known as a dodongo, favored companion of gorons with a rocky outcropping on its back, possessing a
and lizalfos. voracious hunger for ore and brightbloom seeds.
Size Medium Size Small
Melee horn Damage 1d8 piercing Melee jaws, Damage 1d8 piercing
Melee tail Damage 1d6 bludgeoning Melee headbutt (shove), Damage 1d6 bludgeoning
Str +3, Dex +1, Con +3, Int -4, Wis +1, Cha +0 Str +3, Dex +1, Con +3, Int -4, Wis +1, Cha +0
Hit Points 8 Hit Points 8
Skill Survival Skill Survival
Senses darkvision, scent (imprecise, 30 feet) Senses darkvision, scent (imprecise, 30 feet)
Speed 20 feet, burrow 10 feet Speed 25 feet
Special Dodongos ignore the e�ects of mild, severe Special Froxes are immune to the e�ects of gloom.
and extreme heat. Support Bene�t Your frox throws its weight into your
Support Bene�t Your dodongo throws enemies o�- enemies. Until the start of your next turn, your Strikes
balance with its tail. Until the end of this turn, the that deal damage to targets adjacent to your frox push
next time you hit an enemy with a Strike that your the target 5 feet away from the frox.
dodongo is adjacent to, your dodongo attempts to Advanced Maneuver Chomp
Trip them as a free action.
Advanced Maneuver Breath Weapon CHOMP
Requirements The frox has a smaller creature grabbed.
BREATH WEAPON The frox chomps down on a creature within its jaws.
FIRE The frox deals 12 bludgeoning damage to the grabbed
The dodongo breathes a 30-foot cone of �re, dealing creature; the creature must attempt a basic Fortitude
1d6 �re damage for every 2 levels the dodongo has to save. If the frox is a specialized animal companion,
all creatures in the area (basic Re�ex save). This uses a increase this damage to 20.
trained DC using the dodongo's Constitution modi�er
or an expert DC if the dodongo is specialized.
Adventures in Hyrule

Leever Loftwing
Your companion is a leever, a conical creature that RARE
emerges from the ground to ambush its prey using Your companion is one of the elusive loftwings, trusty
large, bladed mandibles. mounts of the Knights of Skyloft.
Size Small Size Medium
Melee mandible, Damage 1d8 slashing Melee beak, Damage 1d8 bludgeoning
Str +3, Dex +2, Con +1, Int -4, Wis +2, Cha +0 Melee talon (agile, �nesse), Damage 1d4 slashing
Hit Points 8 Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha +0
Skill Stealth Hit Points 8
Senses low-light vision, tremorsense (imprecise, 15 Skill Survival
feet) Senses scent (imprecise, 30 feet)
Speed 25 feet, burrow 10 feet Speed 15 feet, �y 50 feet
Special Leevers ignore di�cult terrain caused by sand Special mount
or similar granular terrain Support Bene�t Your loftwing expands its wings to
Support Bene�t Your leever churns up the ground protect you. Until the start of your next turn, as long
around your foe's feet. Until the start of your next as you are riding or adjacent to your loftwing, you
turn, if you hit and deal damage to a creature your gain standard cover.
leever threatens, the target can’t use a Step action Advanced Maneuver Spiral Charge
(unless it can Step through di�cult terrain) until it
moves from its current position. SPIRAL CHARGE
Advanced Maneuver Spinning Surge The loftwing spirals forward at speed. The loftwing
Flies in a straight line and then makes a beak Strike.
SPINNING SURGE As long as it moved at least 20 feet, it gains a +2
The leever surges forward, twisting its body to slice its
circumstance bonus to its attack roll.
target. The leever Strides up to its Speed in a straight
line and makes a mandible Strike at any point along
the way. At the end of this movement, it can then
Burrow directly downwards.
Adventures in Hyrule

Octorok Ordon Goat


AMPHIBIOUS UNCOMMON

Your companion is an octorok, a ubiquitous Your companion is a breed of goat native to Ordon
amphibian best known for their ability to spit rocks Province, possessing large horns and a short temper.
from their snouts. Access You are from Ordon Province
Size Small Size Medium
Melee arm (�nesse), Damage 1d6 bludgeoning Melee horn Damage 1d8 bludgeoning
Ranged rock (brutal, range increment 15 feet) Melee hoof (agile) Damage 1d6 bludgeoning
Damage 1d4 bludgeoning Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0 Hit Points 8
Hit Points 6 Skill Survival
Skill Stealth Senses low-light vision, scent (imprecise, 30 feet)
Senses low-light vision Speed 30 feet
Speed 20 feet, swim 25 feet Support Bene�t Your ordon goat shoves enemies
Support Bene�t Your octorok can exhale a blast of air around. Until the start of your next turn, your Strikes
that pushes foes away. Until the start of your next that deal damage to foes within your ordon goat's
turn, each time you hit a creature in the octorok’s reach push the target 5 feet away from the ordon goat
reach with a Strike, the creature is knocked 5 feet (this is forced movement).
away from the octorok (this is forced movement). Advanced Maneuver Goat Rage
Advanced Maneuver Powerful Suction
GOAT RAGE
POWERFUL SUCTION CONCENTRATE EMOTION MENTAL
Frequency once per minute
Requirements The ordon goat isn’t fatigued or raging.
The octorok performs a powerful inhalation that can
The ordon goat enters a state of pure rage that lasts
pull enemies in. Each creature within a 15-foot cone
for 1 minute, until there are no enemies it can perceive,
must attempt a Fortitude save or be pulled 5 feet
or until it falls unconscious, whichever comes �rst. It
towards the octorok (10 feet on a critical failure). This
can’t voluntarily stop raging. While raging, the ordon
uses a trained DC using the octorok's Constitution
goat is a�ected in the following ways.
modi�er or an expert DC if the octorok is specialized.
• It deals 4 additional damage with its horn attacks
Creatures that are moved to be adjacent to the octorok
and 2 additional damage with its hoof attacks.
are automatically grabbed by it.
• It takes a –1 penalty to AC.
• It can’t use actions that have the concentrate
trait unless they also have the rage trait. The
animal companion can Seek even while raging.
After it has stopped raging, it can’t use Goat Rage
again for 1 minute.
Adventures in Hyrule

Peahat and eal


UNCOMMON PLANT UNCOMMON

Your companion is a peahat, a strange plant creature Your companion is a sand seal, a tusked beast capable
that can �y using sharp, propeller-like leaves. An of swimming through sand as though it was water.
arboreal sapling has the plant trait instead of the Access You are an oasis gerudo
animal trait, but it otherwise functions normally as an Size Medium
animal companion. Melee tusk, Damage 1d8 piercing
Access You are a member of the leaf order. Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Size Small Hit Points 8
Melee spike Damage 1d8 piercing Skill Survival
Melee propeller (agile) Damage 1d6 slashing Senses scent (imprecise, 60 feet)
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0 Speed 10 feet, burrow 40 feet
Hit Points 6 Special Sand seals ignore di�cult terrain caused by
Skill Deception sand or similar granular terrain
Senses low-light vision, tremorsense (imprecise, 15 Support Bene�t Your sand seal kicks up dust and sand
feet) around it to interfere with your foes and protect you.
Speed 10 feet, �y 30 feet All creatures in a 5-foot emanation around the sand
Support Bene�t Your peahat uses its propellers to seal are concealed both from and to those outside the
whip up gusts that impede foes' movement. Until the emanation until the start of your next turn.
start of your next turn, if you hit and deal damage to Advanced Maneuver Sand Surf
a creature in your peathat's reach, the �rst square the
creature moves into after taking that damage is SAND SURF
di�cult terrain. MOVE
Advanced Maneuver Slicing Strafe The sand seal Strides up to three times in a straight
SLICING STRAFE line, using its burrow Speed instead of its land Speed.
The peahat Flies up to its speed and makes up to two
propeller Strikes at any point during that movement;
each Strike must be against a di�erent target, and
both Strikes contribute to the peahat's multiple attack
penalty.
Adventures in Hyrule

kulltula Takkuri
Your companion is a type of giant spider that UNCOMMON
possesses a rock hard abdomen shaped like a skull. Your companion is a kind of large scavenger bird
Size Small known as a takkuri, which are infamous for stealing
Melee jaws, Damage 1d8 piercing from travellers.
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0 Size Small
Hit Points 8 Melee jaws (�nesse), Damage 1d6 piercing
Skill Intimidation Melee talon (agile, �nesse), Damage 1d4 slashing
Senses low-light vision Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Speed 25 feet, climb 25 feet Hit Points 6
Special The skulltula has imprecise tremorsense to Skill Thievery
detect the vibrations of creatures touching a web or Senses low-light vision
similar surface (such as a tangle of vines) that it is on. Speed 10 feet, �y 40 feet
Support Bene�t Your skulltula uses its hard abdomen Special The takkuri can hold an item of at most 1
as a shield. Any creature that would gain lesser cover Bulk in its talons, though it can still cannot use that
from the skulltula gains standard cover instead. item, and it cannot use its talon Strike while holding
Advanced Maneuver Web Ambush an item in this way.
Support Bene�t Your takkuri grabs at a held item
WEB AMBUSH
while your mark is distracted, loosening their grip on
MOVE
it. Until the start of your next turn, if your Strike
The skulltula moves straight down up to 40 feet, damages a foe, you may choose an item that foe is
suspended by a web line. It hangs from this web, but holding; attempts to Disarm the target of that item
can Release it. The distance it Descends on a Web gain a +2 circumstance bonus, and the target takes a
doesn’t count for falling damage. As long as the -2 circumstance penalty to attacks with the item or
skulltula is hanging from the web line, it can use this other checks requiring a �rm grasp on the item. The
action to ascend up to 40 feet up its web line instead. target can use an Interact action to adjust their grip
and remove this e�ect.
Advanced Maneuver Flyby Theft

FLYBY THEFT
The takkuri swoops in, attempting to snatch an item
from a foe and then abscond with its prize. The takkuri
Flies up to its �y Speed. At any point during this
movement, it can make a talon Strike against an
opponent within reach. If this Strike is successful, it
can attempt a Thievery check to Steal from the target.
Adventures in Hyrule

Tektite Turtle
Your companion is an oversized insect with long, Your companion is a type of giant turtle, such as a
spindly legs and a single eye, able to skate along the snapper or terrorpin. Snappers in particular are the
surface of water and leap great distances. favored mounts of the frog-like gekkos.
Size Small Size Small or Medium
Melee slam, Damage 1d8 bludgeoning Melee jaws, Damage 1d8 piercing
Melee leg (agile) Damage 1d4 piercing Melee foot (agile), Damage 1d6 bludgeoning
Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha +0 Str +2, Dex +1, Con +3, Int -4, Wis +2, Cha +0
Hit Points 4 Hit Points 10
Skill Stealth Skill Survival
Senses low-light vision Senses low-light vision
Speed 30 feet, climb 10 feet Speed 20 feet, swim 25 feet
Special A tektite can move on the surface of water as Special A turtle can hold its breath for about 2 hours.
though it were solid ground. Support Bene�t Your turtle retreats into its shell; until
Support Bene�t Your tektite bounds towards your the start of its next turn, the turtle gains a +2
quarry. Until the start of your next turn, before you circumstance bonus to its AC.
attempt a Strike, your tektite Leaps up to 15 feet; it Advanced Maneuver Spin Attack
must end this movement as close to your Strike's
target as possible. SPIN ATTACK
Advanced Maneuver Leap Attack The turtle spins forward like a top, attempting to ram a
foe. The turtle Strides twice in a straight line and then
LEAP ATTACK makes a Strike. As long as it moved at least 20 feet, it
FLOURISH gains a +2 circumstance bonus to its attack roll.
The tektite Leaps 15 feet and then Strikes, or Strikes
and then Leaps 15 feet.
Adventures in Hyrule

Advanced Options
Feats such as Incredible Companion allow a way to advance a mature animal companion. Below are some
options that represent additional advancements suitable for a Hyrulean adventure.
If you take a feat that would normally allow you to choose to have a savage or nimble animal companion, you
can instead choose to for it to become a one of the following types of companion:

ENERGIZED
When your companion becomes energized, select the type of energy that your companion has harnessed from
the following list: cold, electricity, or �re. An energized companion increases one of its modi�ers by 2 based on
the energy type you chose: Constitution for cold, Dexterity for electricity, or Strength for �re. It increases its
Wisdom modi�er and the modi�ers for the other two energy types by 1. It deals 3 additional damage of the
energy type you chose with its unarmed attacks. Increase its pro�ciency rank in Athletics to expert. It also
learns the advanced maneuver for its type. Its unarmed attacks count as magical for the purpose of ignoring
resistances and gain the trait for the energy type you chose.

GILDED
UNCOMMON

A gilded companion's body takes on a gold or silver lustre, granting it increased resistance to the elements. A
gilded companion increases its Constitution modi�er by 2 and its Strength, Dexterity, and Wisdom modi�ers by
1. It deals 2 additional damage with its unarmed attacks. Reduce the DC of �at checks to end persistent damage
a�ecting it from 15 to 12 (7 with particularly e�ective assistance). Increase its pro�ciency rank in Athletics to
expert. It also learns the advanced maneuver for its type. Its attacks count as magical for the purpose of ignoring
resistances.

MALICIOUS
UNCOMMON

A malicious companion has been consumed by Malice, the physical embodiment of Demise's hatred. A malicious
companion increases its Strength modi�er by 2 and its Dexterity, Constitution, and Wisdom modi�ers by 1. It
deals 2 additional damage with its unarmed attacks, and deals an additional 1 persistent poison damage with the
unholy trait on a critical hit. It gains the unholy trait, but still follows your commands even if you are holy. It also
learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances
and gain the poison and unholy traits.
Adventures in Hyrule

Specializations
FLAME-SHROUDED
Your companion gains resistance to �re equal to your level. Any creature that attempts to Grapple or Grab your
companion, hits your companion with a melee unarmed attack, or hits your companion with a melee weapon
Strike while adjacent to your companion takes 1d6 �re damage and 1 persistent �re damage. Its Strength
modi�er increases by 1 and its pro�ciency rank increases to legendary for Re�ex saves and to expert for
unarmored defense. This specialization can only be selected by �re-energized companions†.

ICE-VEILED
Your companion gains resistance to cold equal to your level. Any creature that attempts to Grapple or Grab your
companion, hits your companion with a melee unarmed attack, or hits your companion with a melee weapon
Strike while adjacent to your companion takes 2d6 cold damage. Its Constitution modi�er increases by 1 and its
pro�ciency rank increases to legendary for Fortitude saves and to expert for unarmored defense. This
specialization can only be selected by cold-energized companions†.

STATIC-CHARGED
Your companion gains resistance to electricity equal to your level. Any creature that attempts to Grapple or Grab
your companion, hits your companion with a melee unarmed attack, or hits your companion with a melee
weapon Strike using a metal weapon takes 1d12 electricity damage. Its Dexterity modi�er increases by 1 and its
pro�ciency rank increases to legendary for Re�ex saves and to expert for unarmored defense. This specialization
can only be selected by electricity-energized companions†.
Adventures in Hyrule

Specific Familiars
BOMBLING FLYING CUCCO
ANIMAL ANIMAL

Required Number of Abilities 2 Required Number of Abilities 2


Granted Abilities burrower Granted Abilities �ier

Popular among thrillseekers and reckless alchemists, Although cuccos are commonly found on farms and
bomblings are insects capable of explosively self- ranches across the kingdom, on rare occasions they
destructing in order to protect their hive. In the case form a bond strong enough to become magical
of a bombling familiar, this instinct has been directed familiars capable of true �ight. Such cuccos usually
towards protecting their master instead. exhibit unusual features that betray their exceptional
nature, such as bright blue plumage.
SELF-DESTRUCT
FIRE CUCCO GLIDE
The bombling resigns itself to its fate, violently MOVE

detonating its internal gases as a �nal act of sacri�ce. The cucco glides slowly toward the ground, 5 feet
The bombling is immediately slain, dealing 1d6 �re down and a number of feet up to its �y Speed forward
damage to every creature within 10 feet of it, with a through the air. As long as it spends at least 1 action
basic Re�ex save against your class DC or spell DC, gliding each round and hasn't yet reached the ground,
whichever is higher. The bombling can also activate it remains in the air at the end of your turn. If you hold
this ability as a free action triggered by being reduced your cucco familiar above your head with at least one
to 0 HP. At 3rd level and every 2 levels thereafter, the hand, you can use the cucco as a paraglider, gliding
damage increases by 1d6. along with it.
Adventures in Hyrule

MAIAMAI
BEAST

Required Number of Abilities 4


Granted Abilities climber, recall familiar, speech

Maiamai are unusual beasts that look like sea snails


with iridescent shells, and are capable of travelling
between dimensions. Though most maiamai remain
with their mothers until adulthood, some juveniles will
bond with an adventuring spellcaster, usually one who
specializes in teleportation magic.

BLINK BETWEEN WORLDS


ARCANE TELEPORTATION

Trigger The maiamai would take damage from an


attack, spell, or other e�ect.
The maiamai's shell shimmers as it brie�y blinks the
maiamai out of its current dimension. The maiamai
gains resistance to the triggering damage (except
equal to half its level, then vanishes and reappears 10
feet away in a random direction determined by the
GM; the movement doesn't trigger reactions.
Adventures in Hyrule

Equipment
Adventures in Hyrule

Adjustments
SPRING-LOADING ITEM 1
ADJUSTMENT

Price 10 gp
Usage applied to a melee weapon that deals at least 1d6 bludgeoning damage; Bulk L
This mechanism connects to the business end of a bludgeoning weapon, causing its striking edges to bounce
back when compressed at the cost of softening its blows. On a critical hit with an adjusted weapon, you knock
the target away from you up to 10 feet (you choose the distance). This is forced movement. If the adjusted
weapon is in the club group and you would gain its critical specialization e�ect, you instead increase the
maximum distance that it can knock a target away from you by 10 feet.

The springs cause the weapon to deal signi�cantly less damage, reducing its die size by two steps (a weapon that
deals 1d6 damage is reduced to dealing 1 damage).
Adventures in Hyrule

Adventuring Gear
CUCCO ITEM 0
Price 5 gp
Usage held in 2 hands; Bulk 1
These feathered fowl are a common sight in rural Hyrulean communities, prized for both their nutritious eggs
and aerodynamic down. By holding a cucco above your head with both hands and leaping o� a precipice, the bird
acts as a kind of improvised paraglider, its frantic �apping slowing your descent. When using a cucco in this way,
you glide towards the ground at a rate of 5 feet down and 10 feet forward per round. You do not control this
descent; the cucco simply glides forwards until it reaches the ground. A cucco will immediately �ee if it detects
danger. Rarely, a well-treated cucco might develop stronger wings or additional abilities.

GLIDE SUIT ITEM 1


Price 10 gp
Usage worn clothing; Bulk L
These suits have large �aps of cloth sewn down their length, helping it to catch air and increase their wearer's
mobility as they fall long distances. Whenever you fall, you can glide up to 25 feet horizontally for every 500
feet you fall. You can only glide in this way if you are unarmored and unencumbered.

KOROK LEAF ITEM 0


Price 5 cp
Usage held in 1 hand; Bulk 1
Named for an ancestry of diminutive forest-dwellers, a single swing of this giant, sturdy leaf can create a gust of
wind strong enough to blow away light objects. By swinging a korok leaf using a single action, enough wind can
be generated to push a raft for 1 round, or to scatter objects of light Bulk in a 15-foot line.

OCTO BALLOON ITEM 1


Price 1 gp
Usage held in 1 hand; Bulk L (1 if in�ated)
These in�atable octorok organs have a lot of lift. You can in�ate the balloon and attach it to an unattended object
by using a total of 2 Interact actions (one to in�ate the balloon, and another to attach it). If an object of 2 Bulk or
less has an in�ated octo balloon attached, it begins to slowly �oat into the air at a rate of 20 feet per round. An
in�ated octo balloon has AC 10, 10 HP (5 BT) and weakness 5 to piercing. Attaching additional in�ated octo
balloons to the same object increases the maximum Bulk they can lift by 2 per additional balloon (ignoring the
Bulk of additional balloons), up to a maximum of 24 Bulk. Octo balloons remain in�ated for 1 hour before they
automatically de�ate.

PARAGLIDER ITEM 1
Price 15 gp
Usage held in 2 hands; Bulk 1
These handheld gliders consist of a sturdy wooden frame supporting a large sailcloth and can be quickly
unfolded to slow a descent. While falling and holding a paraglider above your head with both hands, you instead
begin to glide 5 feet down and up to 25 feet horizontally per round; you normally control the horizontal direction
and distance, but strong winds override this. An unfolded paraglider has AC 10, 12 HP (6 BT) and weakness 5 to
�re. If you unfold a paraglider while falling, you still take damage for the distance you fell before doing so.
Adventures in Hyrule

SANDSHOES ITEM 0
Price 10 gp
Usage worn footwear; Bulk 1
These specialized pieces of footwear were �rst modi�ed from snowshoes by gerudo artisans. While wearing
sandshoes, you ignore the e�ects of non-magical di�cult terrain caused by sand (reducing greater di�cult
terrain from sand to ordinary di�cult terrain). You take a –10-foot item penalty to your Speed if wearing
sandshoes while walking on any surface other than sand.
Adventures in Hyrule

Alchemical Items
ALCHEMICAL DYE ITEM 1
ALCHEMICAL CONSUMABLE

Price 1 gp
Usage held in 1 hand; Bulk L
Alchemical dyes can be created in any particular color, chosen when the item is crafted. A single dose of
alchemical dye can be applied to one piece of armor or clothing in a process that takes 10 minutes and changes
the item's coloration in whole or in part as desired. Alchemical dyes are able to dye almost any fabric, and the
changes are permanent. Changing an item's color in this way has no e�ect on the item's statistics, although
particularly gauche choices for the new color might decrease its aesthetic appeal.

ALL-PURPOSE BAIT ITEM 3+


ALCHEMICAL CONSUMABLE

Usage held in 1 hand; Bulk —


Activate (manipulate)
These alchemically-infused pellets can be used as gourmet pet food, but they are more commonly employed as a
universal form of bait. You activate all-purpose bait by sprinkling it on the ground or the surface of a liquid. For
the next minute, all creatures within 30 feet that have the animal trait and can see or smell the all-purpose bait
must attempt a Will save or become fascinated by the bait for 1 round. On a critical failure, they must spend up
to two actions on their next turn approaching the bait and consuming it. If an a�ected creature is subject to a
hostile act, the e�ect ends for them immediately, and if the bait is consumed the e�ect ends for all a�ected
creatures. Regardless of the result of a creature’s save, it’s then immune to all-purpose bait for 1 hour.
Type lesser all-purpose bait; Level 3; Price 10 gp
The DC is 16.
Type moderate all-purpose bait; Level 7; Price 60 gp
The DC is 22.
Type greater all-purpose bait; Level 11; Price 275 gp
The DC is 28.

MONSTER EXTRACT ITEM 3


ADDITIVE 1 ALCHEMICAL CONSUMABLE

Price 10 gp
Usage held in 1 hand; Bulk L
Activate ; Trigger You use Quick Alchemy to craft an alchemical consumable that restores Hit Points and that's
at least 1 level lower than your advanced alchemy level.
This mysterious �uid is utterly inedible on its own, but can be mixed into alchemical restoratives to
unpredictably a�ect the healing they provide. When an item infused with monster extract is consumed, roll the
number of Hit Points it restores twice, then roll a DC 11 �at check. On a success, the item restores the higher
amount and gains the fortune trait, and on a failure it restores the lower amount and gains the misfortune trait.
Adventures in Hyrule

Armor & Armaments


Armor

Armor Trait
Aerodynamic: This armor is designed for use in �ight, with a streamlined design that reduces drag. You don’t
apply the armor’s check penalty to Acrobatics or Athletics checks while �ying or falling.
Ancient: These items were created using ancient sheikah technology that has largely been lost to time. To
Craft an item with the ancient trait, you must have the Ancient Technologist skill feat.
Fireproof: This armor is made of �reproof materials or feature a design that limits the spread of �ame. While
wearing this armor, the �at check to remove persistent �re damage is DC 10 instead of DC 15, which is reduced
to DC 5 with appropriate assistance.

Armor Decription
Ancient Cuirass: This armor was created by ancient sheikah technology using guardian parts. Its unique
construction helps it defend against spell attacks, but the technological components must �rst activate.
Flamebreaker Armor: These suits of armor, created by volcano-dwelling gorons, are made out of �re-resistant
stone but seriously limit the wearer's mobility due to their immense weight.
Quill Tunic: Lined with molted rito feathers, this tunic's sleek design and light weight makes it a favored
choice for aerial combatants.
Zora Armor: This aquadynamic suit of armor uses a lightweight breastplate so as not to hinder the wearer's
combat capabilities underwater.

ARMOR
Light Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits
Zora Armor 5 gp +2 +3 -1 — 12 1 Composite Aquadynamic, zora

Heavy Armor Price AC Dex Check Speed Strength Bulk Group Armor Traits
Bonus Cap Penalty Penalty
Flamebreaker Armor 32 +6 +0 -3 -10 ft. 18 5 Plate Bulwark, �reproof, goron,
(level 2) gp hindering

UNCOMMON ARMOR
Light Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits
Quill Tunic 3 gp +2 +2 -1 — 12 1 Cloth Aerodynamic, comfort, rito

Heavy Armor Price AC Dex Check Speed Strength Bulk Group Armor Traits
Bonus Cap Penalty Penalty
Ancient Cuirass 35 +6 +0 -3 -10 ft. 18 5 Composite Ancient, bulwark, entrench
(level 2) gp spell, ponderous
Adventures in Hyrule

Specific Magic Armors


TORCH SUIT ITEM 6
FIRE LIGHT MAGICAL

Price 220 gp
Usage worn armor; Bulk 2
This +1 wooden breastplate is shaped like an oversized lantern and shines as brightly as one when activated.

Activate—Light the Lantern (concentrate); E�ect You enable or disable the magical light of the armor. While
activated, the torch suit casts bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. In
addition, any creature that Grabs you while the light is active takes 2d6 �re damage at the start of each of their
turns as long as they are grabbing you.
Adventures in Hyrule

Shields

hield Decription
Lizal Shield: This lizal-made shield is adorned with several metal shells as a means of reinforcement. The
edges of these shells are lined with spikes, so it must be handled with care.
Lynel Shield: A sturdy shield favored by Lynels for its defensive and o�ensive capabilities. The banded edges
can deal slashing attacks while de�ecting.

UNCOMMON SHIELDS
Shield Price AC Bonus Speed Penalty Bulk Hardness HP (BT) Shield Traits
Lizal Shield 3 gp +2 -5 ft. 2 4 20 (10) Integrated 1d6 P, lizal
Lynel Shield 4 gp +1 — 1 4 16 (8) De�ecting slashing, integrated 1d6 S, lynel
Adventures in Hyrule

Specific Magic Shields


HUNTER'S SHIELD ITEM 5
MAGICAL

Price 150 gp
Usage held in 1 hand; Bulk L
This wooden shield (Hardness 3, HP 12, BT 6), featuring rabbit designs on its face, is favored by hunters due to
its ability to bring luck on the hunt. While wielding the shield, you gain a +1 item bonus to Hunting Lore and to
Survival checks to Track. If you Track a creature while holding the shield, you can simultaneously Defend,
moving with your shield raised.

MIRROR SHIELD ITEM 12


UNCOMMON MAGICAL

Price 1,900 gp
Usage held in 1 hand; Bulk 1
The surface of this steel shield (Hardness 5, HP 20, BT 10) acts as a mirror which never tarnishes. The shield
functions as a spellguard shield with additional bene�ts. When you Raise this Shield in an area of bright light, it
casts a 60-foot line of bright light in a direction of your choice; this light remains until you move, the shield is no
longer raised, or you use the shield for any other purpose.

Activate—Re�ect Magic (manipulate) Frequency once per hour; Trigger A spell attack cast by a creature
within 60 feet misses you; Requirements You have the mirror shield raised; E�ect The spell bounces o� of the
mirrored surface and is redirected back towards its caster. Make a spell attack against the triggering spell's
caster with a spell attack modi�er of +18. This spell attack has the same e�ects as the original spell, but because
you did not cast it, you do not gain any bene�ts of Casting a Spell.
Adventures in Hyrule

Weapons

Weapon Trait
Tail: This weapon is attached to your tail instead of held in your hands. You can only use a weapon with the
tail trait if you have a tail, and you can only have one such weapon attached to your tail at any time, even if you
have multiple tails. You must use an Interact action while holding a tail weapon to to attach it to your tail, and
they can be Disarmed as normal.

Weapon Decription
Ball and Chain: Little more than a heavy metal ball attached to a long chain, this weapon is nonetheless
incredibly di�cult to use both for the strength required to lift it and the skill required to manipulate its
momentum safely.
Boomerang Blade: Specially-balanced swords consisting of one or more blades, boomerang blades are able to
be thrown like a boomerang, but special care must be taken when catching them to prevent injury.
Cutlass: A cutlass is a short curved sword with a single-edged blade. Cutlasses are the weapon of choice for
many sailors due to their ease of use in close quarters, such as while �ghting in the ship's rigging or below decks.
Demon Carver: These circular blades were designed by the Yiga clan and are styled to appear fearsome to
their enemies. The unique shape also enables them to catch the weapons of foes, and the array of sharp spikes
can deliver painful blows.
Drillshaft: These technologically-advanced spears are made by gorons from scrap metal and are useful as both
weapons and mining tools. Their tips open up when in use, revealing a powered drill that can be used to drive
heavy attacks home from a safe distance.
Giant Boomerang: These massive metallic boomerangs were once used primarily for hunting, but have been
honed for use as weapons. Their size limits their use to specially trained warriors.
Greatshovel: An oversized version of the common tool, this shovel features a sharpened edge. Greatshovels
can also be used to dig holes just like their regular-sized counterparts.
Heavy Gauntlet: This large and heavy gauntlet is typically made out of solid iron or stone and features a wide
armguard that enables it to block attacks like a shield when held up.
Serpentine Spear: The crescent shape of this polearm's spearhead is uniquely sheikah in design, and can be
used to snag opponents and deliver brutal cuts.
Scalespear: A unique kind of zoran spear, the scalespear has a tip shaped like a �sh's tail and is used to pierce
the tough scales of the zoras' aquatic enemies. Due to the di�culty of maneuvering them underwater, their use is
relegated to only the most skilled zora warriors.
Scattershot: These slingshots have been ingeniously upgraded to �re a cluster of bullets at once, enabling each
shot to hit multiple targets. In exchange, they're a little harder to wield than the basic version.
Slingshot: These simple weapons consist of a Y-shaped piece of wood with a sling suspended between its
prongs. Although the frame provides more stability than a standard sling, slingshots require both hands to �re.
Spear Parasol: A popular self-defense tool amongst Hylian nobility, this seemingly-innocuous parasol hides a
deadly point at its tip, and its canopy is reinforced, allowing it to be used to de�ect attacks when raised.
Tail Axe: Although its design is simple, this tail-worn double-headed axe is incredibly di�cult to safely use in
combat. It's favored by reckless and disciplined lizal warriors alike.
Tail Mace: This lizal innovation is shaped like the head of a morningstar and �ts onto a tail like a gauntlet.
It's harder to use than a regular morningstar, but does not require a hand to wield.
War Bell: An unusual weapon used primarily by worshippers of the Wind Fish, the war bell is little more than
an oversized bell. Attacking with a war bell produces a distinct ringing sound as the clapper hits the edge, which
also increases the force of the strike.
Wrecker Sword: The unusual shape and extraordinary heft of this blade allows it to more easily break
through shields and other defenses, earning it its name.
Adventures in Hyrule

MELEE WEAPONS
Martial Weapons Price Damage Bulk Hands Group Weapon Traits
Cutlass 3 gp 1d6 S 1 1 Sword Finesse, sweep
Demon Carver 3 gp 1d6 S 1 1 Knife Deadly d8, disarm, sheikah, uncommon, versatile P
Greatshovel 2 gp 1d10 B 2 2 Club Sweep, versatile S
Heavy Gauntlet 4 gp 1d6 B 1 2 Brawling Free-hand, lizal, parry, uncommon
Serpentine Spear 4 gp 1d8 S 2 2 Polearm Reach, sheikah, trip, uncommon, versatile P
Spear Parasol 5 gp 1d6 P 1 1 Spear Concealable, hylian, parry, uncommon
Tail Mace 2 gp 1d6 B 1 0* Club Lizal, tail, uncommon, versatile P
War Bell 6 gp 1d8 B 2 2 Club Forceful, nonlethal, shove, uncommon
Wrecker Sword 4 gp 1d8 S 2 1 Sword Razing, uncommon, versatile B

Advanced Weapons Price Damage Bulk Hands Group Weapon Traits


Ball and Chain 8 gp 1d10 B 3 2 Flail Hylian, reach, sweep, uncommon
Boomerang Blade 5 gp 1d6 S 1 1 Sword Agile, �nesse, lizal, recovery, thrown 30 ft., uncommon
Drillshaft 12 gp 1d10 P 2 2 Spear Fatal d12, forceful, goron, reach, uncommon
Giant Boomerang 6 gp 1d8 S 2 2 Sword Forceful, recovery, sweep, thrown 30 ft., uncommon
Scalespear 5 gp 1d8 P 2 2 Polearm Backswing, parry, reach, uncommon, versatile S, zora
Tail Axe 4 gp 1d8 S 1 0* Axe Lizal, sweep, tail, uncommon

RANGED WEAPONS
Simple Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Slingshot 5 sp 1d8 B 60 ft. 1 L 1+ Sling Propulsive

Martial Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Scattershot 3 gp 1d8 B 60 ft. 1 L 1+ Sling Propulsive, scatter 5 ft.
Adventures in Hyrule

Specific Magic Weapons


CHAINED CHOMP ITEM 13
UNCOMMON MAGICAL

Price 2,800 gp
Usage held in 2 hands; Bulk 3
This +2 greater striking ball and chain resembles a chain chomp and can even be animated to act like one. Unlike
a normal ball and chain, a chained chomp has the versatile P trait.

Activate—Unchain the Chomp! (concentrate, manipulate) Frequency once per day; E�ect You animate the
chained chomp, causing it to violently throw itself at your enemies. Once on each of your turns, it attempts to
Strike a random enemy within its reach; these Strikes have an attack modi�er of +19 plus its item bonus to
attack rolls (normally +21 total) and use the weapon's normal damage with a +4 Strength modi�er. The chained
chomp continues to Strike enemies even if you Release it, and can Stride up to 20 feet before Striking if it is
unattended. At the end of each of your turns, attempt a DC 6 �at check. On a failure, the Activation ends and the
chained chomp becomes inanimate.

GALE BOOMERANG ITEM 3


UNCOMMON AIR MAGICAL

Price 60 gp
Usage held in 1 hand; Bulk L
This +1 boomerang is made out of thick white feathers tipped with a green hue. When thrown, it generates a
cyclone around itself, which extinguishes non-magical �ames and carries loose unattended objects of light bulk
or less with it as it �ies.

GRASPING WHIP ITEM 10


MAGICAL

Price 900 gp
Usage held in 1 hand; Bulk 1
This +1 striking extending whip features a tip that is capable of grabbing objects tightly and is sometimes styled
after a serpent. As well as its special activation, a grasping whip can be used as a regular grappling hook, and it
extends to 60 feet in length for this purpose.

Activate—Extended Swing (attack, manipulate, move); Frequency once per minute; E�ect You attempt to
rapidly swing across an improbable distance using the grasping whip. Choose a surface above you within 30 feet
and make an attack roll with a DC depending on the target. On a success, you swing to any space within 15 feet
of the targeted surface; you cannot choose a space that is higher up than the targeted surface.

IGNEOUS HAMMER ITEM 9


EARTH FIRE MAGICAL

Price 700 gp
Usage held in 2 hands; Bulk 2
This +1 striking �aming maul is made out of a large chunk of igneous rock, which still glows along its cracks and
is painfully hot to the touch.

Activate—Magmatic Slam (manipulate); Frequency once per day; E�ect You slam the hammer into the
ground, causing it to churn with magma. Until the end of your next turn, all spaces containing earth or stone in a
10-foot burst within reach become both di�cult terrain and hazardous terrain that deals 1 �re damage.
Adventures in Hyrule

MEGATON HAMMER ITEM 12


UNCOMMON GORON MAGICAL

Price 1,700 gp
Usage held in 2 hands; Bulk 3
This +2 striking thundering maul is made out of an extremely heavy metal. If you are a goron, you may call on the
might of ancient goron heroes to wield this weapon in one hand, reducing its damage to 1d8 when you do so.

Activate—Heroic Slam Interact; Frequency once per day; E�ect You slam the hammer into the ground,
creating the e�ects of the shockwave spell with a DC of 32, except the area is a 5-foot burst within reach.

ROCK ROAST ITEM 3+


EARTH GORON PRIMAL

Usage held in 1 hand; Bulk 1


This enchanted slab of premium rock roast functions as a +1 club and doubles as both a weapon and snack. Any
rock consumed as part of this weapon's activation regenerates each day, but consuming the rock roast provides
no nourishment even if you have earthen nourishment.

Activate—Chow Down (healing, manipulate); Frequency once per day; Requirements You are capable of
consuming minerals, like a goron or subrosian; E�ect You bite a chunk out of the rock roast, recovering 2d6+8
Hit Points.
Type raw rock roast; Level 3; Price 60 gp
Type medium-rare rock roast; Level 7; Price 330 gp
A medium-rare rock roast is a +1 striking club and recovers 4d6+16 Hit Points when activated. In addition, Strikes
using the medium-rare rock roast deal an additional 1 �re damage.
Type rock roast �ambé; Level 11; Price 1,300 gp
A rock roast �ambé is a +2 striking �aming club and recovers 6d6+24 Hit Points when activated. In addition,
activating a rock roast �ambé gives as much nourishment as one square meal for a Medium creature.

WINDCLEAVER ITEM 6
UNCOMMON AIR MAGICAL SHEIKAH

Price 250 gp
Usage held in 2 hands; Bulk 2
Access member of the Yiga Clan of at least blademaster rank
This +1 striking nodachi is aligned to elemental air, which allows skilled users to slice the very wind with a well-
placed strike. Due to their unusual shape and the elemental air within them, windcleavers can be thrown in a
straight line like a javelin; this grants them the thrown weapon trait with a range increment of 10 feet, and they
deal piercing damage when thrown.

Activate—Slicing Gust (air, attack, concentrate, manipulate); E�ect You surround the blade with slicing winds
and then unleash them with a swing. The windcleaver casts slashing gust on a single target within 30 feet,
heightened to a rank equal to half your level, rounded up. This attack uses your pro�ciency modi�er with the
windcleaver for the spell attack roll.

Activate—Cleave the Wind (air, concentrate); Frequency once per day; E�ect You perform a powerful swing
with the nodachi, cleaving the very wind and creating a vacuum. Make a melee Strike with the windcleaver. If
this Strike hits, a vacuum is created; this has the e�ects of gravity well, centered on your Strike's target and with
a DC of 21, except it gains the air trait and does not a�ect you.
Adventures in Hyrule

Consumables
Gadgets
BOMBCHU ITEM 8
UNCOMMON CLOCKWORK CONSUMABLE GADGET

Price 100 gp
Usage held in 2 hands; Bulk 1
Activate Interact
A clockwork facsimile of the self-destructive mouse-like creatures of the same name, these explosives scuttle
forward before detonating. When you activate the bombchu, you place it on the ground and the bombchu
scuttles 15 feet forward in a straight line, continuing to advance 15 feet in the same straight line at the end of
each of your turns for the next 4 rounds (travelling a total of 75 feet). A bombchu can climb walls and even
ceilings as long as the angle is no greater than 90 degrees. If it collides with a creature or takes any amount of
damage, it detonates, dealing 5d6 �re damage to all creatures within 5 feet (DC 24 basic Re�ex save). If the
bombchu reaches the end of the 4-round duration, it detonates at the end of its movement. The bombchu has an
AC of 10, 5 Hit Points, and +0 to all saving throws. After it detonates, the bombchu is completely destroyed.

Potions
AIR POTION ITEM 2
AIR CONSUMABLE MAGICAL POTION

Price 6 gp
Usage held in 1 hand; Bulk L
Activate Interact
Drinking this potion instantly �lls the imbiber's lungs with oxygen and continues to generate air within them for
some time. For 1 hour after drinking an air potion, you can hold your breath for 25 times as long as usual before
su�ocating. In addition, drinking from an air potion resets the number of rounds you can hold your breath.

GREAT FAIRY'S TEARS ITEM 15


RARE CONSUMABLE DIVINE HEALING HOLY POTION

Price 1,300 gp
Usage held in 1 hand; Bulk L
Activate Interact
This sacred water, bright pink in coloration, contains the prayers of a great fairy. Drinking the potion restores
6d8+20 Hit Points and grants you a +3 item bonus to damage rolls for 1 minute or until you take damage. An
unholy creature that consumes the tears gains no bene�t. Rarely, an unholy great fairy creates this item; in this
case, the item loses the holy trait, gains the unholy trait, and does not function for holy creatures instead of
unholy ones.
Craft Requirements You must be a great fairy.
Adventures in Hyrule

HIBISCUS POTION ITEM 10


CONSUMABLE MAGICAL POTION

Price 160 gp
Usage held in 1 hand; Bulk L
Activate Interact
Feeding this potion to a creature will instantly awaken it from non-magical sleep. If the imbiber is under the
e�ects of a magical e�ect with the sleep trait, the hibiscus potion attempts to counteract one such e�ect of the
imbiber's choice with a counteract modi�er of +23; this can even counteract curses which in�ict sleep, such as
the legendary curse of slumber.
Adventures in Hyrule

Snares
EXPLOSIVE BURR SNARE ITEM 4
UNCOMMON CONSUMABLE MECHANICAL SNARE TRAP

Price 18 gp
You hide an explosive burr among tall grass or similar obstructions within a square. These burrs are sticky and
can be adhered to vertical surfaces if necessary. The explosive burr attaches to the �rst creature to enter the
square and explodes at the end of the triggering creature's turn, dealing 5d6 �re damage to all creatures within 5
feet. A�ected creatures must attempt a DC 19 basic saving throw; this is Fortitude for a creature that the burr is
attached to and Re�ex for all other creatures.

A creature can detach the explosive burr with an Interact action, but this does not prevent the burr from
exploding. Rather, it simply drops the burr in that creature's current space.

ICE SCYTHE SNARE ITEM 12


UNCOMMON COLD CONSUMABLE MECHANICAL SNARE TRAP WATER

Price 320 gp
This snare is a variation on the scything blade snare created by enterprising trapmakers in Hyrule's northern
reaches. Curved blades of ice deal 8d8 slashing damage and 2d8 cold damage to a creature entering the snare's
square with a DC 31 basic Re�ex save. Creatures that critically fail this save additionally take a -10-foot
circumstance penalty to their Speeds until the end of their next turn.

Craft Requirements An ice scythe snare can only be Crafted in an area of mild heat or colder.

STALACTITE SNARE ITEM 3


CONSUMABLE MECHANICAL SNARE TRAP

Price 9 gp
You attach a sharp spike to a surface above a square and rig it to break o� and fall when a creature passes under
it, potentially impaling them; typically, these snares are disguised as loose stalactites or icicles, leading to their
name. The stalactite deals 3d6 piercing damage to the �rst creature to enter the square, which must attempt a
DC 19 basic Re�ex saving throw. On a critical failure, the triggering creature is stuck to the �oor by the stalactite,
as the bow critical specialization e�ect.

TRAP DOOR SNARE ITEM 5


CONSUMABLE MECHANICAL SNARE TRAP

Price 25 gp
This snare resembles an ordinary wooden or metal door, but when approached it falls �at on its victim, crushing
them underneath its weight. Unlike most snares, a trap door snare is not hidden, but its false nature is. As a
result, trap door snares are best placed against walls or within corridors such that an observer may mistake it for
a regular door. When a creature enters a square containing a trap door snare, the door falls on them dealing 4d6
bludgeoning damage, and the target must attempt a DC 21 Re�ex save.
On a failure, the triggering creature is knocked prone and immobilized under the fallen door; the trapped
creature can end the immobilized condition by succeeding at a DC 19 Escape check or by destroying the door. A
fallen trap door has Hardness 3, 6 HP and object immunities.

Critical Success The creature is una�ected.


Success The creature takes half damage.
Failure The creature takes full damage, is knocked prone, and is immobilized under the fallen door. It can get free
by Escaping (DC 19) or by destroying the door (Hardness 3, HP 6, object immunities).
Failure As failure, but the creature takes double damage.
Adventures in Hyrule

WATER FRUIT SNARE ITEM 6


UNCOMMON CONSUMABLE MECHANICAL SNARE TRAP

Price 40 gp
You carefully hang a water fruit, rigging it to fall on a creature that enters the snare's square. A water fruit is a
spiky green fruit �lled with water found in volcanic regions. When a creature enters the square, the water fruit
falls on them, dealing 4d6 piercing damage (DC 23 basic Re�ex saving throw). Regardless of their result, the
water fruit breaks open and scatters its watery payload, causing the snare’s square and all adjacent squares to
become slippery di�cult terrain.
Adventures in Hyrule

Talismans
TWISTED TWIG ITEM 6
CONSUMABLE MAGICAL TALISMAN

Price 50 gp
Usage a�xed to armor
Activate envision; Trigger You critically fail a Diplomacy check to Request; Requirements You are an expert in
Diplomacy.
This highly prized talisman, created out of tightly-coiled twigs, is said to ensure marital bliss. Upon Activating the
talisman, it loudly snaps, covering up your outrageous request; your critical failure becomes a failure.
Adventures in Hyrule

Other Consumables
BOMB FLOWER SEED ITEM 3+
CONSUMABLE FIRE PLANT PRIMAL

Usage held in 1 hand


Activate Interact
Bomb �ower seeds are magical alternatives to their mundane variety that allow for the rapid cultivation of bomb
�ower plants. When activated, the seed sprouts into a bomb �ower in a space within your reach. Immediately
upon activation and at the start of each of your turns for the next minute, the �ower grows a single bomb if it
was not already holding one. These bombs can be removed from the plant with an Interact action, and may be
thrown as an alchemist's �re of the listed type. If this bomb is not thrown before the end of the turn, it explodes,
dealing its splash damage to all adjacent creatures.

If activated on soil or unworked stone, the bomb �ower continues to grow and thrive (although it ceases to
produce bombs at an accelerated rate). If activated elsewhere, it withers and dies after 1 minute.
Type lesser bomb �ower seed; Level 3; Price 10 gp
Bombs produced act as lesser alchemist's �res.
Type moderate bomb �ower seed; Level 5; Price 25 gp
Bombs produced act as moderate alchemist's �res.
Type greater bomb �ower seed; Level 13; Price 500 gp
Bombs produced act as greater alchemist's �res.
Type major bomb �ower seed; Level 19; Price 8,000 gp
Bombs produced act as major alchemist's �res.

DEKU NUT ITEM 1


CONSUMABLE PRIMAL SONIC

Price 3 gp
Usage held in 1 hand
Activate Strike
Deku nuts are hard-shelled nuts produced by certain magical plants. When you Strike a creature with a deku nut
(which is a simple thrown ranged weapon with a range increment of 20 feet), it breaks open, dealing 1d4
bludgeoning damage plus 1 sonic splash damage. In addition, as long as you didn't critically miss, the Strike's
target must attempt a DC 15 Fortitude save. On a failure, that creature is deafened for 1 round. Deku nuts can be
used as ammunition for slings, which replaces their usual damage.

EMBER SEED ITEM 1


CONSUMABLE FIRE PRIMAL

Price 3 gp
Usage held in 1 hand
Activate Strike
Ember seeds grow in large numbers on ember trees during the winter, and are used to light �res more quickly
than with �int and steel. When you Strike a creature with an ember seed (which is a simple thrown ranged
weapon with a range increment of 20 feet), it breaks open, dealing 1 �re damage. If you miss, or otherwise Strike
a hard object, the seed similarly detonates, potentially igniting a �ammable object. Ember seeds can be used as
ammunition for blowguns, which replaces their usual damage.
Adventures in Hyrule

HYOI PEAR ITEM 3


UNCOMMON CONSUMABLE MAGICAL MENTAL PLANT POSSESSION

Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
A hyoi pear is a magical fruit often used by sailors to control seabirds for scouting islands but is equally useful
for any outdoor reconnaissance. When you place a hyoi pear upon your head and allow it to be eaten by a bird,
the fruit exerts its in�uence over the bird's mind. The bird must make a DC 18 Will saving throw; on a failure, you
gain the e�ects of animal vision targeting the bird for 10 minutes, and the bird becomes controlled by you. If you
switch back to your senses or the bird takes any amount of damage, the e�ect immediately ends.

JABBER NUT ITEM 10


UNCOMMON CONSUMABLE PLANT PRIMAL

Price 160 gp
Usage held in 1 hand
Activate Interact
Jabber nuts, sometimes known as blabber nuts, are a marvelous example of minish magic. Upon consuming a
jabber nut, you can choose one language that you are aware of. For 4 hours, you can speak and understand that
language. This doesn’t allow you to read that language in its written form, and doesn't let you understand codes,
language couched in metaphor, and the like.

SCENT SEED ITEM 1


UNCOMMON CONSUMABLE OLFACTORY PRIMAL

Price 3 gp
Usage held in 1 hand
Activate Strike
When the stem of these spiky seeds is removed, they produce a pungent odor that animals �nd irresistable. You
may Strike a creature with a scent seed (which is a simple thrown ranged weapon with a range increment of 20
feet), dealing 1 piercing damage. As part of this Strike you pull the stem o�, causing it to coat any creature or
object hit in a musky scent. For 1 hour, animals can smell the creature or object from double the usual distance of
their scent and are likely to approach to investigate the smell. A creature can wash away the scent with 1 minute
of vigorous scrubbing. Scent seeds can be used as ammunition for blowguns, which replaces their usual damage.
Adventures in Hyrule

SCOOT FRUIT ITEM 10


UNCOMMON CONSUMABLE MAGICAL TELEPORTATION

Price 160 gp
Usage held in 1 hand
Activate 1 minute (concentrate, Interact)
These mysterious fruits are used by adventurers to escape from dungeons. Eating a scoot fruit outdoors has no
e�ect; however, if you consume one within a structure, its powers take e�ect. After eating the fruit and
concentrating for a minute, you are transported to an entrance of the structure you are within as long as you
have been there at least once, know its relative location, and it is within 1 mile. If this would bring another
creature with you, even if you're carrying it in an extradimensional container, the fruit has no e�ect. The GM
decides what counts as a structure, as well as what counts as that structure's entrance, for this e�ect.
Adventures in Hyrule

Grimoires
SEALING TOME ITEM 10
GRIMOIRE MAGICAL

Price 900 gp
Bulk L
This ashen spellbook is embossed with an intricate pattern of silver lines that resembles a sealing circle, and the
margins of each page are decorated with additional warding sigils.

Activate—Sealing Spell (concentrate, spellshape); Frequency once per day; E�ect If your next action is to cast
a spell that can in�ict the immobilized condition, you infuse the spell with sealing magic that further prevents
targets from acting. The spell gains the incapacitation trait, but creatures that become immobilized by the spell
are instead paralyzed for the same duration.

SPIRIT'S TOME ITEM 6


GRIMOIRE MAGICAL

Price 220 gp
Bulk L
When preparing spells from this maroon grimoire, helpful spirits appear to render their aid, such as by turning
the pages for you.

Activate—Invoke Warrior Spirit (concentrate, spellshape); Frequency once per day; E�ect If your next action
is to cast spiritual armament, a helpful spirit appears instead of a ghostly weapon. This spirit acts in the same
way as a ghostly weapon, but deals vitality or void damage (chosen when you Cast the Spell) with each attack
instead of the weapon's damage.
Adventures in Hyrule

Precious Materials
Rubber
RUBBER ITEM 0+
RARE ANCIENT PRECIOUS

This strange, �exible material is the product of ancient technology and has gained popularity among travellers
due to its use in creating lightweight armor capable of resisting electricity.

Rubber can be used to make any item usually made of cloth, leather, or hide. This material is immune to
electricity, and its Hardness is doubled against bludgeoning damage.

RUBBER ITEMS
Thin Items Hardness HP BT
Standard-grade 6 24 12
High-grade 8 32 16

Items Hardness HP BT
Standard-grade 9 36 18
High-grade 11 44 22

RUBBER SHEET ITEM 0


Price 600 gp
Bulk L

RUBBER BLOCK ITEM 0


Price 6,000 gp
Bulk 1

RUBBER OBJECT (STANDARD-GRADE) ITEM 12


Price 1,200 gp (per Bulk)

RUBBER OBJECT (HIGH-GRADE) ITEM 18


Price 12,000 gp (per Bulk)

RUBBER ARMOR ITEM 12+


RARE ANCIENT

Usage worn armor; Bulk — varies by armor


Rubber armor is immune to electricity damage, and its Hardness is doubled against bludgeoning damage.
Wearing armor made from rubber also grants you a +1 circumstance bonus to your AC and saving throws against
attacks and spells that deal electricity damage.

RUBBER ARMOR (STANDARD-GRADE) ITEM 12


Price 1,800 gp (+180 gp per Bulk)
Craft Requirements The initial raw materials must include rubber worth at least 900 gp + 90 gp per Bulk.

RUBBER ARMOR (HIGH-GRADE) ITEM 19


Price 33,000 gp (+3,300 gp per Bulk)
Craft Requirements The initial raw materials must include rubber worth at least 16,500 gp + 1,650 gp per Bulk.
Adventures in Hyrule

Held Magic Items


BOMBOS MEDALLION ITEM 15
RARE FIRE MAGICAL

Price 7,000 gp
Usage held in 1 hand; Bulk L
Appearing as a small golden disc decorated with a swirling �ame, a bombos medallion contains the concentrated
power of a massive explosion.

Activate—Explode with Power (concentrate, manipulate); Frequency once per day; E�ect Holding the
medallion out in front of you, you unleash its �ery power. This has the e�ects of 5th-rank �reball, except the
area is a 60-foot emanation centered on you, with a DC of 34.

BONE OCARINA ITEM 13


UNCOMMON MAGICAL STRUCTURE

Price 3,000 gp
Usage held in 1 hand; Bulk L
This ocarina, made entirely of bone and sculpted into the crude shape of a skull, emits a eerie sound when
played. A bone ocarina grants you a +2 item bonus to Performance checks when using it to play music, but its
true power is revealed when it's used to play a sea shanty.

Activate—Call the Ghost Ship 1 minute (concentrate, manipulate); Frequency once per day; E�ect You play a
shanty on the ocarina, and a sailing ship materializes in an open stretch of water within 500 feet. The sailing
ship is fully crewed by stalfos pirates, who are bound to the ship. When you disembark from the ship, or if you
do not board the ship within one hour, it disappears along with its crew. You can only use this activation if the
ship is not currently materialized. If the sailing ship is destroyed, both its crew and the bone ocarina turn to dust.

CANE OF BYRNA ITEM 5


FORCE MAGICAL

Price 125 gp
Usage held in 1 hand; Bulk 1
This ancient magical can grants protection to those who carry it. It is said that praying to the cane with all one's
heart will shroud the user in light and �ll them with vitality.

Activate—Byrna's Protection (concentrate, manipulate); Frequency once per day; E�ect You hold the cane
aloft and pray for its protection. The cane shrouds you in a veil of force, granting you resistance 5 to physical
damage for 1 minute. In addition, any creature that touches you or performs a melee unarmed Strike against you
takes 1d4 force damage as the veil pushes back against them.
Adventures in Hyrule

CANE OF PACCI ITEM 5


FORCE MAGICAL

Price 125 gp
Usage held in 1 hand; Bulk 1
This mysterious cane can telekinetically �ip things upside-down with a single motion, and is therefore popular as
a labor-saving tool in certain professions.

Activate—Telekinetic Flip (concentrate, manipulate); Frequency once per day; E�ect You point the cane at a
creature or unattended object within 30 feet, attempting to magically �ip it over. If you choose a creature, the
cane casts telekinetic maneuver, attempting to Trip the target with a spell attack modi�er of +12. If you choose
an unattended object of 2 Bulk or less, the cane automatically �ips it upside-down; this use does not count
towards the activation frequency.

Activate—Energize Hole (concentrate, manipulate); Frequency once per day; E�ect You point the cane at a
hole at least 5 feet deep and at most 10 feet in diameter, �lling it with swirling energy. The next creature that
would fall into the hole is instead launched 30 feet upwards and up to 15 feet horizontally in a direction of their
choice. That creature does not take damage for the �rst 30 feet they fall from this forced movement.

CANE OF SOMARIA ITEM 5


FORCE MAGICAL

Price 125 gp
Usage held in 1 hand; Bulk 1
The source of this magical cane's name has been lost to time, but its power of creation is known far and wide.

Activate—Conjure Block (concentrate, manipulate); Frequency once per minute; E�ect With a swing of the
cane, a block of congealed magic is created in a space within your reach. This block is 5 cubic feet in size, has 10
AC, is destroyed if it takes any damage, and fails all saving throws. The block is surprisingly light, weighing just 1
Bulk, but takes 2 hands to lift. After 1 minute, or if there is not enough space to create the block, it dissolves.

Activate—Detonate Block (manipulate); Frequency once per day; E�ect You tap the cane against a block that
it created, causing the block to violently detonate. This destroys the block, but deals 4d6 force damage to all
creatures except for you within 10 feet of the block, subject to a DC 20 basic Re�ex save.

DEKU LEAF ITEM 3


UNCOMMON PLANT PRIMAL

Price 60 gp
Usage held in 2 hands; Bulk 2
Access kokiri or korok ancestry
These oversized leaves are plucked from the canopy of the Great Deku Tree, and contain a small measure of the
sacred tree's magical power. A deku leaf can be used in the same way as a korok leaf.

Activate—Mighty Gust (manipulate); Frequency once per day; E�ect You raise the deku leaf up and then
bring it crashing down, creating a blast of wind in a 60-foot line. This has the e�ects of gust of wind with a DC of
20, except it has no duration. You may use this Activation ignoring its frequency limit; if you do, it has no e�ect
on creatures.

Activate—Falling Leaf (manipulate); Trigger you are falling; Requirements you are holding the deku leaf, or
wearing it and both of your hands are empty; E�ect You pull out the deku leaf and hold it above your head like a
paraglider to slow your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward
through the air. As long as you are holding the deku leaf with both hands and haven't yet reached the ground,
you remain in the air at the end of your turn. You must spend an additional action on subsequent turns to glide
again or you fall. You may Release the deku leaf to end this e�ect early.
Adventures in Hyrule

DOMINION ROD ITEM 11


UNCOMMON MAGICAL

Price 1,200 gp
Usage held in 1 hand; Bulk 1
An ancient tool of the sky-dwelling oocca handed down through Hyrule's royal family, a dominion rod enables the
user to assume control of statues and bend hostile animated objects to their will.

Activate—Command Statue (concentrate, manipulate); Frequency once per hour; E�ect Raising the dominion
rod in the presence of a statue or similar object, you assert your command over it. Choose a mundane statue of
size Large or smaller within 30 feet. You animate the target for 1 minute: the statue becomes your minion, using
the statistics of an animated statue but keeping its original size. You may Command the animated statue minion
by using a single action with the envision and manipulate traits whilst holding the dominion rod.

Activate—Subjugate Animated Object (concentrate, incapacitation, manipulate); Frequency once per day;
E�ect You focus the rod's power against an animated object within 30 feet, attempting to assert your will over it.
The dominion rod casts possession on the target with a save DC of 28, except the spell lacks the mental trait. If
you were standing at the time you used this activation, you do not fall prone when you become unconscious. If
the target succeeds at their save, the e�ect immediately ends.

ETHER MEDALLION ITEM 15


RARE COLD ELECTRICITY MAGICAL

Price 7,000 gp
Usage held in 1 hand; Bulk L
Appearing as a small golden disc decorated with a lightning bolt, an ether medallion contains the concentrated
power of a raging polar storm.

Activate—Call the Storm (concentrate, manipulate); Frequency once per day; E�ect Raising the medallion to
the sky, you call down a sudden freezing storm. Every creature in a 60-foot emanation is dealt 3d8 electricity
and 3d8 cold damage, subject to a basic Re�ex save (DC 34). Then, airborne creatures in the emanation must
succeed at a DC 34 Fortitude save or become slowed 1 for one round by the freezing wind (slowed 2 on a critical
failure).

GUST JAR ITEM 7


AIR MAGICAL

Price 340 gp
Usage held in 2 hands; Bulk 2
This large ceramic jar, often decorated with wavy patterns resembling wind, contains an endless vortex inside of
its unassuming body. Wielders of gust jars can use them to both suck in and blow out air, making them versatile
tools in the right hands.

Activate—Gale-Force Suction (concentrate, manipulate); Frequency once per hour; E�ect You direct the gust
jar to begin sucking in air in a 30-foot cone. This has the e�ects of gust of wind with a DC of 21, except that the
wind is directed towards the gust jar, objects of light Bulk are pulled into your space, and it has a duration of
sustained for 1 minute. This e�ect ends immediately if you move or Release the gust jar.

Activate—Bellowing Blast (concentrate, manipulate); Frequency once per hour; E�ect You direct the gust jar
to bellow out air in a 30-foot cone. This has the e�ects of gust of wind with a DC of 21 and a duration of
sustained for 1 minute. This e�ect ends immediately if you move or Release the gust jar.
Adventures in Hyrule

HOOKSHOT ITEM 7
UNCOMMON MAGICAL

Price 350 gp
Usage held in 1 hand; Bulk 1
This versatile handheld device consists of a sharp point attached to a spool of chain, which is stored inside a
casing with a handle. Activating the hookshot causes the chain to �re out of the casing before rapidly retracting
again. If the sharp point manages to lodge into a soft surface, however, its attempt to respool itself instead pulls
the user towards the impacted surface. You may apply fundamental weapon runes to a hookshot, treating it as
martial ranged weapon in the dart group, which increases the damage it deals to creatures when activated.

Activate—Fire the Hook (manipulate); E�ect You aim the hookshot at a soft surface, unattended object, or
creature within 30 feet, and squeeze the trigger. The traits and e�ects of this activation depend on the type of
target chosen:
• Soft surface (move) If you target a soft surface, such as wood or dirt, the hookshot pulls you directly
towards the target, detaching from the surface once you are in the closest possible space that you can �t.
• Unattended object If you target an unattended object of 2 Bulk or less, the object is pulled towards you,
depositing it in your space.
• Creature (attack, move) Make an attack roll with the hookshot, which is a martial ranged weapon in the dart
group, against the target's AC. If you hit, the target takes 1d6 piercing damage (doubled on a critical
success) and, if the target is at least one size larger than you, you are pulled into the closest empty space
adjacent to the target. At the GM's option, a critical miss may cause the hookshot to attach to a soft surface
behind the target, pulling you towards it as though you had targeted it.

GRIPSHOT ITEM 9
Price 700 gp
A gripshot operates similarly to a hookshot, with three di�erences. First, its range is decreased to 15 feet.
Second, it deals bludgeoning damage instead of piercing damage. Third, when you successfully attack a creature
that is at least one size smaller than you with the gripshot, that creature must succeed at a DC 27 Fortitude save
or be pulled towards you instead; this is forced movement.

LONGSHOT ITEM 11
Price 1,250 gp
A longshot operates identically to a hookshot, except its range is increased to 60 feet.

CLAWSHOT ITEM 13
Price 2,700 gp
A clawshot operates similarly to a hookshot, with two di�erences. After latching onto a soft surface, you may
automatically successfully Grab the Edge as a free action, using the clawshot as if it were a free hand. In
addition, if you critically succeed on your attack roll against a creature and are pulled towards it, you may
attempt to Grapple that creature as a free action, using the clawshot as if it were a free hand.

LENS OF TRUTH ITEM 12


UNCOMMON MAGICAL REVELATION SHEIKAH

Price 1,700 gp
Usage held in 1 hand; Bulk L
This handheld lens, originally crafted by the sheikah tribe, reveals the true nature of creatures and objects alike.

Activate—Gaze of Truth (manipulate); Frequency once per day; E�ect You hold the lens of truth up to your eye,
granting you the e�ects of truesight with a counteract DC of 30 for up to 10 minutes as long as you continue to
hold the lens.
Adventures in Hyrule

MAGIC BOTTLE ITEM 4


AIR MAGICAL

Price 100 gp
Usage held in 1 hand; Bulk L
These simple-looking corked glass bottles are imbued with a couple of helpful magical e�ects. Any item placed
inside the bottle is magically preserved for as long as the bottle is corked, causing perishables kept in this way to
spoil in twice the normal time. In addition, a Tiny creature may enter an empty magic bottle with a single action
that has the manipulate and move traits; while a creature is inside the bottle in this way, it continually produces
enough air for that creature to survive, even while the bottle is corked.

MAGIC OAR ITEM 6


MAGICAL

Price 250 gp
Usage held in 2 hands; Bulk 1
Though not an economical choice for large vehicles such as galleys, magic oars are a simple way to hasten a
rowboat. As long as a magic oar is being used by every rower, a rowed vehicle gains a +5-foot item bonus to its
swim Speed.

PICTO BOX ITEM 5+


UNCOMMON CLOCKWORK LIGHT MAGICAL

Usage held in 1 hand; Bulk L


These remarkable devices consist of a wooden box containing advanced Terminan technology with a large lens
pointing out of one side and a shutter that activates the device. As well as its ability to capture pictographs, a
picto box has the ability to zoom and therefore doubles as a spyglass.

Activate—Snap Picto Interact; E�ect You point the lens at a subject and press the shutter, instantly capturing
an image of the target known as a pictograph. A picto box can hold only a limited number of pictographs; if you
attempt to take a pictograph beyond this limit, you must choose one of the stored pictographs to overwrite.

PICTO BOX (SINGLE SHOT) ITEM 5


Price 125 gp
This basic picto box can store only a single pictograph, which is captured in black and white.

PICTO BOX (IMPROVED) ITEM 7


Price 300 gp
This picto box's improved storage can store up to three pictographs, which are captured in black and white.

PICTO BOX (DELUXE) ITEM 9


Price 600 gp
This deluxe model of picto box has been enhanced by the light of a �re�y. It can store up to three pictographs,
which are captured in full color, and it doubles as a �ne spyglass.

QUAKE MEDALLION ITEM 15


RARE EARTH MAGICAL

Price 7,000 gp
Usage held in 1 hand; Bulk L
Appearing as a small golden disc decorated with a jagged design, a quake medallion contains the concentrated
power of an earthquake.

Activate—Shake the Earth command, envision, Interact; Frequency once per day; E�ect Lowering the
medallion to the ground, you cause the earth below you to tremble. This has the e�ects of 6th-rank shockwave,
except the area is a 120-foot emanation, with a DC of 34.
Adventures in Hyrule

Spellhearts
LAVA DROP ITEM 13+
UNCOMMON EARTH FIRE MAGICAL SPELLHEART

Usage a�xed to armor or a weapon; Bulk —


Speculated to be the tear of a powerful lava spirit, this droplet-shaped stone is perpetually warm to the touch.
The spell DC of any spell cast by activating this item is 30.
• Armor (earth) After you cast a spell by activating the droplet, the earth softens under your feet, allowing
you to ignore di�cult terrain caused by earth and stone until the end of your next turn.
• Weapon (�re) If you critically succeed at a Strike with the weapon, �ames erupt from your body, dealing
7d6 �re damage in a 5-foot emanation with a DC 30 basic Re�ex saving throw.
Activate Cast a Spell; E�ect You cast scatter scree, except the spell gains the �re trait and deals �re damage
instead of bludgeoning.
Type lava drop; Level 13; Price 2,800 gp

Activate Cast a Spell; Frequency once per day; E�ect You cast blazing �ssure.
Type greater lava drop; Level 17; Price 14,000 gp
The �re damage dealt by the critical Strikes of an a�xed weapon increases to 9d6, and the DC of both the
basic Re�ex save for an a�xed weapon and spells cast by activating this item is 35.

Activate Cast a Spell; Frequency once per day; E�ect You cast 6th-rank blazing �ssure.

Activate Cast a Spell; Frequency once per day; E�ect You cast volcanic eruption.
Adventures in Hyrule

Staves
PAINTER'S STAFF ITEM 6+
RARE MAGICAL STAFF

Usage held in 1 hand; Bulk 1


These staves are shaped like magni�cent scepters or oversized paintbrushes and suspend a swirling mass of
brilliant colors at their tip. Spells cast from a painter's sta� manifest with a painted quality even when the e�ects
are ephemeral. You can use the tip of the sta� to paint, and it grants you a +2 item bonus to your Crafting check
when you do.

Activate Cast a Spell; E�ect You expend a number of charges from the sta� to cast a spell from its list.
Craft Requirements Supply one casting of all listed levels of all listed spells.

PAINTER'S STAFF ITEM 6


Price 230 gp
• Cantrip sigil
• 1st dizzying colors, restyle
• 2nd mirror image, spy's mark

PAINTER'S STAFF (GREATER) ITEM 10


Price 900 gp
• 3rd hypnotize, painted scout
• 4th chromatic ray, spy's mark, wall merge

PAINTER'S STAFF (MAJOR) ITEM 14


Price 4,000 gp
• 5th chameleon coat, illusory scene
• 6th chromatic ray, painted scout

SAND ROD ITEM 4+


UNCOMMON MAGICAL STAFF

Usage held in 1 hand; Bulk 1


These rods, tipped with golden designs that bring to mind ancient desert constructs, manipulate sand. While
wielding a sand rod, you can ignore di�cult terrain caused by sand.

Activate Cast a Spell; E�ect You expend a number of charges from the sta� to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

SAND ROD ITEM 4


Price 90 gp
• Cantrip scatter scree
• 1st gritty wheeze, scouring sand

JEWELED SAND ROD ITEM 8


Price 470 gp
• 2nd breath of drought, expeditious excavation
• 3rd oneiric mire, shifting sand

NICE SAND ROD ITEM 12


Price 1,800 gp
• 4th elemental gift (earth only), shape stone (shapes sand instead of stone)
• 5th elemental form (earth only), pillars of sand
Adventures in Hyrule

Coda Instruments
DRUMS OF SLEEP ITEM 4
CODA GORON OCCULT STAFF

Price 90 gp
Usage held in 2 hands; Bulk 1
This set of tom-tom drums, sacred to certain goron cultures, produce soothing vibrations no matter how hard
they are struck. While playing the drums, you gain a +1 item bonus to Performance checks. In addition, as long
as you are playing the drums, creatures within 60 feet must succeed at a DC 18 Will save or take a -1 status
penalty to their initiative checks; this is a mental and sleep e�ect.

Activate Cast a Spell; E�ect You expend a number of charges from this instrument to cast a spell from its list.
• Cantrip daze
• 1st charm, sleep, soothe
Craft Requirements Supply one casting of all listed levels of all listed spells.

FAIRY OCARINA ITEM 6


CODA KOKIRI OCCULT STAFF

Price 225 gp
Usage held in 1 hand; Bulk L
Crafted by the kokiri, these folksy wooden ocarinas symbolise the unbreakable bond between the kokiri and
their forest fairies. While playing the ocarina, you gain a +1 item bonus to Nature and Performance checks.

Activate Cast a Spell; E�ect You expend a number of charges from this instrument to cast a spell from its list.
• Cantrip light, protect companion
• 1st pet cache, summon fey
• 2nd revealing light, summon fey, timely tutor
Craft Requirements Supply one casting of all listed levels of all listed spells.

LUNAR OCARINA ITEM 8


CODA OCCULT STAFF

Price 450 gp
Usage held in 1 hand; Bulk L
The rough surface of this stone ocarina resembles the surface of the moon, but the mouth carved into its side
suggests something more sinister. While playing the ocarina, you gain a +1 item bonus to Performance checks
and Survival checks to Sense Direction.

Activate Cast a Spell; E�ect You expend a number of charges from this instrument to cast a spell from its list.
• Cantrip time sense
• 1st gravitational pull, kinetic ram
• 2nd darkness, embed message
• 3rd gravity well, impending doom
Craft Requirements Supply one casting of all listed levels of all listed spells.
Adventures in Hyrule

PHONOGRAPH OF STORMS ITEM 12


RARE CODA OCCULT STAFF

Price 1,900 gp
Usage held in 2 hands; Bulk 2
This phonograph's melody goes around and around and around, much like a windmill. Spells on the phonograph
of storms' list are cast as occult spells and treated as being on the occult spell list. While playing the phonograph,
you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize.

Activate Cast a Spell; E�ect You expend a number of charges from this instrument to cast a spell from its list.
• Cantrip electric arc
• 1st déjà vu, personal rain cloud
• 2nd quench, vicious jealousy
• 3rd haste, unseasonable squall
• 4th cleanse a�iction, confuse
• 5th control water, lightning storm
Craft Requirements Supply one casting of all listed levels of all listed spells.
Adventures in Hyrule

Worn Magic Items


Clothing
DUNEWALKER DUDS ITEM 4
UNCOMMON EARTH INVESTED MAGICAL

Price 80 gp
Usage worn clothing; Bulk L
This out�t, styled after ancient rulers of the desert, stabilizes its wearer's steps on sand. You gain a +2 item
bonus to Acrobatics checks to Balance on sand, and you can walk across quicksand as though it were a solid
surface.

GUST GARB ITEM 9


AIR INVESTED MAGICAL

Price 650 gp
Usage worn clothing; Bulk L
This bold and breezy out�t, favored by those who wield gust jars, grants its wearer mastery over the wind.
While wearing gust garb, you gain a +2 circumstance bonus to all checks you make against e�ects with the air
trait as your out�t pushes back against the wind.

Activate—Widen Wind (concentrate, spellshape); E�ect Your out�t widens gales you create. If the next action
you use is to Cast a Spell or Activate a magic item with the air trait, if that spell or activation has an area of a
burst, cone, or line and does not have a duration, increase the area of that spell or activation. Add 5 feet to the
radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not a�ected). Add
5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a
larger cone or line.

ROC'S CAPE ITEM 4


INVESTED MAGICAL

Price 80 gp
Usage worn cloak; Bulk L
This cape, made out of large white feathers with blue tips, feels as soft as a cloud. While wearing the roc's cape,
you can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the
initial Stride (nor do you fail if you don’t Stride 10 feet).

Activate—Soaring Leap (concentrate, move); Frequency once per hour; E�ect You jump 15 feet in any direction
without touching the ground. You must land on a space of solid ground within 15 feet of you, or else you fall
after using your next action.

SERPENT'S TOGA ITEM 8


UNCOMMON INVESTED MAGICAL

Price 500 gp
Usage worn clothing; Bulk L
This airy out�t is styled after a medusa, but its petrifying power manifests on the wearer. You gain a +1 item
bonus to Fortitude saves against e�ects which could petrify you, which increases to +2 if the source of the e�ect
is a medusa.

Activate—Statue Form (concentrate); Frequency once per day; E�ect The serpent's toga covers your body in a
thin layer of stone, freezing it in place. This is not true petri�cation, but it does prevent you from acting except to
Recall Knowledge and use actions that require only the use of your mind. You are permanently o�-guard, but
gain Hardness 5. This e�ect lasts for 1 minute, but can be Dismissed.
Adventures in Hyrule

Footwear
HOVER BOOTS ITEM 15
INVESTED MAGICAL

Price 6,500 gp
Usage worn footwear; Bulk L
These metal-soled boots cushion your steps by magically pushing against the ground below you. While wearing
hover boots, you gain a +2 item bonus to Acrobatics checks to Balance and Stealth checks to Sneak.

Activate—Hover (concentrate, move); Frequency once per hour; E�ect You Stride up to your Speed. If you
move o� an edge during this Stride, you can continue to move as though you were on solid ground of the same
elevation. If you are in the air at the end of the Stride, you immediately fall.

IRON BOOTS ITEM 9


INVESTED MAGICAL METAL

Price 650 gp
Usage worn footwear; Bulk 4
Made out of solid iron but enchanted to be safely worn, iron boots are extremely heavy implements. While
wearing iron boots, you gain a +2 item bonus to your Fortitude and Re�ex DCs against attempts to Shove or Trip
you. This bonus also applies to saving throws against spells and e�ects that attempt to move you or knock you
prone. If an e�ect forces you to move, you move only half the normal distance. However, you can't Swim, losing
any swim Speed you had. When you enter a body of water, you sink to the bottom at a rate of 25 feet per round,
and can move along the bottom at your normal Speed. Whilst stowed, iron boots are instead light Bulk.

PEGASUS BOOTS ITEM 13


INVESTED MAGICAL

Price 3,000 gp
Usage worn footwear; Bulk L
These solid boots, adorned with wings, allow you to dash like the wind and recklessly slam into foes. While
wearing pegasus boots, you gain a +10-foot item bonus to your land Speed.

Activate—Pegasus' Charge Interact; Frequency once per day; E�ect You shu�e your feet and then charge
forward, Striding up to three times your Speed in a straight line. If you would collide with another creature or
object, you may end the Strides early and perform a melee Strike against that target, adding a circumstance
bonus to that Strike's damage equal to the number of weapon damage dice.
Adventures in Hyrule

Headwear
GNAT HAT ITEM 5
INVESTED MAGICAL

Price 160 gp
Usage worn headwear; Bulk L
Created in the image of a legendary minish artifact, gnat hats are pointed caps infused with magic capable of
shrinking anyone down to the size of a minish. While wearing the hat, you gain a +2 item bonus to Acrobatics
checks to Squeeze.

Activate—Shrink Down (concentrate); Frequency once per day; E�ect You speak the command word to
invoke the gnat hat's magic. The gnat hat casts shrink on you, which lasts for 5 minutes or until the gnat hat is
removed.
Adventures in Hyrule

Jewelry
BEE BADGE ITEM 3
UNCOMMON INVESTED MAGICAL

Price 40 gp
Usage worn
These golden medals are decorated with the image of a bee, and cause those creatures to look upon you more
favorably. While wearing a bee badge, most bees will not attack you unless you provoke them, even if you are
intruding on their territory or disturbing them. If you have wild empathy or a similar ability that allows you to
communicate with bees, you gain a +1 item bonus to all Diplomacy checks to do so.

BOMBPROOF RING ITEM 3


INVESTED MAGICAL

Price 45 gp
Usage worn
Favored by reckless alchemists everywhere, a bombproof ring is a small loop decorated with a tiny ruby in the
shape of a bomb. You gain resistance 5 to all damage from your own alchemical bombs, including splash damage.

BUG MEDAL ITEM 6


UNCOMMON INVESTED MAGICAL

Price 220 gp
Usage worn
This golden medal, decorated with the image of a bright blue beetle, heightens your awareness of the presence
of insects. While worn, you gain an imprecise sense with a range of 30 feet that detects the presence of insects.
When you detect an insect using this sense, you additionally gain a rough impression of what kind of insect it is;
for example, you may detect that a nearby insect is a spider, but not that it is speci�cally a skulltula. The GM
determines which creatures count as insects.

DOUBLE-EDGED RING ITEM 4


INVESTED MAGICAL

Price 80 gp
Usage worn
This ring has a sharpened edge even on its interior and is somewhat painful to wear as a result. The ring gain a
+2 circumstance bonus to all slashing and piercing damage that your melee Strikes deal to creatures. However,
when you successfully deal slashing or piercing damage to a creature with a melee Strike, you lose 2 Hit Points.

FIRESHIELD EARRINGS ITEM 10


UNCOMMON DIVINE FIRE INVESTED MAGICAL

Price 900 gp
Usage worn
These earrings resemble wheels of �ame, and are considered holy items by followers of Din. While wearing the
earrings, you don't take damage from extreme heat or severe heat, and the DC of the �at check to end persistent
�re damage is reduced from 15 to 12 (7 with particularly e�ective assistance).
Adventures in Hyrule

GRIP RING ITEM 4


INVESTED MAGICAL

Price 80 gp
Usage worn
This ruby ring is perfect for free-climbing mountaineers. While wearing the grip ring, you gain a +1 item bonus to
Athletics checks. In addition, if you critically fail a check to Climb while wearing the grip ring, you may attempt a
DC 11 �at check; on a success, you maintain your grip and do not fall.

OPAL EARRINGS ITEM 9


INVESTED MAGICAL

Price 600 gp
Usage worn
These magical earrings contain opal, a gem that harnesses the power of water to increase its wearer's swimming
speed. While worn, you gain a +5-foot item bonus to your swim Speed, if you have one, and to the distance you
move when rolling Athletics to Swim.

SMOOTH GEM ITEM 10


UNCOMMON INVESTED MAGICAL

Price 900 gp
Usage worn
This irresistably smooth stone helps to maintain your normal size. If a hostile e�ect attempts to change your
size, it must �rst counteract the smooth gem, which has a counteract DC of 28.

Activate—Restore Size (concentrate, manipulate); Frequency once per day; E�ect You rub the smooth gem,
focusing on its shape and texture. The smooth gem attempts to counteract one magical e�ect that has changed
your size with a counteract modi�er of +18.

STEADFAST RING ITEM 5


INVESTED MAGICAL

Price 160 gp
Usage worn
While wearing this ring, you easily �nd your footing on any surface, and others �nd it di�cult to push you
around as a result. You gain a +2 item bonus to all saves against forced movement.

Activate—Hold Fast (concentrate); Frequency once per day; Trigger You are subjected to forced movement;
E�ect You call upon the ring's power to brace you. If you would be moved 20 feet or more, you are moved only 5
feet. Otherwise, you don’t move at all.

STONE OF AGONY ITEM 7


UNCOMMON INVESTED MAGICAL SHEIKAH

Price 360 gp
Usage worn
Created as a companion piece to the lens of truth† and mask of truth†, this peculiarly-shaped stone alerts its
bearer to the presence of deception. While you have a stone of agony invested, it vibrates gently when you are
within 30 feet of a hidden passage, unless the passage is hidden by a DC of 30 of greater. An invested stone may
be carried in a pocket, but the mask of truth has a slot speci�cally for holding one.
An alternate version of the stone exists, known as a shard of agony, which functions identically except that it
releases a �icker of light and a quiet pinging sound when it detects a secret passage.
Adventures in Hyrule

TOPAZ EARRINGS ITEM 9


INVESTED MAGICAL

Price 600 gp
Usage worn
These magical earrings are made with topaz, a gem that harnesses the power of lightning to increase their
wearer's electricity resistance. You gain resistance 5 to electricity.

Activate—Discharge Electricity command; Frequency once per hour; Trigger You resisted electricity damage;
E�ect You channel the resisted electricity into the ground around you. Terrestrial creatures in a 10-foot
emanation take electricity damage equal to the damage you resisted, subject to a DC 26 basic Re�ex save.
Adventures in Hyrule

Masks
ALL-NIGHT MASK ITEM 8
INVESTED MAGICAL MENTAL

Price 450 gp
Usage worn mask; Bulk L
Originally conceived as a torture device, this magical mask prevents its wearer from falling asleep. As long as
you are wearing the mask, you cannot willingly fall asleep. If a sleep e�ect attempts to force you to fall asleep, it
must �rst counteract the mask's magic, which has a counteract DC of 26.

BLAST MASK ITEM 7


INVESTED FIRE MAGICAL

Price 320 gp
Usage worn mask; Bulk L
This round mask, decorated with an image of a skull, makes your head look—and act—like a bomb.

Activate—Kaboom! (concentrate); Frequency once per day; E�ect You detonate the mask, dealing 6d6 �re
damage to you and each creature within 10 feet of you, with a DC 25 basic save; this is a Fortitude save for you
and a Re�ex save for all other creatures.

BREMEN MASK ITEM 5


INVESTED MAGICAL

Price 150 gp
Usage worn mask; Bulk L
This bird-shaped mask �lls its wearer with the con�dence of a leader, and gives them an air of authority to
match. You gain a +1 item bonus to Diplomacy checks.

Activate—Leader's Command (auditory, concentrate); Frequency once per day; E�ect You command your allies
to follow your lead. If your next action this turn is a skill action, you and each ally within 60 feet gains a +1
circumstance bonus to any relevant skill check to perform that action until the beginning of your next turn.

BUNNY HOOD ITEM 8


INVESTED MAGICAL

Price 450 gp
Usage worn mask; Bulk L
This headband features a pair of large, �oppy ears like those of a rabbit, and puts a spring in your step. You gain
a +5-foot item bonus to your land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In
addition, when you Leap, you can move 5 feet farther if jumping horizontally or 3 feet higher if jumping
vertically.

Activate—Rabbit's Intuition (concentrate); E�ect You gain the e�ects of time sense, except you cannot use it
to gain knowledge of the calendar, only the precise time. If you choose to gain its status bonus, you cannot gain
it again for 1 day.
Adventures in Hyrule

DON GERO'S MASK ITEM 4


UNCOMMON INVESTED MAGICAL

Price 90 gp
Usage worn mask; Bulk L
This mask is styled after its namesake: Don Gero, the legendary opera-conducting frog. While wearing this mask,
you gain a +1 item bonus to Performance checks to sing and to conduct musical performances.

Activate—Speak with Frogs (concentrate); Frequency once per day; E�ect You gain the e�ects of speak with
animals, except that you can speak with and understand only frogs, not other animals, and you can Make an
Impression on frogs using Performance to sing with them.

GIANT'S MASK ITEM 17


RARE INVESTED MAGICAL

Price 15,000 gp
Usage worn mask; Bulk 1
This massive stone mask imbues its wearer with the strength and stature of giants. You gain a +3 item bonus to
Athletics checks and a +1 circumstance bonus to Athletics checks to Grapple and Trip creatures. When you invest
the mask, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher
score.

Activate—Towering Form (concentrate); Frequency once per hour; E�ect You grow to the size of a giant. The
mask casts 4th-rank enlarge on you.

GIBDO MASK ITEM 12


UNCOMMON DIVINE INVESTED

Price 1,900 gp
Usage worn mask; Bulk L
This macabre mask is wrapped in thick bandages like those of a gibdo and causes undead to look upon the
wearer as one of their own. While wearing the mask, you gain the e�ects of mimic undead with a counteract DC
of 28, except you can only Impersonate a gibdo in this fashion. In addition, you can use Diplomacy to Make an
Impression on mindless undead and to make very simple Requests of them; their mindless trait doesn't grant
immunity to these mental e�ects.

Activate—Undying Dance (concentrate); Frequency once per day; E�ect You exert a mysterious in�uence
over nearby undead, causing them to perform a strange dance. All undead creatures within 30 feet must make a
DC 28 Will save with the following e�ects.

Success The creature is una�ected.


Failure For the �rst action on its next turn, the creature must use a single action to dance.
Critical Failure The creature must use all its actions on its next turn dancing.

HAWKEYE MASK ITEM 6


INVESTED MAGICAL

Price 230 gp
Usage worn mask; Bulk L
A hawkeye mask is shaped like the visage of a hawk and is worn over the upper half of the face. Whilst wearing
this mask, you can perceive distant objects as though you were using a spyglass, and gain a +1 item bonus to
Perception checks to do so.

Activate—Hawk's Acuity (concentrate); Frequency twice per day; E�ect You focus on a single shot over long
distances. The next time you Strike with a ranged weapon this turn, you do not take a penalty for attacking a
target in the second range increment.
Adventures in Hyrule

HERO'S CHARM ITEM 10


UNCOMMON INVESTED MAGICAL SHEIKAH

Price 1,000 gp
Usage worn mask; Bulk L
A hero's charm is a gold-plated mask shaped to resemble a pair of conjoined sheikah eye emblems whose stems
curl back to form mandibles. While wearing the hero's charm, you automatically know whether creatures you
can see are injured and to what degree (slightly, moderately, or grievously, as determined by the GM), but not the
exact nature of any injuries. The mask's information additionally provides you with a +2 item bonus to Medicine
checks to Treat Wounds or determine the nature of a creature's injuries. A creature that is aware of the hero's
charm's powers can attempt a DC 28 Deception check to fool its divination magic, in which case the information
provided is what that creature wants you to believe.

KEATON MASK ITEM 4


UNCOMMON INVESTED MAGICAL

Price 90 gp
Usage worn mask; Bulk L
This nostalgic mask resembles a keaton, fox-like tricksters who secretly live alongside humanoids. Wearing the
mask grants a +1 item bonus to checks to Recall Knowledge.

Activate—Coax Keaton Quiz 10 minutes (concentrate, manipulate); Frequency once per day; E�ect You perform a
short ritual that attracts the attention of a nearby keaton. The keaton (as kitsune trickster) appears in an
adjacent space and proceeds to pose a trivia question to you. The answer to the question can be discovered with
a successful DC 20 Society check to Recall Knowledge, and speaking the correct answer grants you 6 temporary
Hit Points that last for 24 hours. If any creature attempts a hostile action against the keaton, you answer the
question (correctly or otherwise), or you fail to answer the question before the end of your next turn, the keaton
vanishes. In any case, you cannot Activate another keaton mask for 24 hours.

KOROK MASK ITEM 6


UNCOMMON DETECTION INVESTED KOROK PRIMAL

Price 225 gp
Usage worn mask; Bulk L
This mask, similar to the ones habitually worn by koroks, is made out of a large leaf and has the power to detect
its kindred. When you enter an area that contains creatures with the fungus or plant trait within 60 feet that are
unnoticed to you, the GM rolls a secret Perception check for you against the creatures' Stealth DCs. On a success,
the creature becomes undetected by you, rather than unnoticed, and on a critical success, the creature becomes
hidden to you. All such creatures in the area are then temporarily immune to your korok mask for 24 hours.
When you detect a creature in this way, the mask visibly shakes and emits a sound, potentially alerting others to
your detection.

MASK OF SCENTS ITEM 10


INVESTED MAGICAL

Price 950 gp
Usage worn mask; Bulk L
Depicting a long-snouted boar, this mask gives you a keen sense of smell but causes you to impulsively oink
while speaking. You gain imprecise scent with a range of 10 feet. In addition, you gain a +2 item bonus to
Survival checks to Track creatures that have a scent, even a weak one.

Activate—Sni� Out (concentrate); Frequency once per day; E�ect For one minute, your imprecise scent
expands to a range of 30 feet, and you gain precise scent within 10 feet.
Adventures in Hyrule

MASK OF TRUTH ITEM 6


UNCOMMON DETECTION INVESTED MAGICAL MENTAL SHEIKAH

Price 250 gp
Usage worn mask; Bulk L
This frightful mask of sheikah design sports a one-eyed gaze and a wide grin. Wearing the mask allows you to
communicate telepathically with adjacent gossip stones. In addition, when you touch a normal animal (not a
companion or other special animal) while wearing the mask of truth, you probe their thoughts. This has the e�ect
of mind reading with a DC 18 Will save, except you cannot Sustain the Spell; the surface thoughts of animals are
usually very simple expressions of their mood or desires. The animal then becomes temporarily immune to the
mask of truth for 1 hour.

RADIANT MASK ITEM 1


UNCOMMON INVESTED LIGHT MAGICAL

Price 15 gp
Usage worn mask; Bulk L
This full-face mask is coated in a special dye made of luminous stones, which causes it to glow in the dark. When
in dim light or darkness, the mask casts bright light in a 20-foot radius (and dim light for the next 20 feet) like a
torch.

SANCTUARY MASK ITEM 6


DIVINE HOLY INVESTED

Price 225 gp
Usage worn mask; Bulk L
These ritual masks are sometimes found within the ruins of ancient Drablands temples, though few found today
retain their ability to ward o� evil. While wearing a sanctuary mask you gain a +1 status bonus to AC and saves
against unholy creatures and e�ects.

Activate—Grim Ward (concentrate, verbal); Frequency once per hour; E�ect Reciting a magical prayer, you
enhance the mask's protection. For 1 minute, you gain the e�ects of sanctuary with a DC of 22.

STEALTH MASK ITEM 3


INVESTED MAGICAL SHEIKAH

Price 50 gp
Usage worn mask; Bulk L
These masks are standard-issue for sheikah ninja, and mu�e the rustling of your equipment. You gain a +1 item
bonus to Stealth checks with the move trait, and you reduce the Stealth penalty from the noisy armor trait by 1
as long as you meet your armor's strength requirement.

STONE MASK ITEM 11


EARTH INVESTED MAGICAL

Price 1,250 gp
Usage worn mask; Bulk 2
This rock-hewn mask is deceptively light and causes its wearer to appear as plain as a stone in the eyes of
observers. While wearing this mask, you can attempt to Hide and Sneak, even when observed. On a success, you
aren’t hidden or undetected, but other creatures simply don’t take particular notice of you, even though they can
see you. You can’t use this ability on observers who have already seen you perform obtrusive or notable actions.
If you perform any action other than to Hide or Sneak or otherwise take particularly salient actions (GM’s
discretion), observers notice you right away.

Activate—Unnoticable Stone (concentrate, mental); Frequency once per day; E�ect You remain as still as a
stone, further fooling observers. You become immobilized and gain the e�ects of 2nd-rank invisibility until you
either use a hostile action or Dismiss the e�ect.
Adventures in Hyrule

Vehicles
FANPLANE VEHICLE 7
RARE LARGE MAGICAL TECH ZONAI

Price 1,200 gp
Fanplanes are zonai gliders �tted with an array of powerful fans on their rear, allowing for a limited degree of
controlled �ight by shifting the pilot's weight.
Space 5 feet long, 10 feet wide, 3 feet high
Crew 1 pilot; Passengers 1
Piloting Check Acrobatics (DC 25) or Piloting Lore (DC 23)
AC 20; Fort +14
Hardness 10, HP 80 (BT 40); Immunities object immunities
Speed �y 60 feet (electrical, magical)
Collision 5d10 (DC 23)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.

FLYING CARPET VEHICLE 6


RARE LARGE MAGICAL

Price 800 gp
Flying carpets are stretches of specially-treated fabric that are magically imbued, as the name suggests, with the
ability to levitate. Although they are extremely maneuverable, they are a poor choice for combat as despite being
reinforced with magical wards they remain relatively easy to damage.
Space a sheet of fabric 10 feet wide and 10 feet long
Crew 1 pilot; Passengers 3
Piloting Check Arcana (DC 25) or Piloting Lore (DC 23)
AC 19; Fort +14
Hardness 5, HP 60 (BT 30); Immunities object immunities; Weaknesses 15 �re
Speed �y 30 feet (magical)
Collision no damage
Omnidirectional A �ying carpet can move in any direction without having to turn.

MINE CART VEHICLE 1


LARGE

Price 50 gp
These compact metal carts are powered by simple alchemical engines, usually using oil. Because they rely on a
set of metal rails to turn, they're usually used within mines, but they're also a favorite method of transportation
for gorons.
Space 10 feet long, 5 feet wide, 4 feet high
Crew 1 pilot; Passengers 1
Piloting Check Athletics (DC 17) or Driving Lore (DC 15)
AC 12; Fort +7
Hardness 5, HP 18 (BT 9); Immunities object immunities
Speed 30 feet (alchemical, railbound)
Collision 2d6 bludgeoning (DC 15)
Railbound A mine cart moves along a set of rails, and it cannot turn except by following these rails. If the mine
cart is ever derailed, it becomes uncontrolled and cannot be controlled except to Stop its movement.
Adventures in Hyrule

SHOP SHIP VEHICLE 5


HUGE

Price 400 gp
Shop ships are compact merchant vessels designed to function as a mobile storefront for hawking wares around
trading ports. The sheltered cabin is a major selling point, and they come �tted with a speaking-trumpet for
announcing their presence.
Space 20 feet long, 15 feet wide, 15 feet high
Crew 1 pilot; Passengers 3 (can hold up to 5 by removing shelving)
Piloting Check Sailing Lore (DC 20) or Athletics (DC 22)
AC 16; Fort +12
Hardness 5, HP 60 (BT 30); Immunities object immunities
Speed swim 20 feet (wind)
Collision 4d6 bludgeoning (DC 20)
Speaking-Trumpet A shop ship comes �tted with a speaking-trumpet inside the cabin. By shouting down the
mouthpiece, your voice can be heard loudly and clearly by all listeners within 500 feet.
Storefront Shop ships feature a spacious sheltered cabin that covers half of the deck and has ample shelving for
storing and displaying goods for sale.

SPINNER VEHICLE 10
UNCOMMON MEDIUM

Price 2,900 gp
A spinner is a marvel of clockwork engineering, resembling an oversized spinning top edged with deep grooves
that enable it to climb vertical surfaces. The rider stands atop a stabilized platform and shifts their weight to
direct the spinner. Its interior is ingeniously designed, allowing it to �atten into a portable (if bulky) disk.
Space a spinning top 5 feet in diameter, 3 feet high
Crew 1 pilot
Piloting Check Acrobatics (DC 27) or Driving Lore (DC 31)
AC 23; Fort +19
Hardness 15, HP 130 (BT 65); Immunities object immunities
Speed 50 feet (clockwork)
Collision 7d10 slashing (DC 27)
Cli� Climber A spinner can traverse most vertical rock and stone surfaces at up to half its Speed. Because it does
this using the tracks on its side, the spinner remains upright when moving vertically in this way.
Maneuverable This vehicle uses a gyroscope to move in any direction. The spinner can turn to face any direction
by using just 5 extra feet of movement.
Portable Mode Interact; E�ect You fold the spinner into a portable disk, reducing its Bulk to 3 but
preventing its use. You can use this activation again to restore it to its usable form.
Sand Skimmer A spinner can move across quicksand without sinking, and does not treat sand or similar terrain
as di�cult terrain. This vehicle loses these bene�ts when broken.
Wind-Up 10 minutes of wind-up, 1 hour of operational time, DC 28, standby
Adventures in Hyrule

STEAM TRAIN VEHICLE 6


RARE LARGE

Price 750 gp
The result of combining hylian ingenuity with technology from the Realm of the Ocean King, steam trains are the
pinnacle of New Hyrulean innovation. This vehicle represents only the conductor's carriage, including the steam
engine itself as well as a small cabin containing a series of levers for controlling the vehicle. Steam trains can
have up to three additional train cars attached in sequence behind this carriage, expanding its capacity for
passengers, weaponry or cargo.
Space 10 feet long, 5 feet wide, 10 feet high
Crew 1 pilot; Passengers 1
Piloting Check Crafting (DC 24) or Driving Lore (DC 22)
AC 20; Fort +14
Hardness 5, HP 70 (BT 35); Immunities object immunities
Speed 50 feet (alchemical, railbound)
Collision 5d10 bludgeoning (DC 22)
Railbound A steam train moves along a set of rails, and it cannot turn except by following these rails. If the train
is ever derailed, it becomes uncontrolled and cannot be controlled except to Stop the train.
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Train Cars Additional train cars can be purchased for 250 gp each in any settlement that sells steam trains. A
steam train can pull up to three train cars behind it, with each lengthening the train by 10 feet. Train cars can
be designed for freight, passengers or weapons; freight cars increase the train's cargo capacity by 200 Bulk,
passenger cars increase the train's passenger capacity by 4, and weapons cars can �t a single Large or smaller
mounted siege weapon along with its crew.
Whistle (manipulate) The pilot pulls a cord, causing the steam engine to emit a loud, high-pitched whistle that
can be heard up to 500 feet away.
Adventures in Hyrule

Figureheads
BELL PROW ITEM 6
FIGUREHEAD MAGICAL

Price 200 gp
Usage attached to a ship's bow; Bulk —
This large bell is attached to the bow of a ship, and the sound of its chime hastens the reactions of the ship's
crew. Captains usually grant the ability to activate a bell prow to their lookout.

Activate—Ring the Bell (auditory, concentrate); Frequency once per hour; Trigger You are about to roll for
initiative; E�ect The �gurehead's bell begins ringing, warning those aboard of an incoming threat. All crew
members aboard the ship gain a +1 circumstance bonus to their initiative rolls, and the ship's pilot can use one of
the vehicle's piloting check skills for their initiative.
Adventures in Hyrule

Feats
Aftermath Feats
Every aftermath feat is a class feat but can be taken by a character of any class, provided the character has gone
through the unlikely ordeal that unlocks it. The following aftermath feats are speci�c to the Zelda setting.

MANY LIKES ALIKE FEAT 6


RARE ACID AFTERMATH

Prerequisites You've been reduced to 0 Hit Points while engulfed by a like like.
You were once engulfed by a like like, whose digestive �uids dissolved your equipment. You gain a jaws unarmed
attack in the brawling weapon group that deals 1d6 bludgeoning damage; on a critical hit, it additionally deals 1
persistent acid damage for each damage die. This jaws attack does not add critical specialization e�ects. In
addition, you gain the Shield Eater action.

Shield Eater (acid, attack); Frequency once per round; Requirements You have a creature grabbed or
restrained; E�ect You �ll your mouth with digestive acid and bite down on your foe's equipment. Choose an
item that your target is holding or wearing and attempt an Athletics check against the target's Re�ex DC. On a
success, you deal 1d6 acid damage per damage die of your jaws attack to the chosen item, or 2d6 if the attack
was a critical success.

REDEAD'S ECHO FEAT 8


RARE AFTERMATH AUDITORY EMOTION FEAR INCAPACITATION MENTAL

Prerequisites You've survived being paralyzed by a redead's shriek.


Frequency once per day
You survived the horrifying experience of being frozen in place by a redead, and its scream still echoes within
you. You unleash a bloodcurdling screech; each creature in a 15-foot emanation must attempt a Will save against
the higher of your class DC or spell DC. Regardless of the outcome of their saving throw, a�ected creatures are
then immune to Redead's Echo for 24 hours.

Critical Success The creature is una�ected.


Success The creature is frightened 1.
Failure The creature is frightened 2 and slowed 1.
Critical Failure The creature is frightened 2 and paralyzed for 1 round.
Adventures in Hyrule

Skill Feats
The following feats expand the options for skill feats with techniques unique to Zelda's setting.

ANCIENT TECHNOLOGIST FEAT 2


UNCOMMON GENERAL SKILL

Prerequisites expert in Crafting


You engage in the study of ancient technology, and have made several breakthroughs that enable you to
replicate their production processes. You can use the Craft activity to create items with the ancient trait.
Adventures in Hyrule

Spells & Rituals


Cantrips
BUBBLE BLAST TO CANTRIP 1
AIR ATTACK CANTRIP CONCENTRATE MANIPULATE

Traditions arcane, primal


Range 30 feet; Targets 1 creature
Defense AC
You in�ate a large bubble and then send it �ying towards a foe. Make a spell attack. If you hit, you deal 1d6
bludgeoning damage plus 1 bludgeoning splash damage. If you spent 3 actions Casting this Spell, the range
increases to 60 feet and the radius of splash damage increases by 5 feet (for a total of 10 feet).
Heightened (+2) The damage increases by 1d6 and the splash radius when you use 3 actions to Cast the Spell
increases by 5 feet.
Adventures in Hyrule

Spells
ASCEND SPELL 4
UNCOMMON CONCENTRATE MANIPULATE MOVE

Traditions arcane, divine, primal


You leap upwards towards a ceiling at most 30 feet directly above you, rapidly merging into it and 'swimming' up
through at most 30 feet of solid non-magical material. If you reach the upper surface of the material during this
movement, you emerge from the �oor; otherwise, you are safely returned to the space you Cast this Spell.
Heightened (+1) The maximum distance you can ascend through material increases by 30 feet.

CUCCO'S FURY SPELL 3


CONCENTRATE INCARNATE MANIPULATE

Traditions primal
Range 100 feet
Defense basic Re�ex; Duration until the end of your next turn
You call forth an enraged �ock of cuccos to harry your enemies and assail them with pecks. The �ock occupies
the space of a Huge creature, can overlap other creatures like a swarm, and has a �y Speed of 60 feet.

Arrive Feathered Flurry All spaces occupied by the cuccoo �ock are di�cult terrain. Additionally, all creatures
within the swarm's area are concealed by the mass of cuccos, and all other creatures are concealed to them.
Depart Revenge Squad The cucco �ock Flies to overlap as many enemies as possible that they witnessed
harming you or one of your allies since they arrived, then pecks at them dealing 6d6 piercing damage (basic
Re�ex save) to all such creatures in the swarm's area.
Heightened (+1) The damage increases by 2d6.

DEAD MAN'S VOLLEY SPELL 3


UNCOMMON CONCENTRATE FORCE MANIPULATE

Traditions arcane, occult


Range 30 feet; Targets 1 creature
Defense AC
You generate a slow-moving orb of force, launching it at a foe. Make a spell attack roll. The target of this spell
may use their reaction to attempt to re�ect the orb at a new target within 30 feet by making a melee Strike
against the caster's spell DC; the result of the Strike determines the degree of success of this spell against the
new target if they do not successfully re�ect it in turn. If an attempt at re�ecting the orb would result in a miss,
the orb is not re�ected and the attempting creature takes damage based on the result of the previous attack roll.
On a hit, the spell deals 6d8 force damage.

Critical Success The target takes double damage unless they use a reaction to re�ect the orb, and the next
attempt to re�ect the orb uses a degree of success one step worse than was rolled.
Success The target takes normal damage unless they use a reaction to re�ect the orb.
Heightened (+1) The damage increases by 2d8.
Adventures in Hyrule

SPIRITUAL SEPARATION SPELL 8


RARE CONCENTRATE INCAPACITATION MANIPULATE SPIRIT

Traditions divine, occult


Range 30 feet; Targets 1 living creature
Defense Will
You attempt to rip a creature's spirit from its body, supernaturally separating them. The target must attempt a
Will saving throw.

Critical Success The target is una�ected.


Success The target becomes stunned 1 as it resists its spirit being tugged away from their body.
Failure The target's spirit is removed from its body, causing the target to temporarily become an incorporeal
ghost. This ghost shares a pool of Hit Points with its body, which is unconscious until the spirit is reunited with
it, and cannot willingly move more than 120 feet away from its body. The target cannot use its equipment,
though it may use its unarmed attacks, which become magical and deal void damage instead of their normal
type. If the body is slain, the ghost is destroyed, and vice versa. At the end of each of its turns, the target may
attempt another Will save; on a success, they rejoin with their body.
Critical Failure As failure, except the e�ect is permanent and there is no restriction on how far the ghost may
move from its body. If the target was a player character, they become an NPC until this e�ect is dispelled. At the
GM's direction, a player character may instead immediately retrain to gain the Ghost Dedication feat.

TIMESHIFT SPELL 5
RARE CONCENTRATE MANIPULATE

Traditions arcane, occult


Range 30 feet; Area 20-foot burst
Duration sustained up to 1 minute
You create a �eld that reverts an area to appear as it was in the previous era. All arti�cial structures, objects and
hazards created in the current era vanish for the spell's duration, and ruins from the previous era are restored to
an intact state. Any creature that would be placed inside an object as a result of this spell is harmlessly ejected
to the nearest empty space. Further e�ects may occur at the GM's discretion, such as terrain within the spell's
area changing its nature; for example, if the spell is used in an desert that used to be grassland, di�cult terrain
in the spell's area may become regular terrain instead as the sand dunes are replaced by gentle hills.

TORNADO LIFT SPELL 2


AIR CONCENTRATE MANIPULATE

Traditions arcane, primal


Duration sustained up to 1 minute
You generate a miniature tornado underneath you that lifts you into the air. When you cast this spell, you are
lifted 10 feet into the air by a gale. For the duration of the spell, you remain in this elevated position, hovering in
place. The tornado that lifts you has the e�ects of wall of wind in all spaces underneath you. The spell ends
immediately if you move.
Heightened (+1) You are lifted an additional 5 feet into the air.
Adventures in Hyrule

WALL MERGE SPELL 4


RARE CONCENTRATE MANIPULATE

Traditions arcane, occult


Duration sustained
You merge with an adjacent wall large enough to �t a two-dimensional image of you and your possessions. You
must touch the wall when you Cast the Spell. While merged with a wall, you appear as a painted facsimile of
your form similar to living gra�ti. You can hear and see from the wall's surface, and you can Stride or Sneak
horizontally along the wall's surface up to your Speed, ignoring gravity as long as you are merged.

If the surface you are on sustains signi�cant damage, the spell ends and you take 10d6 bludgeoning damage as
you are expelled into the nearest empty space. Magic passage expels you without dealing damage and ends wall
merge. You can Dismiss this spell.
Adventures in Hyrule

Ancetral Champion pell


The following spells represent the power of a particular ancestry's champion; typically, they can only be learned
through a 17th-level ancestry feat for the corresponding ancestry, but to better imitate their function in Breath
of the Wild, a GM may reward the group with one or more of these spells in place of a 14th-level permanent
magic item. In such a case, any member of the party may cast the spell as an innate divine spell, but only once
per day across the entire party.

DARUK'S PROTECTION SPELL 7


RARE CHAMPION CONCENTRATE

Trigger You Raise a Shield or cast shield


Duration sustained up to 1 minute
You invoke the power of Daruk, surrounding yourself in a shimmering red barrier that renders you impervious to
harm but limits your abilities. The �rst time you would take damage from a source other than persistent damage
or an ongoing a�iction, it is absorbed by the shield; this does not protect you from any other negative e�ects of
Strikes that hit you or spells that a�ect you. The spell ends immediately after absorbing damage this way. You
can Sustain this Spell as a free action triggered by Raising a Shield or casting shield. You cannot cast spells or
perform Strikes whilst under the e�ect of this spell.

MIPHA'S GRACE SPELL 7


RARE CHAMPION CONCENTRATE HEALING

Trigger You or a living creature within range would die


Range 60 feet; Targets the triggering creature
You invoke the power of Mipha, appointed champion of the zora, to shield allies from death at the very last
moment. You prevent the target from dying and grant it Hit Points equal to �ve times its level.

REVALI'S GALE SPELL 7


RARE AIR CHAMPION CONCENTRATE MANIPULATE

Area 15-foot radius, 60-foot tall cylinder centered on you


Duration until the end of your next turn
You invoke the power of Revali, appointed champion of the rito, creating a massive upwards gust. You
immediately create a powerful cylindrical updraft, 15 feet wide and 60 feet tall centered on your space, with the
following e�ects.
• Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar
size—can't pass through the gale. Attacks with bigger ranged weapons, such as javelins, take a –2
circumstance penalty to their attack rolls if their paths pass through the gale. Massive ranged weapons and
spell e�ects that don't create physical objects pass through the gale with no penalty.
• The gale is greater di�cult terrain to creatures attempting to descend through it. Gases, including creatures
in vapor form, can't pass through the gale.
• Flying upwards through the gale isn't di�cult terrain.
• Creatures inside the gale can Leap to ride the gale upwards. This propels them to the top of the gale, though
they fall with the e�ects of gentle landing immediately after using their next action.
Adventures in Hyrule

URBOSA'S FURY SPELL 7


RARE CHAMPION CONCENTRATE ELECTRICITY MANIPULATE

Cast 2 rounds
Area 10-foot emanation
Defense Re�ex (see text)
You invoke the power of Urbosa, unleashing a storm of lightning as you make a wild attack. Make a Strike
against each adjacent creature, using the same unarmed attack or weapon for all of these Strikes; these strikes
contribute to and use your multiple attack penalty. The storm then deals 15d10 electricity damage to creatures in
the area. Each creature in the area must attempt a Re�ex save.

Critical Success The creature is una�ected.


Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes double damage and becomes Stunned 1.
Adventures in Hyrule

Focus Spells
COMMAND MELODY FOCUS 4
UNCOMMON BARD COMPOSITION CONCENTRATE FOCUS MANIPULATE POSSESSION

Duration 10 minutes
Range 30 feet; Targets 1 inanimate statue or willing creature
You perform a mystical melody that allows you to command others, including normally inanimate statues. You
project your senses into the target, and they become controlled by you. If you targeted a statue of size Large or
smaller, the statue additionally becomes animate for the duration of the spell, using the statistics of an animated
statue. You lose access to your senses for the duration of the spell. Both you and the target can Dismiss the spell
to end its e�ects early. After casting this spell on a willing creature, you become linked until your next daily
preparations, allowing you to target them with further castings of command melody regardless of distance as
long as you both remain within 1 mile of the original casting site.
Heightened (6th) You can target a Huge statue, using the statistics for a giant animated statue.
Heightened (10th) You can target a Gargantuan statue, using the statistics for an animated colossus.

ELEGY OF EMPTINESS FOCUS 4


UNCOMMON BARD COMPOSITION CONCENTRATE FOCUS MANIPULATE

Duration 10 minutes
You play a haunting tune, causing an empty vessel that resembles your current appearance to manifest in an
adjacent space. This empty vessel has an uncanny quality to its appearance but otherwise resembles you closely
enough to pass for you at a distance, though success at a Perception check against your spell DC immediately
reveals its false nature even if its unchanging stance does not. Empty vessels you create match your size to a
maximum of Medium, do not impede movement through their space, and provide the same level of cover as a
creature of their size normally would; by copying their pose, you can increase the bene�t a vessel's cover grants
to you when you use it to Hide or Take Cover by one step. Empty vessels have AC 10, 40 Hit Points, and object
immunities. You can Sustain to create additional empty vessels, up to a maximum of four.
Heightened (+1) Your empty shells have an additional 10 Hit Points.
Adventures in Hyrule

Rituals
CONTROL SEASON RITUAL 9
RARE

Cast 1 week; Secondary Casters 2


Primary Check Nature (master); Secondary Checks Survival
Area 5-mile-radius circle centered on you
Duration 3 months
You take control of the very seasons, changing the season within the ritual's area. When you attempt this ritual,
you choose a season to change the local area to; if that season is the opposite of the current season, the DC of
the primary check is increased by 5. You cannot control the speci�c weather after this ritual takes e�ect. At the
end of the ritual's duration, the season gradually returns to its natural state over the course of a month.

Critical Success The season changes, instantly altering the temperature and weather to match the normal
conditions for the new season.
Success The season changes, with the temperature and weather adjusting over the course of a week to match
the normal conditions for the new season.
Failure You fail to change the season.
Critical Failure The season changes to the opposite of your chosen season, with the temperature and weather
adjusting over the course of a week to match the normal conditions for the new season.

DIURNAL INVERSION RITUAL 8


RARE DARKNESS LIGHT

Cast 1 day; Secondary Casters 1


Primary Check Nature (master); Secondary Checks Survival
Area 2-mile-radius circle centered on you
Duration 1 week
You invert the apparent cycle of day and night within the spell's area. The level of light, as well as the behavior of
animals, adjusts over the course of a minute when the ritual is complete. Viewed from outside, the a�ected area
appears to be in a constant state of twilight. Casting this ritual again restores the natural cycle of day and night.

Critical Success You invert the cycle of day and night in a larger area (up to a 5-mile-radius circle), or for twice as
long as normal.
Success You invert the cycle of day and night.
Failure You fail to invert the cycle of day and night.
Critical Failure You fail to invert the cycle of day and night, but experience the passing of several days in a single
moment, becoming fatigued for 24 hours.
Heightened (9th) The ritual's duration increases to 1 month.
Heightened (10th) The ritual's duration increases to 3 months.
Adventures in Hyrule

PAINTER'S PRISON RITUAL 8


RARE

Cast 1 day; Cost magical paints worth a total value of 800 gp × the target’s level; Secondary Casters 6
Primary Check Crafting (legendary); Secondary Checks Occultism, Society
Range 10 feet; Target(s) 1 creature of up to 16th level
This ritual is a variation on the imprisonment ritual that allows a skilled painter to trap the target in a painted
form within a picture frame. The target's form is transferred onto a canvas, rendering it unable to act except to
Recall Knowledge and use actions that require only the use of its mind. The creature can still use its senses in
this form, and it does not age nor does it require food and drink. Destroying the painting kills the target rather
than freeing it. This e�ect can’t be counteracted, though it can be ended by the freedom ritual.

Critical Success You imprison the target, and any creatures trying to use a freedom ritual to rescue the target
take a –2 circumstance penalty to checks associated with that ritual.
Success You imprison the target.
Failure You fail to imprison the target.
Critical Failure You imprison yourself and the secondary casters within the painting instead of the target.
Heightened (9th) You can target a creature of up to 18th level. The base cost increases to 2,000 gp.
Heightened (10th) You can target a creature of up to 20th level. The base cost increases to 6,000 gp.
Adventures in Hyrule

Setting
Deities
Deity Sancti�cation Divine Domain Skill Favored Ability
Font Weapon

Bargainers Can choose holy Heal Darkness, Death, Duty, Diplomacy Sta� Wisdom or
or unholy Soul, Vigil Charisma

Bellum Must choose Harm Indulgence, Soul, Tyranny, Deception Whip Constitution or
unholy Water Charisma

Cyclos Can choose Harm Air, Destruction, Lightning, Intimidation Scorpion Whip Strength or
unholy Travel, Water Charisma

Demise Must choose Harm Darkness, Destruction, Intimidation Greatsword Strength or


unholy Might, Tyranny Constitution

Din Can choose holy Harm or Change, Earth, Fire, Might Athletics Warhammer Strength or
Heal Charisma

Fairy Queen Must choose holy Heal Cold, Fire, Healing, Luck, Medicine Boomerang Wisdom or
Magic, Repose, Truth Charisma

Farore Can choose holy Heal Air, Nature, Secrecy, Acrobatics Shortsword Dexterity or
Travel, Wood Wisdom

Fierce Deity Can choose holy Harm Destruction, Might, Moon, Athletics Greatsword Strength or
or unholy Perfection, Zeal Charisma

Four Giants Can choose holy Heal Duty, Family, Might, Athletics Gauntlet Strength or
Protection Wisdom
Goddess of the None Harm Dust, Fire, Sun, Truth, Occultism Greataxe Strength or
Sands Undeath, Vigil Intelligence
Great Deku Can choose holy Heal Duty, Family, Knowledge, Nature Sta� Intelligence or
Tree Nature, Wood Wisdom

Horned God Can choose Harm Change, Might, Trickery, Deception Horn or Trident Constitution or
unholy Tyranny, Wealth Charisma

Hylia Must choose holy Heal Duty, Knowledge, Magic, Diplomacy Longsword Intelligence or
Protection, Time Wisdom

Jabu-Jabu Can choose holy Heal Family, Indulgence, Athletics Scalespear† Constitution or
Knowledge, Water Wisdom
Labyrinth Can choose holy Harm or Perfection, Secrecy, Travel, Survival Bo Sta� Strength or
Rulers Heal Truth, Wealth Wisdom
Air, Indulgence, Strength or
Levias Can choose holy Heal Knowledge, Lightning, Athletics Longbow Wisdom
Protection

Majora Must choose Harm Delirium, Destruction, Occultism Scourge Constitution or


unholy Moon, Trickery, Void Intelligence

Malanya None Heal Duty, Family, Nature, Nature Hoof or Combat Strength or
Travel Lure Wisdom

Malladus Must choose Harm Destruction, Freedom, Athletics Horn or Lance Constitution or
unholy Metal, Might, Travel Charisma

Nayru Can choose holy Heal Magic, Protection, Time, Arcana Rapier Intelligence or
Water Wisdom

Oshus Can choose holy Heal Knowledge, Time, Travel, Nature Morningstar Wisdom or
Water Charisma

Satori Can choose holy Heal Duty, Family, Nature, Nature Hoof or Sickle Dexterity or
Protection, Soul, Wealth Wisdom

Season Spirits Can choose holy Harm or Change, Cold, Fire, Nature, Nature Light Mace Wisdom or
Heal Time, Wood Charisma
Seven Can choose holy Heal Family, Perfection, Survival Scimitar Any
Heroines Protection, Vigil, Zeal
Adventures in Hyrule

Deity Sancti�cation Divine Domain Skill Favored Ability


Font Weapon
Spirits of Must choose holy Heal Con�dence, Healing, Nature, Survival Fangs, Horn or Constitution or
Light Sun Flail Charisma
Uncle Must choose Harm Ambition, Trickery, Tyranny, Deception Sword Cane Intelligence or
Rupee unholy Wealth Charisma

Vaati Must choose Harm Air, Ambition, Lightning, Deception Dagger Intelligence or
unholy Magic, Trickery Charisma

Valoo Can choose holy Harm or Air, Destruction, Fire, Survival Combat Strength or
Heal Freedom, Wyrmkin Grapnel Charisma

Wind Fish Can choose holy Heal Air, Dreams, Lightning, Water Occultism War Bell† Constitution or
Wisdom

Zephos Can choose holy Heal Air, Duty, Family, Knowledge Acrobatics Whip Dexterity or
Wisdom

Pantheon Members Sancti�cation Divine Domain Skill Favored Weapon Ability


Font
Golden Din, Farore, Nayru Can choose Heal Creation, Magic, Nature Longsword or Strength or
Goddesses holy Nature, Protection Shortsword Wisdom
Leviathan Jabu-Jabu, Levias, Can choose Heal Air, Indulgence, Nature Warhammer Constitution or
Gods Oshus, Wind Fish holy Knowledge, Water Wisdom
Adventures in Hyrule

The argainer
The Bargainers is the collective name of a group of mysterious entities who work to reap the souls of the dead,
sending them onwards to the afterlife. They care not for morality or ethics, collecting both the righteous and the
wicked with equal fervor. Their followers assist in this pursuit, seeking out lost and reluctant spirits and
delivering them to the Bargainers via statues that link them to the physical world.
Areas of Concern souls, subterranean depths, lost relics
Edicts help spirits pass on to the afterlife, seek out lost objects
Anathema permanently trap a soul, create undead
Divine Attribute Wisdom or Charisma

DVOT NFIT
Cleric Spells 1st: object reading, 3rd: ghostly weapon, 4th: clairvoyance
Divine Font heal
Divine Sancti�cation can choose holy or unholy
Divine Skill Diplomacy
Domains darkness, death, soul, vigil
Alternate Domains duty
Favored Weapon sta�

ellum
Resembling a gigantic, many-eyed cephalopod, Bellum is a demon god that exerts its vile in�uence over the
oceans of the world. With a taste for life force and an insatiable appetite, he commands his followers to lure
powerful creatures to the ocean and drown them; in this fashion, Bellum consumes their energy and becomes
more powerful. He has a sworn enemy in Oshus, the Ocean King, who seeks to destroy him once and for all.
Areas of Concern phantoms, feasting, cephalopods
Edicts sacri�ce living creatures at sea, dominate others, lure creatures into traps
Anathema starve oneself or fast, kill ocean monsters
Divine Attribute Constitution or Charisma

DVOT NFIT
Cleric Spells 1st: grim tendrils, 5th: slither, 7th: possession
Divine Font harm
Divine Sancti�cation must choose unholy
Divine Skill Deception
Domains indulgence, soul, tyranny, water
Favored Weapon whip
Avatar Speed 30 feet, �y Speed 50 feet, swim Speed 50 feet; Melee tentacle (�nesse, grapple, reach 20 feet),
Damage 6d4+6 bludgeoning
Adventures in Hyrule

Cyclo
One of a pair of twin brothers (alongside Zephos) that command ocean winds, Cyclos is a spiteful and cruel
deity that appears in the form of a red frog riding a purple cloud. Once as kindly as his brother, Cyclos had his
shrine destroyed and now indiscriminately torments mortals with raging winds as an act of vengeance.
Nonetheless, Cyclos is still worshipped by pirates and unjustly wronged individuals, who pray for the god of
cyclones to wreak vengeance on their enemies.
Areas of Concern storm winds, vengeance
Edicts enact revenge, sink ships, sow discord
Anathema let a slight against you go unanswered, destroy a shrine (unless that deity personally wronged you)
Divine Attribute Strength or Charisma

DVOT NFIT
Cleric Spells 1st: airburst, 8th: whirlwind, 9th: wrathful storm
Divine Font harm
Divine Sancti�cation can choose unholy
Divine Skill Intimidation
Domains air, destruction, lightning, water
Alternate Domains travel
Favored Weapon scorpion whip
Avatar Speed 30 feet, �y Speed 70 feet, ignore di�cult terrain; Melee tongue (agile, disarm, reach 15 feet),
Damage 6d4+6 bludgeoning; Ranged airblast (range increment 100 feet), Damage 6d8+3 bludgeoning

Demie
Demise, the Demon King, is said to be the progenitor of all monsters and an impossibly ancient being that
conquered time itself. The eternal rival of Hylia, who once imprisoned him, Demise holds a special hatred for
her children - Hylians - as well as every creature of the surface who de�ed his rule. Though his physical
incarnation was defeated long ago, his divinity lives on through his unending hatred, echoing throughout the
ages. He is the primary deity worshipped by both lowly monsters and mighty demons alike.
Areas of Concern demons, hatred, monsters, tyranny
Edicts rule tyrannically, defy non-demonic gods, foster hatred and grudges
Anathema bow to a lesser creature, show mercy to your enemies, forgive a slight
Divine Attribute Strength or Constitution

DVOT NFIT
Cleric Spells 1st: sure strike, 2nd: enlarge, 4th: weapon storm
Divine Font harm
Divine Sancti�cation must choose unholy
Divine Skill Intimidation
Domains darkness, destruction, might, tyranny
Favored Weapon greatsword
Adventures in Hyrule

Din
The Golden Goddess associated with power, Din shaped Hyrule's material plane, sculpting its hills and valleys
with her �aming arms. She would later come to preside over the seasons, an aspect of her divinity that is
primarily worshipped in the kingdom of Holodrum.
Areas of Concern earth, seasons, �re, power
Edicts exercise power over yourself or others, play percussion instruments, embrace change
Anathema refuse a friendly competition, put out a natural �re, prevent natural change
Divine Attribute Strength or Charisma

DVOT NFIT
Cleric Spells 1st: breathe �re, 3rd: shifting sand, 4th: creation
Divine Font harm or heal
Divine Sancti�cation can choose holy
Divine Skill Athletics
Domains change, earth, �re, might
Favored Weapon warhammer

Fairy Queen
The Fairy Queen is the greatest of all great fairies, said to dwell in a spring accessible only by those pure of
heart. Though most great fairies enjoy worship as local guardian deities of their region, the Queen of Fairies
commands the worship of both mortals and fairykind the world over. She is most often depicted with a childlike
appearance, holding a puppet in the shape of a great fairy.
Areas of Concern fairies, fountains, healing, magic
Edicts be hospitable to others, reward honesty and heroism, help allies relax
Anathema harm a fairy except in self-defense, pollute a fountain or spring, lie for your own gain
Divine Attribute Wisdom or Charisma

DVOT NFIT
Cleric Spells 1st: summon fey, 3rd: pillar of water, 4th: fey form
Divine Font heal
Divine Sancti�cation must choose holy
Divine Skill Medicine
Domains healing, luck, magic, repose
Alternate Domains cold, �re, truth
Favored Weapon boomerang
Adventures in Hyrule

Farore
The Golden Goddess associated with courage, Farore breathed life into Hyrule's realm using her rich soul,
populating the land with both �ora and fauna. In one aspect, she is also the Goddess of Secrets, worshipped as a
keeper of hidden truths; in another, she is worshipped by sailors and travellers for her power over wind.
Areas of Concern wind, secrets, life, courage
Edicts act courageously, play wind instruments, explore natural places
Anathema despoil nature, abandon allies, create undead, betray an ally's con�dence
Divine Attribute Dexterity or Wisdom

DVOT NFIT
Cleric Spells 1st: gust of wind, 2nd: one with plants, 4th: vital beacon
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Acrobatics
Domains air, nature, travel, wood
Alternate Domains secrecy
Favored Weapon shortsword

The Fierce Deity


An obscure and nameless Terminan warrior god, the Fierce Deity represents the collective feelings and memories
of all of Termina's inhabitants. Legend claims that the Fierce Deity will manifest in Termina's most desperate
hour, visiting furious vengeance upon those that threaten its world. The frightful power granted by this god is as
dangerous as it is useful, however; in the wrong hands, the power of the Fierce Deity could easily be Termina's
undoing. Its physical form is that of a white-haired warrior with demonic fangs, and is always seen wielding a
massive blade in the shape of a double helix.
Areas of Concern battle, revenge, power
Edicts destroy your enemies, act with conviction, push your limits
Anathema spare a sworn enemy's life, abate your ferocity
Divine Attribute Strength or Charisma

DVOT NFIT
Cleric Spells 1st: sure strike, 2nd: enlarge, 4th: weapon storm
Divine Font harm
Divine Sancti�cation can choose holy or unholy
Divine Skill Athletics
Domains destruction, might, perfection, zeal
Alternate Domains moon
Favored Weapon greatsword
Adventures in Hyrule

The Four Giant


The Four Giants are the ancient guardians of Termina, appearing only when the realm �nds itself in grave
danger. Long ago, they split Termina into four distinct lands, and it is said that each giant resides one hundred
steps in a cardinal direction, presiding over the corner of the world they helped shape. The people of Termina
worship them for their protection as well as for favorable harvests each year.
This statblock can be used to represent worship of either a single giant or all four; the bene�ts are the same.
Areas of Concern protection, harvests, festivals, friendship
Edicts protect your homeland and its people, cast out tricksters, wear masks in honor of allies
Anathema ignore a sincere plea for aid, take more than your fair share, travel without purpose
Divine Attribute Strength or Wisdom

DVOT NFIT
Cleric Spells 1st: draw ire, 2nd: enlarge, 7th: reverse gravity
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Athletics
Domains duty, family, might, protection
Alternate Domains truth
Favored Weapon gauntlet

Godde of the and


An ancient gerudo deity, the Goddess of the Sands is often depicted as a colossal gerudo with a snake coiled
around her neck, holding her open hands out in front of her. Outside of the Gerudo Desert, she is known as a
wicked and cruel god, but the truth is more complicated; while followers of the Goddess may sometimes
perform acts that seem cruel or excessive, these actions always follow their code of law. As well as the living, the
Goddess of the Sands oversees the spirits of the dead, and many of her temples serve as vast mausoleums.
Areas of Concern deserts, the law, spirits
Edicts uphold the law, commemorate the dead, make decisive judgements
Anathema desecrate a tomb, allow a criminal to escape a fair punishment
Divine Attribute Strength or Intelligence

DVOT NFIT
Cleric Spells 1st: breathe �re, 2nd: false vitality, 3rd: shifting sand
Divine Font harm
Divine Sancti�cation none
Divine Skill Occultism
Domains dust, sun, truth, vigil
Alternate Domains �re, undeath
Favored Weapon greataxe
Adventures in Hyrule

Great Deku Tree


As the sacred tree of Hyrule, the Great Deku Tree stands tall over the Lost Woods and its surrounding forest,
acting as the spiritual protector of his homeland. Although the Great Deku Tree cannot move, he is protected by
his wards - be they kokiri or korok - and the labyrinthine Lost Woods. When the tree grows old and weak, or is
threatened by evil, he produces a magical seed with the potential to grow into his reincarnation when his current
form at last withers.
This statblock can be used to represent worship of other sacred trees, with a small adjustment: only the Great
Deku Tree is known to create kokiris and koroks.
Areas of Concern plants, forests, fairies, kokiri and koroks
Edicts protect forests and plants, cooperate with others, pass on your wisdom
Anathema destroy plants unnecessarily, betray your family, knowingly foster a parasite
Divine Attribute Intelligence or Wisdom

DVOT NFIT
Cleric Spells 1st: verdant sprout, 2nd: one with plants, 3rd: speak with plants
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Nature
Domains family, knowledge, nature, wood
Alternate Domains duty
Favored Weapon sta�

The Horned God


Its true name lost to the ages, the Horned God is a minor demonic deity who was once known for granting
mortals immense wealth in exchange for their life force. When the goddess Hylia learned of these dealings, she
trapped the god within a stone idol and cast it out, vastly reducing its power and in�uence. Nonetheless, there
are still those rare few who seek out the Horned God to pay it homage; for these worshipers, the demonic deity
continues its terrible trades of life and power.
Areas of Concern profane bargains, outcasts
Edicts twist exchanges in your favor, visit outcasts, undermine Hylia
Anathema petrify a demon, give to charity, knowingly accept a bad deal
Divine Attribute any (characters who commit themselves to The Horned God this way have their souls bound to
him for eternity)

DVOT NFIT
Cleric Spells 1st: endure, 2nd: phantasmal treasure, 4th: umbral graft
Divine Font harm
Divine Sancti�cation can choose unholy
Divine Skill Deception
Domains change, might, trickery, wealth
Alternate Domains tyranny
Favored Weapon horn or trident
Adventures in Hyrule

Hylia
Entrusted with the protection of both the Triforce and the world by the Golden Goddesses, Hylia's in�uence is
deeply rooted in her people, the Hylians, and their culture. Being the only thing standing between Demise and
ultimate power, Hylia secreted the Hylians away in the sky whilst battling monsters on the surface. In the end,
she gave up her divinity to reincarnate eternally as a mortal so that she may use the Triforce against evil.
Nonetheless, those who worship her may still access her divine power.
Areas of Concern hylians, stewardship, devotion
Edicts make sacri�ces to protect others, show mercy, promote community
Anathema ally with a demon or monster, abandon your allies, act sel�shly
Divine Attribute Intelligence or Wisdom

DVOT NFIT
Cleric Spells 1st: soothe, 2nd: share life, 4th: draw the lightning, 5th: telekinetic haul, 6th: petrify, 9th: foresight
Divine Font heal
Divine Sancti�cation must choose holy
Divine Skill Diplomacy
Domains duty, knowledge, magic, protection
Alternate Domains time
Favored Weapon longsword

Jau­Jau
Patron and Lord of the zoran people, Jabu-Jabu is a benevolent leviathan whose very presence is said to bring
fortune to his domain. Though the vast majority of his worshippers are zoras, he also enjoys some small
worship amongst hylians who recognise that the health and wealth of his domain carries downstream to their
own.
This statblock can also be used to represent worship of Jabu-Jabu's descendants, such as Jabun.
Areas of Concern leviathans, water, zoras
Edicts uphold tradition, cleanse water, eat well and often
Anathema prevent the natural �ow of water, pollute water sources, refuse a gift
Divine Attribute Constitution or Wisdom

DVOT NFIT
Cleric Spells 1st: hydraulic push, 3rd: bottomless stomach, 4th: hydraulic torrent
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Athletics
Domains family, indulgence, knowledge, water
Favored Weapon scalespear†
Adventures in Hyrule

Layrinth Ruler
The Labyrinth Rulers are a collective divinity consisting of three powerful zonai known as the Ruler of Boars,
Ruler of Dragons and Ruler of Owls. Each Ruler's spirit inhabits a vast, multi-layered labyrinth that tests
di�erent aspects of its challengers. Adherents of the Labyrinth Rulers seek out mazes and dungeons, intent on
self-improvement by overcoming the challenges within, and may even create their own trials for others to face.
Followers may worship one or all of the Rulers, but the bene�ts are the same.
Areas of Concern mazes, trials, self-improvement
Edicts challenge yourself and others, improve yourself through hardship, explore hidden places
Anathema turn down a fair challenge, cheat in a game or test, create an unfair trial
Divine Attribute Strength (Dragons), Constitution (Boars), or Wisdom (Owls)

DVOT NFIT
Cleric Spells 1st: lose the path, 5th: wall of stone, 8th: quandary
Divine Font heal or harm
Divine Sancti�cation can choose holy
Divine Skill Survival
Domains perfection, secrecy, travel, truth
Alternate Domains wealth
Favored Weapon bo sta�

Levia
Taking the form of a skybound leviathan, Levias is the protector of the skies, famed for both his wisdom and his
might. Followers of Levias, usually sky-dwellers themselves, leave basins of pumpkin soup in high places as
tribute to their protector spirit.
Areas of Concern the sky, sky-dwellers, leviathans
Edicts protect your community, live reclusively, use power responsibly
Anathema lash out in anger, pollute the air, forcibly control others
Divine Attribute Strength or Wisdom

DVOT NFIT
Cleric Spells 1st: gentle landing, 3rd: wall of wind, 5th: lightning storm
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Athletics
Domains air, knowledge, lightning, protection
Alternate Domains indulgence
Favored Weapon longbow
Adventures in Hyrule

Majora
Once merely an artifact used in countless evil rituals, over millenia the mask that would become Majora
absorbed the wicked power it was used to invoke and eventually became a deity all of its own. Knowing only
evil and desiring only destruction, but with a cunning and cruel intelligence, Majora seeks to undo the world for
no reason other than that it can. Its followers are invariably outcasts, people so full of wrath and spite as to turn
to Majora for the power to enact revenge on a world that treated them unfairly.
Areas of Concern apocalypse, destruction, wrath
Edicts wear masks to frighten or deceive, manipulate others into furthering your goals, destroy all things
Anathema extend something’s existence or lifespan, create something that you do not intend to destroy
Divine Attribute Constitution or Intelligence

DVOT NFIT
Cleric Spells 1st: shockwave, 6th: disintegrate, 9th: falling stars
Divine Font harm
Divine Sancti�cation must choose unholy
Divine Skill Occultism
Domains delirium, destruction, moon, void
Alternate Domains trickery
Favored Weapon scourge

Malanya
As the fairy god of horses, Malanya promotes companionship with and kindness towards horses as well as
encouraging people to live in harmony with nature - for the sake of horses, of course. Kindly ranchers make up
the majority of Malanya's worshippers, among whom it is understood that a well-treated horse is likely to
become exceptional through the Horse God's intervention, but he also pulls sway with nature-conscious fairies.
Areas of Concern horses, ranching, nature
Edicts befriend horses, treat friendly horses as family, cultivate and consume vegetables
Anathema harm a horse, allow a horse to come to harm, promote industries that harm horses
Divine Attribute Strength or Wisdom

DVOT NFIT
Cleric Spells 1st: soothe, 2nd: magni�cent mount, 7th: unfettered pack
Divine Font heal
Divine Sancti�cation none
Divine Skill Nature
Domains duty, family, nature, travel
Favored Weapon hoof or combat lure
Adventures in Hyrule

Malladu
Malladus is a rampaging demon monarch who once tormented the mortal realm during his frenzied rule. In
order to protect the world, the spirits of good destroyed his physical form and imprisoned his spirit, but even
this cannot hold back the Engine of Destruction forever - by using a host body, Malladus is able to resurrect
himself endlessly. To that end, his more discreet demonic followers in�ltrate Hylian society, seeking to free him
from his prison and serve as his new vessel.
Areas of Concern speed, deception, destruction
Edicts subjugate your enemies, in�ltrate Hyrule, destroy holy spirits
Anathema take a slower route when travelling, take prisoners, purposefully destroy bodies
Divine Attribute Constitution or Charisma

DVOT NFIT
Cleric Spells 1st: �eet step, 4th: unfettered movement, 8th: spiritual separation†
Divine Font harm
Divine Sancti�cation must choose unholy
Divine Skill Athletics
Domains destruction, freedom, might, travel
Alternate Domains metal
Favored Weapon horn or wrecker sword†

Nayru
The Golden Goddess associated with wisdom, Nayru gave the mortal world its laws, both natural and divine.
One major natural law she enforced is that of the passing of time, and this aspect of her divinity is worshipped
especially often in the land of Labrynna where she is known to divide the ages. She also presides over water as in
this aspect pulls sway with ancestries who dwell within or besides bodies of water.
Areas of Concern science, magic, law and order, time
Edicts enforce law and order, play string instruments, practice magic and science
Anathema destroy knowledge, embrace chaos, preach false prophecy
Divine Attribute Intelligence or Wisdom

DVOT NFIT
Cleric Spells 1st: force barrage, 2nd: loose time's arrow, 3rd: curse of lost time, 4th: resilient sphere, 5th:
banishment, 6th: wall of force, 7th: time beacon, 8th: hidden mind, 9th: detonate magic
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Arcana
Domains magic, protection, time, water
Favored Weapon rapier
Adventures in Hyrule

Ohu
The Ocean King, Oshus, presides over the world's oceans from his personal realm, the World of the Ocean King.
Though his true form is that of a colossal white whale, he is also frequently depicted as a kindly old man -
neither is an inaccurate depiction, for Oshus is at once mighty and gentle. His followers are committed to
protecting the ocean, be it from pollution, piracy or the in�uence of the dreaded sea demon Bellum.
Areas of Concern oceans, time, sea creatures, sailors
Edicts sail the seas, aid those lost at sea, protect sea creatures
Anathema refuse to help a drowning creature, pollute the sea, engage in piracy
Divine Attribute Wisdom or Charisma

DVOT NFIT
Cleric Spells 1st: air bubble, 3rd: show the way, 5th mariner's curse
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Nature
Domains knowledge, time, travel, water
Favored Weapon morningstar

atori
The divine patron of woodland creatures, Satori is the reincarnated spirit of a sage who perished on the lands it
now protects. It takes the form of a large equine beast that glows with a soft blue light and whose face resembles
a pair of blupees with laurel-like horns, though it is rarely seen by mortals. Worshipers pay homage to the spirit
by leaving o�erings of fruit underneath cherry trees, which are considered sacred to the Lord of the Mountain,
and in return Satori may share with them insight into the local terrain.
Areas of Concern animals, trees, mountains
Edicts leave fruit under cherry trees, protect your homeland, explore the wilderness
Anathema harm an animal except in self-defense, de�le the wilderness, cut down a cherry tree
Divine Attribute Dexterity or Wisdom

DVOT NFIT
Cleric Spells 1st: animal allies, 2nd: magni�cent mount, 3rd: animal vision
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Nature
Domains duty, family, nature, protection
Alternate Domains soul, wealth
Favored Weapon hoof or sickle
Adventures in Hyrule

eaon pirit
Four fairy spirits, subordinate to the Goddess of Power, preside over Holodrum's cycle of seasons. These Season
Spirits are each powerful in their own right, but collectively they can grant divine power to followers. Some
devotees favor one of the spirits over the others, but all worshipers recognize the importance of the turning of
the seasons.
Areas of Concern the seasons, nature, fairykind
Edicts observe seasonal holidays, embrace natural changes
Anathema imprison a fairy, defy the cycle of seasons
Divine Attribute Wisdom or Charisma

DVOT NFIT
Cleric Spells 1st: protector tree, 3rd: day's weight, 6th: tree of seasons
Divine Font heal or harm
Divine Sancti�cation can choose holy
Divine Skill Nature
Domains change, nature, time, wood
Alternate Domains cold, �re
Favored Weapon light mace

The even Heroine


Divine protectors of the gerudo people, The Seven Heroines are a pantheon of hero-gods that each represented
one of the seven qualities valued by gerudo society: heart, skill, fortitude, wisdom, �ight, mobility and
compassion. An eighth 'heroine' - in truth a hylian voe - is said to have united the seven but was ultimately
banished from their lands, and though this belief is shunned by many followers of the Seven it has attracted a
small number of non-gerudo followers.
Areas of Concern the gerudo, personal strengths, cooperation
Edicts cultivate your talents, cooperate with your neighbours, respect tradition
Anathema abandon your people in their time of need, break an ancient law
Divine Attribute any

DVOT NFIT
Cleric Spells 1st: soothe, 2nd: false vitality, 3rd: haste, 5th: glimmer of charm, 6th: scrying, 7th: true target
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Survival
Domains family, perfection, protection, zeal
Alternate Domains vigil
Favored Weapon scimitar
Adventures in Hyrule

pirit of Light
Appointed keepers of Hyrule's light, the Spirits of Light each guard a shimmering spring in a particular province
of the kingdom. Though there is a Spirit for each major province of the land, only Lanayru, serpentine guardian
of the province of the same name, enjoys popular worship. When they appear to mortals, the Spirits of Light
take the form of great beasts made of light and clutching an orb of the same.
This statblock can be used for a worshipper of one or all of the Spirits of Light.
Areas of Concern light, home provinces, beasts
Edicts create and protect sources of light, assist the brave and virtuous
Anathema leave others in darkness, despoil a spring, use darkness or shadow magic
Divine Attribute Constitution or Charisma

DVOT NFIT
Cleric Spells 1st: horizon thunder sphere, 3rd: wall of radiance, 4th: chromatic armor
Divine Font heal
Divine Sancti�cation must choose holy
Divine Skill Survival
Domains con�dence, healing, nature, sun
Favored Weapon fangs, horn or �ail

Uncle Rupee
Appearing to most as a generous 'uncle' concerned with making the common man wealthy, the diabolical Rupee
Master is in fact only interested in making others into his indentured servants to further his own wealth. His
witting followers serve him by tricking others to join his cult and ultimately become followers or servants
themselves; cult recruiters outwardly present as living in luxury but, in fact, simply hoard their ill-gotten wealth.
Areas of Concern greed, wealth, servitude
Edicts amass and hoard wealth, trick others into becoming indentured servants, con others out of their money
Anathema spend more than is necessary, free an indentured servant, give to charity
Divine Attribute Intelligence or Charisma

DVOT NFIT
Cleric Spells 1st: illusory object, 2nd: phantasmal treasure, 4th: suggestion
Divine Font harm
Divine Sancti�cation must choose unholy
Divine Skill Deception
Domains ambition, trickery, tyranny, wealth
Favored Weapon sword cane
Adventures in Hyrule

Vaati
Once a mortal minish and arti�cer's apprentice, Vaati began his journey to godhood by betraying his master and
unleashing monsters on the world. Upon obtaining the Light Force, he attained great sorcerous power and,
ultimately, divinity. Those who worship the Demon-Sorcerer of Wind do so for sel�sh reasons, desiring the great
magical powers that Vaati grants his faithful, but this is something that Vaati does not mind as long as they do
his bidding.
Areas of Concern wind, magic, power
Edicts accumulate power at any cost, deceive others, take what you want, break seals
Anathema earnestly swear fealty to anyone but yourself and Vaati, perform a sel�ess deed, seal something away
Divine Attribute Intelligence or Charisma

DVOT NFIT
Cleric Spells 1st: gust of wind, 2nd: knock, 3rd: tempest cloak, 4th: airlift, 5th: lightning storm, 6th: baleful
polymorph, 7th: vacuum, 8th , whirlwind, 9th: detonate magic
Divine Font harm
Divine Sancti�cation must choose unholy
Divine Skill Deception
Domains air, ambition, magic, trickery
Alternate Domains lightning
Favored Weapon dagger

Valoo
Patron and Lord of the rito people, Valoo is an ancient dragon said to be the Sky Spirit responsible for granting
the rito people their wings when they come of age. Due to his origins, many of his following are seabird rito.
Although known for being generally friendly, Valoo has a short temper and is famously in�exible in his
demands.
Areas of Concern the sky, rito, volcanoes
Edicts help others reach their full potential, defeat torturers, protect your lessers
Anathema torment others, restrict the movement of a creature
Divine Attribute Strength or Charisma

DVOT NFIT
Cleric Spells 1st: breathe �re, 4th: �y, 7th: volcanic eruption
Divine Font harm or heal
Divine Sancti�cation can choose holy
Divine Skill Survival
Domains air, destruction, �re, freedom
Alternate Domains wyrmkin
Favored Weapon combat grapnel
Adventures in Hyrule

The Wind Fih


A mysterious deity of the sea and sky, the Wind Fish's dreams manifest, albeit temporarily, in a plane inside its
mind. Though relatively obscure compared to other oceanic deities, the Wind Fish �nds followers among quiet
seaside communities, passed on through oral tradition. The Wind Fish's incarnation is that of a gigantic white
whale adorned with �nery and decorated with gemstones, suggesting a link with Oshus, the Ocean King.
Areas of Concern sleep, dreams, sea birds, wishes
Edicts wake those having nightmares, make time for good sleep, accept change and loss
Anathema cause nightmares or otherwise corrupt dreams, interrupt peaceful sleep, kill a sea bird
Divine Attribute Constitution or Wisdom

DVOT NFIT
Cleric Spells 1st: sleep, 3rd: dream message, 5th: dreaming potential
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Occultism
Domains air, dreams, lightning, water
Favored Weapon war bell†

Zepho
One of a pair of twin brothers (alongside Cyclos) that command ocean winds, Zephos is a light-hearted and
kindly deity that appears in the form of a blue frog riding a golden cloud. Zephos represents gentle winds and
enjoys the worship of �shermen and islanders.
Areas of Concern gentle winds, siblings, duty
Edicts be kind to strangers, take each day as it comes, practice patience
Anathema rush a task, seek revenge instead of restorative justice, abandon your post
Divine Attribute Dexterity or Wisdom

DVOT NFIT
Cleric Spells 1st: bu�eting winds, 2nd: mist, 4th: �y
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Acrobatics
Domains air, duty, family, knowledge
Favored Weapon whip
Avatar Speed 30 feet, �y Speed 70 feet, ignore di�cult terrain; Melee tongue (agile, disarm, nonlethal, reach 15
feet), Damage 6d4+6 bludgeoning; Ranged airblast (nonlethal, range increment 100 feet), Damage 6d8+3
bludgeoning
Adventures in Hyrule

Pantheons

Golden Goddee [NG]


Many Hyruleans pay homage not to one particular Golden Goddess, but to all three as a singular pantheon. In
this capacity, they are worshipped as the creators and protectors of Hyrule, and are called upon to render their
protection in times of strife and uncertainty. Followers of the Golden Goddesses believe that it is important to
balance all three aspects of the Triforce in their daily life.
Areas of Concern creation, protection, magic
Edicts protect your homeland, study ancient traditions, be fair and balanced
Anathema betray your people, irreparably damage the natural environment, be covetous and greedy
Divine Attribute Strength, Intelligence, or Wisdom
Pantheon Members Din, Farore, Nayru

DVOT NFIT
Cleric Spells 1st: mystic armor, 2nd: �oating �ame, 3rd: wall of wind, 4th: elemental gift (air, �re or water only),
5th: elemental form (air, �re or water only)
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Nature
Domains creation, magic, nature, protection
Favored Weapon longsword or shortsword

Leviathan God [NG]


Guardians of sea and sky, the Leviathan Gods are a lineage of colossal, whale-like deities that command
immense power over their natural domain. Some choose to worship them as a pantheon, either praying to all
leviathans everywhere or to individual leviathans interchangeably as they travel between their protected lands.
Areas of Concern bodies of water, the sky, stewardship
Edicts wield your power responsibly, protect the sea and sky, indulge your appetites
Anathema disrupt the �ow of air or water, intentionally spread a parasite
Divine Attribute Constitution or Wisdom
Pantheon Members Jabu-Jabu, Levias, Oshus, The Wind Fish

DVOT NFIT
Cleric Spells 1st: gust of wind, 2nd: enlarge, 5th: control water
Divine Font heal
Divine Sancti�cation can choose holy
Divine Skill Nature
Domains air, indulgence, knowledge, water
Favored Weapon warhammer
Adventures in Hyrule

Languages
Hyrule and its surrounding lands are home to many unique languages distinct from those in the standard
Path�nder 2e system. The following tables list these languages as well as which languages �ll a similar role in the
standard setting, in case you wish to combine or convert that content for use with Ancestries of Hyrule.

COMMON LANGUAGES
Language Primary Speakers Equivalent Language
Deku Deku scrubs, forest fairies, kikwi, kokiri, koroks, monkies, skull kids Muan
Goron Gorons, mogma Petran
Hylian Most ancestries native to Hyrule and its counterparts Common
Zoran Parella, rito, zoras Thalassic

UNCOMMON LANGUAGES
Language Primary Speakers Equivalent Language
Blin Blin, hinox Goblin
Demonic Demons of all kinds Cthonian
Fairy Fairies of all kinds Fey
Gerudo Gerudo -
Lizal Intelligent reptiles, lizalfos, some dragons Draconic
Lynel Lynels -
Stal Intelligent undead Necril

RARE LANGUAGES
Language Primary Speakers Equivalent Language
Ancient Hylian Sheikah, twili, ancient robots, divine dragons -
Minish Minish -
Sheikah Sheikah, guardian constructs -
Sky Writing Oocca Sussaran
Yeti Anouki, yeti Jotun
Zonai Zonai, zonai constructs Celestial
All ancestries in Adventures in Hyrule grant additional languages equal to your Intelligence modi�er, chosen
from either common languages or those prevalent in your region. The following table lists which languages are
available in each region of Hyrule; as usual, this is a generalization and may di�er based on the era you are
playing in. These regions are based on Breath of the Wild and Tears of the Kingdom.

PREVALENT LANGUAGES BY REGION OF HYRULE


Region Prevalent Languages
Akkala Goron, Hylian, Lizal
Central Hyrule Deku, Goron, Hylian, Zoran
The Depths Blin, Demonic, Lynel, Stal, Zonai
Eldin Goron, Hylian, Lizal, Lynel
Faron Deku, Fairy, Hylian, Lizal, Zoran
Gerudo Gerudo, Hylian
Hebra Hylian, Yeti, Zoran
Lanayru Hylian, Lizal, Zoran
Necluda Hylian, Sheikah
The Sky Ancient Hylian, Fairy, Sky Writing, Zonai
Adventures in Hyrule

Planes
LIGHT WORLD PLANE
N

Divinities Hylia, Great Fairies, Spirits of Light, Wind Gods, various minor spirits
Native Inhabitants blin, deku scrubs, fairies, gerudo, gorons, humans, hylians, kokiri, rito, sheikah, zora, and
many others
The Light World was originally created by the Golden Goddesses before their ascent to the Sacred Realm.
Accordingly, it is a land governed by natural laws from which countless varieties of life spring forth. This plane
contains many diverse kingdoms and lands, such as the subterranean Subrosia, the boundless expanse of The
Great Sea, and a great many smaller �efdoms such as Hytopia and Wayaway.

DARK WORLD PLANE


NE

Divinities Ganon, Malladus


Native Inhabitants transformed Light World inhabitants, demons
When a wicked person possesses the Triforce, they may wish to control the Sacred Realm; in such a case, the
Sacred Realm is transformed to their twisted desires, becoming the Dark World. The Dark World mimics the
appearance of the Light World, but in a warped, malevolent fashion. In addition, it is inhabited by monsters that
mirror the �ora and fauna of the Light World as well as demons created by the ruler of the plane (usually
Ganon).
When a mortal enters the Dark World, they are subjected to the e�ects of cursed metamorphosis for as long
as they remain on the plane, except they transform into a hybrid form that is a combination of an animal or
monster and their original appearance. This form retains the visitor's original size, but they cannot cast spells or
perform any Strikes. Carrying a moon pearl renders the visitor immune to this e�ect.

LORULE PLANE
N VOID

Divinities unknown
Native Inhabitants blin, demons, fairies, humans, hylians (lolians), presumably others
A dark mirror to Hyrule, Lorule resembles the Dark World in many ways, owing to the destruction of its Triforce
in a bloody war. Although it is presumed that the plane is much larger than just the kingdom of Lorule itself, the
plane's lack of golden power has resulted in worldwide decline and decay. Inhabitants of this plane tend to be
hardened survivors, having adapted to life in a fallen world.
Although a mirror plane, residents of Lorule tend to have starkly contrasting personalities to their Hylian
counterparts; for example, the Lolian counterpart of a brave hero may be a cowardly rogue. In addition, natives
of Lorule tend to possess dark or 'sinister' features such as purple hair and red eyes.

MINISH REALM PLANE


N

Divinities Vaati
Native Inhabitants minish
Connected to the Light World by a tiny door which opens only once every century, the Minish Realm is the true
home of the minish. It is known to be a land of boundless magic, though were one of the larger ancestries to visit
it, they would �nd a world in miniature. Its existence is a secret kept by the royal family of Hyrule.
Adventures in Hyrule

SACRED REALM PLANE


NG TIMELESS VITALITY

Divinities Golden Goddesses


Native Inhabitants none
The Sacred Realm is the secret hiding place of the Triforce and resident plane of the Golden Goddesses. It is an
idyllic realm untamed by civilization except for great temples to the Goddesses which act as gateways between
it and the Light World. The location of these gateways on the Light World are kept secret by the Sages; when a
portal is discovered, bloody wars inevitably break out as the residents of the Light World battle for a chance to
claim the Triforce and make a wish.

SILENT REALM PLANE


N

Divinities none
Native Inhabitants guardians, watchers
The Silent Realm is an ethereal mirror of Hyrule that exists only as a series of small areas corresponding to a
particular region of that kingdom. Created as a testing ground for Hyrule's heroes by the Golden Goddesses, the
only inhabitants of this realm are fearsome guardians that pursue would-be heroes and ghostly watchers that
patrol its ethereal locales.

TERMINA PLANE
N FLOWING

Divinities Four Giants, Majora


Native Inhabitants deku scrubs, fairies, gerudo, gorons, hylians, monkies, zora
As a parallel realm to Hyrule created by the power of Majora, Termina features many entities and locations that
mirror those found in Hyrule proper, albeit with a dreamlike quality. Time moves considerably slower in Termina,
but is also easier to control. Technological innovations, no doubt spurred by the nature of the plane's creation,
abound in Termina, with clockwork constructs being especially common.
Because many of Termina's inhabitants, especially hylians, are identical mirror counterparts to people in the
Light World, visitors from Termina can cause confusion in Hyrule and vice versa.

TWILIGHT REALM PLANE


N SHADOW

Divinities unknown
Native Inhabitants twili, shadow beasts
Accessible only through the Mirror of Twilight artifact, the Twilight Realm is a land bathed in perpetual twilight,
lit only by a treasured pair of sol orbs. Originally designed as a prison for the Dark Interlopers who sought the
Sacred Realm, it now hosts the twili, descendants transformed by their exposure to the twilight. Much of the
plane is a lightless void, with islands �oating over the endless darkness; as a result, the twili have developed
levitating platforms to enable travel between islands. The Twilight Realm is ruled over by a monarchy from the
colossal Palace of Twilight, but unlike most monarchies, the sitting ruler chooses their successor based on
worthiness rather than blood.

WORLD OF THE OCEAN KING PLANE


NG FLOWING WATER

Divinities Bellum, Oshus


Native Inhabitants anouki, cobble, fairies, gorons, humans, hylians, yook
Consisting of a single vast ocean dotted with small islands, the World of the Ocean King is ruled over by Oshus
with a fair hand, and is home to several unique ancestries. Linked to the Light World through subtle waterways
in the Great Sea, travellers may �nd themselves within this plane without realising it until they �nd themselves
unable to return. Thankfully, under normal circumstances the Ocean King will happily send wayward travellers
back to the Great Sea, at which point they will discover hardly any time at all has passed outside of the plane.
Seafaring technology in the World of the Ocean King is more advanced than most planes, with steam-based
technology being especially common due to the abundance of water.
Adventures in Hyrule

Game Master's Realm


In the furthest reaches of Hyrule lie artifacts of immense power, items cursed with
malevolent energy, and relics destined for greatness, all waiting heroes to �nd them…

This section of the document is designed for use by GMs rather than players, and while players may wish to
browse this section out of curiosity, everything contained within requires some degree of GM oversight and
therefore should not be assumed to be available at any given table.
Adventures in Hyrule

Artifacts
MASK OF ANCESTRAL FORM ITEM 20
RARE ARTIFACT INVESTED MAGICAL POLYMORPH

Usage worn mask; Bulk L


A mask of ancestral form is an artifact rarely created when an anguished soul is soothed and passes on to the
afterlife. Such a mask may resemble a speci�c, deceased, member of any humanoid ancestry. When worn, the
mask confers the physical form of the depicted creature to its wearer; this changes the wearer's Size, Speeds and
traits to those of the depicted ancestry, and grants the wearer all of the depicted ancestry's senses and special
features (such as the zora's hydration feature). However, the wearer loses all of their regular ancestry features
while wearing the mask, and can only use ancestry feats and heritages that do not rely on their regular
ancestry's physiology. The transformation is lengthy and painful, causing the wearer to become stunned for 1
round after putting on the mask.
Adventures in Hyrule

Archetype Artifacts
Sheikah Slate
A masterpiece of sheikah arti�ce, the sheikah slate is a handheld device capable of a variety of wondrous feats
even in its most basic form, but the true power of a sheikah slate comes from its capacity to install special
sheikah runes that further expand its capabilities.

SHEIKAH SLATE ITEM 2


RARE ANCIENT ARTIFACT INVESTED OCCULT

Usage held in 1 hand; Bulk L


This �at, rectangular device features the sheikah crest on its back and a dark surface on its front that displays
information about your surroundings. The slate has a number of additional features whilst activated: it can
create and store notes as though it were a writing kit, and functions as a spyglass when held up to your eyes.
The sheikah slate automatically deactivates if it somehow becomes uninvested.

Activate Interact; E�ect You tap the slate, activating or deactivating its screen. Whilst activated, the slate
displays the current temperature and time, down to the minute, and your precise location and heading on any
maps you have installed. You remain aware of this information even whilst the device is worn.

Activate 1 minute (Interact); Requirements You are adjacent to a sheikah map rune or other map; E�ect You copy
a map into the sheikah slate's memory banks. This process takes 1 minute if you are installing a sheikah map
rune, or 1 minute per hex covered by the map to copy data from a regular map.
Destruction Installing a sheikah map rune of impossible dimensions causes the sheikah slate to burn out its
circuits and explode.

heikah late Feat

SHEIKAH SENSOR FEAT 2


ARCHETYPE DETECTION OCCULT

You've activated the sheikah slate's sheikah sensor functionality, which telepathically alerts you when you are in
the presence of ancient technology. As long as you are holding or wearing the sheikah slate, you gain an
imprecise sense for advanced technology with a range of 30 feet. This allows you to sense the presence of
technological constructs and hazards, items with the ancient trait, and components essential to the construction
of such creatures, hazards and items.

CAMERA RUNE FEAT 4


ARCHETYPE OCCULT SKILL

You have installed a camera rune into the sheikah slate, allowing it to capture the image of creatures and objects
that you encounter. Your sheikah slate gains the following activation:

Activate Interact; E�ect You point the slate at a visible subject within 60 feet and press the shutter, causing it
to capture the image. The slate saves the captured image to its compendium, allowing it to be viewed at a later
time by Interacting with the sheikah slate. The compendium stores only one image of a particular type of
creature or object at a time; capturing a second image overwrites the original.

Keep track of each type of creature and object you capture an image of in this way. When attempting to Recall
Knowledge about creatures and objects in the compendium, you gain a +2 circumstance bonus to the check, and
you learn an additional piece of information on a success.
Adventures in Hyrule

CRYONIS RUNE FEAT 4


ARCHETYPE

You have installed a cryonis rune into the sheikah slate, allowing you to extend pillars of ice from bodies of
water. As long as you are holding your sheikah slate, you can cast cryonis† as an innate occult cantrip. In
addition, you can Dismiss cryonis as a free action as long as you are holding your sheikah slate.

MAGNESIS RUNE FEAT 4


ARCHETYPE FORCE OCCULT

You have installed a magnesis rune into your sheikah slate, allowing you to manipulate metal objects from afar.
As long as you are holding the sheikah slate, you can cast mage hand as an innate occult cantrip, except it can
only target objects made primarily of metal and you must be holding the slate to Sustain it. In addition, your
sheikah slate gains the following activation:

Activate Interact; Frequency once per day; E�ect Your magnesis rune intensi�es in strength, targeting a
creature within 30 feet. This has the e�ects of telekinetic maneuver, using the higher of your spell attack
modi�er or your class DC - 10 for the spell attack. This can only Disarm a creature of an object that is made of
metal, and can only Trip or Shove a creature that is primarily made of metal. If you critically succeed on a check
to Disarm an object this way, you can cast mage hand targeting that object as a free action.

REMOTE BOMB RUNE FEAT 4


ARCHETYPE OCCULT

Frequency once per minute


Requirements At least one of your hands is free, and you are holding or wearing your sheikah slate
You have installed a remote bomb rune into your sheikah slate, which can generate explosives out of thin air. You
conjure a remote bomb, which is object of 1 Bulk, into one or both of your hands. This bomb can either be
spherical or cube-shaped. Using a single action, you can throw this bomb into any space within 15 feet, or 30
feet if you are holding it with both hands. If a spherical remote bomb lands on an incline, it will roll to the bottom
of the incline. Using Remote Bomb Rune again while you have a conjured remote bomb causes the �rst remote
bomb to disappear. While you have a remote bomb conjured, your sheikah slate gains the following activation:

Activate Interact; E�ect You detonate a remote bomb conjured by your Remote Bomb Rune feat that is within
120 feet. Detonating a remote bomb causes it to deal 2d6 �re damage to all creatures within 5 feet of it with a
basic Re�ex save equal to your class DC or spell DC, whichever is higher. At 5th level and every 2 levels
thereafter, the damage increases by 1d6.

COMPENDIUM SENSOR FEAT 6


ARCHETYPE DETECTION OCCULT

Prerequisites Sheikah Sensor, Camera Rune


You've upgraded your sheikah slate's sheikah sensor functionality, allowing it to sense a much wider variety of
creatures and objects, drawing from its compendium to do so. Your sheikah slate gains the following activation:

Activate 1 minute (Interact); E�ect You retune the sheikah sensor to detect something from your compendium.
Choose an entry from your camera rune's compendium. The sheikah sensor's imprecise sense now senses that
creature or object instead of sensing ancient technology. You can only sense one type of creature or object this
way, but you can use this activation again to change the targeted compendium entry or to revert it to sensing
ancient technology.
Adventures in Hyrule

STASIS RUNE FEAT 6


ARCHETYPE OCCULT

You have installed a stasis rune into your sheikah slate, allowing you to freeze objects in time. Your sheikah slate
gains the following activation:

Activate Interact; Frequency once per 10 minutes; E�ect Your sheikah slate freezes an unattended object
within 30 feet in time, with the e�ects of the advanced domain spell for the time domain, stasis. In addition,
objects frozen in this way store their kinetic energy; any forced movement that the object would be subjected to
is applied all at once at the end of stasis's duration. This uses the higher of your class DC or spell DC to
determine the DC of the stasis spell, and the spell automatically heightens to half your level, rounded up.

EMPOWERED REMOTE BOMBS FEAT 8


ARCHETYPE OCCULT

Prerequisites Remote Bomb Rune


You have improved the remote bomb rune in your sheikah slate, increasing the explosive power of its conjured
bombs. The damage dice of remote bombs you conjure with Remote Bomb Rune increases to d8s.

IMPROVED STASIS FEAT 8


ARCHETYPE

Prerequisites Stasis Rune


You've upgraded your stasis rune, expanding is capabilities. The activation you gained from Stasis Rune can now
target creatures within 30 feet, and their kinetic energy is stored just like objects. If a creature critically
succeeds on its Will save to reduce the duration of the e�ect, any stored kinetic energy is also nulli�ed.

STRONGER MAGNESIS FEAT 10


ARCHETYPE OCCULT

Prerequisites Magnesis Rune


You've upgraded your magnesis rune's lifting strength, allowing it to lift even heavier objects. The activation your
sheikah slate gained from Magnesis Rune decreases its frequency to once per hour. In addition, your sheikah
slate gains the following activation:

Activate Interact; Frequency once per day; E�ect Your slate grasps and lifts a heavy object. This has the
e�ects and targeting restrictions of telekinetic haul, except it can only target objects made primarily of metal
within 30 feet.

MASTER CYCLE RUNE FEAT 16


RARE ARCHETYPE OCCULT

Your sheikah slate has gained the ability to summon and dismiss a master cycle†, which is a wondrous vehicle of
sheikah construction. Your sheikah slate gains the following activation:

Activate Interact; E�ect You summon your master cycle, causing it to appear either in an adjacent empty
space of your choice or in your space, in which case you are automatically piloting and in control of the vehicle.
There must be enough space to �t the master cycle or this activation fails. You can use this activation again to
dematerialise the summoned master cycle, storing it in the sheikah slate. If the master cycle would be destroyed,
or if it is ever more than 120 feet away from the sheikah slate, it automatically demateralises and cannot be
summoned again for 1 day, during which time the sheikah slate restores it to full Hit Points.

You do not need to attempt piloting checks to Drive your summoned master cycle using a single action.
Adventures in Hyrule

pell

CRYONIS CANTRIP 1
RARE ARCANE CANTRIP COLD

Cast somatic
Range 30 feet; Area vertical or horizontal 10-foot line measured from the surface of a body of water within range
Duration 3 rounds
You extend a pillar of ice from a nearby body of water to block movement or create a temporary platform. The
pillar is opaque and completely �lls the spell's area, extending from the adjacent body of water. The ice pillar has
AC 10, Hardness 5, and 10 Hit Points and it's immune to critical hits, cold damage, and precision damage. The
pillar also has weakness to �re 15. The pillar must be created in an unbroken open space so its edges don't pass
through any creatures or objects, or the spell is lost. A maximum of three pillars can be created at once, but the
spell can be Dismissed.
Heightened (+2) The Hit Points of the ice pillar increase by 10.

Vehicle

MASTER CYCLE VEHICLE 16


RARE LARGE ANCIENT MAGICAL

Space 10 feet long, 5 feet wide, 5 feet high


Crew 1 pilot; Passengers 1
Piloting Check Driving Lore (DC 30), Crafting (DC 35), or Occultism (DC 36)
AC 35; Fort +25
Hardness 20, HP 180 (BT 90); Immunities object immunities
Speed 90 feet (magical)
Collision 10d6 piercing (DC 32)
Headlight As a single action, the pilot can activate or deactivate the master cycle's headlight, which emits light
from the front of the vehicle in a 60-foot cone (and dim light for the next 60 feet).
Reversable A master cycle can Drive backwards at half its speed.
Zero Jump (move) Frequency once per turn; E�ect The pilot presses a pedal which causes the master cycle to
spring forward. The master cycle jumps to any square within 30 feet, then the pilot attempts a piloting check;
on a critical failure, the vehicle becomes uncontrolled.
Adventures in Hyrule

Cursed Items
RUPOOR ITEM 3+
RARE CONSUMABLE CURSED MAGICAL

Created as traps for greedy individuals, rupoors are cursed ashen-black rupees that disappear upon being
touched, taking a certain number of the victim's carried rupees with them. The rupoor's curse activates
instantaneously upon being touched and destroys wealth that is held, worn or stowed on the victim's person,
leaving behind a worthless �ne dust. If the curse is removed, a rupoor reverts to its original form: usually a
meager green rupee worth just 1 gp.

RUPOOR ITEM 3
The standard rupoor destroys wealth totalling 10 gp when touched.

BIG RUPOOR ITEM 6


Bulk L
These larger rupoors destroy wealth totalling 50 gp when touched.

UGLY JUMPSUIT ITEM 3


RARE CURSED INVESTED MAGICAL

Usage worn clothing; Bulk L


Originally hidden inside a beautiful gift box, this cursed jumpsuit fuses to whoever opens the parcel, instantly
wrapping itself around the unlucky recipient in a burst of purple smoke. Once fused, the ugly jumpsuit
completely covers the wearer's original clothing, negating their mundane e�ects and attempting to counteract
any magical e�ects with a counteract modi�er of +12. Whilst wearing an ugly jumpsuit, you take a -2 item
penalty to all Diplomacy checks; this penalty increases to -4 when dealing with fashion-conscious individuals.
Adventures in Hyrule

Variant Rules
Kinstone Fusion
Unlike most consumables, kinstones have the potential to disrupt a campaign and should be used primarily in
settings where exploration is encouraged, such as a sandbox adventure. Because they have the potential to
generate wealth, the GM should keep an eye on the party's luck with kinstones and adjust accordingly.

Kintone Hunter General Feat

KINSTONE HUNTER FEAT 3


UNCOMMON GENERAL

Prerequisites expert in Perception


You collect and match kinstones, and are always on the lookout for more. Even if you aren’t Searching, you get a
check to �nd hidden kinstones, and you gain a +1 circumstance bonus on all checks to �nd kinstones.

Kintone

KINSTONE PIECE ITEM 3+


UNCOMMON CONSUMABLE MAGICAL

Usage held in 1 hand

Activate Interact
Kinstone pieces are the shattered halves of kinstones, magical stone amulets capable of producing a variety of
magical e�ects. When a kinstone piece is created, the GM rolls 1d8; the result determines its shape. Kinstone
pieces are activated by matching them with another piece of the same shape and colour. When a kinstone is
matched, roll 1d20 on the kinstone fusion table corresponding to the colour of kinstone matched, then the
completed kinstone becomes non-magical. Crafting a complete kinstone costs twice as much as its pieces,
though it has no magical e�ect until you split it and leave each of its pieces hidden for several years. Characters
can �nd a location shown to them by a fused kinstone by Reconnoitering their current hex.

KINSTONE PIECE (GREEN) ITEM 3


Price 6 gp
Result E�ect
1-3 The kinstone casts 3rd-rank mending on your most valuable applicable item.
4-6 The kinstone casts create food, conjuring the food on a table or picnic mat nearby if possible.
7-9 The kinstone casts cozy cabin, creating the cabin in the closest space within a mile. The cabin remains for a week.
10-12 You immediately gain the e�ects of augury, except there is no secret �at check.
13-15 A golden snake appears 60 feet away and immediately �ees from you. Its scales are worth 24 gp.
16-18 A bundle of 30 gp is conjured in a secret place within 1 mile. You gain a brief glimpse of its immediate surroundings.

19-20 A random blue kinstone piece is conjured in a secret place within 1 mile. You gain a brief glimpse of its immediate
surroundings.
Adventures in Hyrule

KINSTONE PIECE (BLUE) ITEM 7


Price 35 gp
Result E�ect
1-3 The kinstone casts liminal doorway on a surface of the GM's choice within 60 feet.
4-6 You immediately gain the e�ects of sending.

7-9 The kinstone casts magic passage on a stone wall within 1 mile. It casts this e�ect only to reveal a cave or grant
access to valuable ores. You gain a brief glimpse of its immediate surroundings.
10-12 You gain the e�ects of dreaming potential the next time you sleep.
13-15 A golden octorok appears 240 feet away and immediately �ees from you. Its scales are worth 70 gp.
16-18 A bundle of 90 gp is conjured in a secret place within 1 mile. You gain a brief glimpse of its immediate surroundings.

19-20 Reroll. If you get this result again, a random red kinstone piece is conjured in a secret place within 5 miles. You gain
a brief glimpse of its immediate surroundings.

KINSTONE PIECE (RED) ITEM 11


Price 150 gp
Result E�ect
1-3 The kinstone casts planar palace, except you make all choices for the spell.
4-6 The kinstone casts regenerate on a creature of your choice within 1 mile.

7-9 The kinstone casts interplanar teleport on you and up to 7 willing creatures within 30 feet, shifting them to a plane
of the GM's choice.
10-12 You gain the e�ects of retrocognition and clairvoyance, targeting a location within 1 mile.
13-15 A golden tektite appears within 1 mile of you. Its scales are worth 300 gp.

16-18 A bundle of 500 gp is conjured in a secret place within 1 mile. You gain a brief glimpse of its immediate
surroundings.

19-20 Reroll. If you get this result twice more, a random gold kinstone piece is conjured in a secret place within 10 miles.
You gain a brief glimpse of its immediate surroundings.

KINSTONE PIECE (GOLD) ITEM 15


RARE

Price 650 gp
When you fuse gold kinstone pieces, you gain the e�ects of the miracle spell, as determined by the GM.
Adventures in Hyrule

Kinstone Collector BETTER HALF FEAT 3


ARCHETYPE FORTUNE SKILL
In games where kinstones are utilised, the Kinstone
Your luck when it comes to �nding matching kinstone
Collector archetype can help bring the collection and
pieces is extraordinary. Whenever you successfully
fusing of kinstones into greater focus. If you are a GM
and you have allowed a player to take this archetype, discover a hidden kinstone piece, you may roll twice to
remember to place hidden kinstone pieces around the determine its shape, choosing whichever result you
environment for players to �nd! The Kinstone prefer.
Collector archetype works best in sandbox games
where hunting for hidden treasures created by the
COLLECTOR'S COMPASS FEAT 4
fusing of kinstones will not be disruptive to the story. ARCHETYPE SKILL

You have a keen sense for direction, and can apply


that to �nding where the e�ects of a kinstone fusion
KINSTONE COLLECTOR DEDICATION FEAT 2 have manifested. You do not take a penalty for lacking
UNCOMMON ARCHETYPE DEDICATION a compass when performing Sense Direction. In
You are a keen-eyed kinstone connoiseur, an expert in addition, when you fuse kinstones you may
the art of �nding and matching those wondrous immediately make a check to Sense Direction to
stones. You become trained in Kinstone Lore or an determine the direction of the e�ect's manifestations
expert if you were already Trained. You gain the with a DC determined by the colour of the fused
Kinstone Hunter general feat, even if you do not meet kinstone: 15 for green, 20 for blue, and 25 for red. You
its prerequisites, and the bonus to �nding kinstones is may use Kinstone Lore instead of Survival for this
+2 for you. In addition, you gain the Kinstone check if you wish.
Matching downtime activity.
WILDERNESS WARINESS FEAT 4
KINSTONE MATCHING ARCHETYPE
DOWNTIME
When searching the wilds for kinstones, you've
You are able to quickly �nd people with matching learned to always be on the lookout for environmental
kinstone pieces willing to fuse with you. Choose one dangers. Even if you aren't Searching in exploration
kinstone piece you possess, and then attempt a mode, you can attempt a check to �nd environmental
Diplomacy or Kinstone Lore check against a DC hazards that normally require you to Search for them.
determined by the kinstone's color: 20 for green, 25 You still need to meet any other requirements to �nd a
for blue, and 30 for red. This activity typically requires particular hazard.
a full day to complete.
Critical Success You �nd someone willing to fuse their FORTUITOUS FINDER FEAT 7
matching half with yours for free. ARCHETYPE FORTUNE SKILL
Success As critical success, but you must pay for the Matching kinstones is far from just a hobby for you - it
matching half. brings you real fortune. When you match kinstone
Critical Failure No one in your current settlement has pieces, you may immediately reroll on the table, but
a matching piece. You cannot attempt further Kinstone you must accept the second result.
Matching for the chosen kinstone piece during this
period of downtime.
Adventures in Hyrule

Reskinning Options
As well as the various options found in this document, Path�nder Second Edition contains a variety of options
that can be quickly and easily 'reskinned' (that is, changed in name and appearance but otherwise largely left
untouched) into equivalent options from the Zelda series. Below, I have provided several examples that stuck
out to me while developing this document. Note that inclusion in this list does not preclude their later addition
in new forms.

RESKINNED ANCESTRIES
Path�nder 2e Ancestry Zelda Ancestry Mechanical Changes
Automaton Ancient Robot
Grippli Gekko
Kitsune Keaton
Skeleton Stal

RESKINNED ARCHETYPES
Path�nder 2e Archetype Zelda Archetype Mechanical Changes
Turpin Rowe Lumberjack Whittleton Lumberjack

RESKINNED ITEMS
Path�nder 2e Zelda Item Mechanical Changes
Item
Darkwood Deku bark
Adamantine Hard ore
Belt of good Life medal Usage changed from 'worn belt' to 'worn', Bulk reduced to negligible, HP increase
health becomes an item bonus.

Lifting belt Power Usage changed from 'worn belt' to 'worn', Bulk reduced to negligible.
bracelet
Mithral Zoran silver Gains the zora trait. Items made of zoran silver do not rust.

Sta� of air Whirlwind


rod
Sta� of �re Fire rod
Sta� of water Water rod
Sturdy shield Hylian shield
Adventures in Hyrule

Rupees as Currency
The rules for Path�nder Second Edition assume a universal currency split into denominations of copper, silver,
gold and platinum pieces, but using such currency within a Zelda setting may be distracting due to the iconic
place rupees have within the series. To replace coins with rupees, the following rules should be applied.
Instead of splitting the currency into several denominations, only one measure exists: rupees. Although
di�erently-colored rupees exist, exchanging one color for a smaller denomination is assumed to be trivial and
therefore it probably isn't worth tracking individual rupee colors in most games. However, you may want to
reward the party with a single valuable rupee rather than a pile of green rupees. For ease of reference, a table is
provided below with the average value of di�erent colors of rupee across the series.
Because so many variations of rupee color exist, and tracking them individually is not advised, you should
likewise either treat all quantities of rupees as negligible Bulk or simply weight rupees by their total value rather
than quantity, with 1000 rupees counting as 1 Bulk; after all, more valuable rupees are often larger.
When converting between coins and rupees to determine the price of items and services, the easiest method is to
simply treat each rupee as 1 gold piece (gp); for goods and services that cost less than 1 gp, you should either
round to the nearest gold piece, sell the items in bundles that equal 1 gp, or consider the item free. In settings
that are rupee-rich, such as Wind Waker's Great Sea, a rupee may be treated as a silver piece (sp) instead,
remembering that 10 sp is equal to 1 gp. In both of these cases, however, issues are raised with activities such as
Earning Income, which allow PCs to earn money in the form of copper pieces. To handle such cases, you may
wish to pay out with low-value goods and services, or further depreciate the value of a single rupee to that of a
copper piece (cp). Note that doing so will cause magic items at higher levels to be priced at extremely large
numbers of rupees, with high level items consequently costing millions of rupees.

RUPEE VALUES
Rupee Color Value
Green 1
Blue 5
Yellow 10
Red 20
Purple 50
Silver 100
Gold 300
Adventures in Hyrule

Glossary
Aerodynamic (armor trait) This armor is designed for Korok (trait) A creature with this trait is a member of
use in �ight, with a streamlined design that reduces the korok ancestry. An ability with this trait can be
drag. You don’t apply the armor’s check penalty to used or selected only by koroks.
Acrobatics or Athletics checks while �ying or
Lizal (trait) A creature with this trait is a member of
falling.
the lizal ancestry. An ability with this trait can be
Ancient (trait) Items with this trait were created using used or selected only by lizal. A weapon with this
ancient sheikah technology that has largely been trait is created and used by lizal.
lost to time. To Craft an item with the ancient trait,
Lynel (weapon trait) A weapon with this trait is
you must have the Ancient Technologist skill feat.
created and used by lynels.
Blin (trait) A creature with this trait is a member of
Minish (trait) A creature with this trait is a member of
the blin ancestry. An ability with this trait can be
the minish ancestry. An ability with this trait can be
used or selected only by blin.
used or selected only by minish.
Champion (spell trait) These spells represent the
Mogma (trait) A creature with this trait is a member
power of a particular ancestry's champion, and can
of the mogma ancestry. An ability with this trait can
only be learned through ancestry feats.
be used or selected only by mogma.
Deku Scrub (trait) A creature with this trait is a
Rito (trait) A creature with this trait is a member of
member of the deku scrub ancestry. An ability with
the rito ancestry. An ability with this trait can be
this trait can be used or selected only by deku
used or selected only by rito.
scrubs.
Shadow Being (trait) A creature with this trait has the
Fairy (trait) A creature with this trait is a member of
shadow being versatile heritage. An ability with this
the fairy ancestry. An ability with this trait can be
trait can be used or selected only by shadow beings.
used or selected only by fairies.
Sheikah (trait) A creature with this trait is a member
Fireproof (armor trait) This armor is made of
of the sheikah ancestry. An ability with this trait
�reproof materials or feature a design that limits the
can be used or selected only by sheikah. A weapon
spread of �ame. While wearing this armor, the �at
with this trait is created and used by sheikah.
check to remove persistent �re damage is DC 10
instead of DC 15, which is reduced to DC 5 with Skull Kid (trait) A creature with this trait is a member
appropriate assistance. of the sheikah ancestry. An ability with this trait
can be used or selected only by sheikah.
Gerudo (trait) A creature with this trait is a member
of the gerudo ancestry. An ability with this trait can Tail (weapon trait): A weapon with this trait is
be used or selected only by gerudo. attached to your tail instead of held in your hands.
You can only use a weapon with the tail trait if you
Goron (trait) A creature with this trait is a member of
have a tail, and you can only have one such weapon
the goron ancestry. An ability with this trait can be
attached at any time, even if you have multiple tails.
used or selected only by gorons. A weapon with this
You must use an Interact action while holding a tail
trait is created and used by gorons.
weapon to to attach it to your tail, and they can be
Guardian (trait) A creature with this trait is a member Disarmed as normal.
of the guardian ancestry. An ability with this trait
Twili (trait) A creature with this trait is a member of
can be used or selected only by guardian.
the twili ancestry. An ability with this trait can be
Hylian (trait) A creature with this trait is a member of used or selected only by twili.
the hylian ancestry. An ability with this trait can be
Zonai Construct (trait) A creature with this trait is a
used or selected only by hylians. A weapon with this
member of the zonai construct ancestry. An ability
trait is created and used by hylians.
with this trait can be used or selected only by zonai
Kokiri (trait) A creature with this trait is a member of constructs.
the kokiri ancestry. An ability with this trait can be
Zora (trait) A creature with this trait is a member of
used or selected only by kokiri.
the zora ancestry. An ability with this trait can be
used or selected only by zora. A weapon with this
trait is created and used by zora.
Adventures in Hyrule

Credits
Aoife ter
All work not otherwise credited here. I can be reached on Discord as breadbutt_, or on Twitter @breadbutt.

Arty Omni
The font used for the document's title, Hylia Serif.

rendan Milo
The art for the Takkuri and Turtle animal companions.

Vortha
Vorthas has collaborated with me to create a companion Bestiary of Hyrule and provided valuable feedback in
the early stages of this document's development. He also has his own Zelda-based setting, Sins of Hyrule, which
uses several elements from Adventures in Hyrule.

Zant
Miscellaneous image editing; can be reached on Discord as zantallion.

Nintendo
The Legend of Zelda intellectual property.

Paizo
Path�nder intellectual property.

Pf2.tool
Hosting this document for all this time and providing the tools to create this for free.

You might also like