Breath of the Wild Armor for D&D 5e T he wide variety of armor presented to us in Zelda: Breath of the Wild offers an array of powerful and interesting benefits that we can convert for use in D&D 5th Edition games. Here are some options for armor you can give to your players to aid them in their adventures through Hyrule and other fantasy settings. A Variant for Armor in your Game The magic items presented here offer a variant from the standard armor system, and are thus not compatible with other types of Armor. The Hylian Armor presents the base equipment for this armor system, and should generally be as readily available as other standard armor options if you choose to implement the variant armor system. Players can then switch out the individual pieces from this set with pieces they discover or are provided in the course of gameplay. Options for Characters with No Armor Proficiency Despite being labeled as armor, there are magic items here that do not require any armor proficiency. These specific items should be considered as occupying the armor and helm slot for a character (pants are not technically an equipment slot in 5e), but should not impose any of the limits to your Dexterity bonus when calculating Armor Class, among other conditions presented by wearing armor. Mixing Different Armor Proficiencies Players with the armor proficiency for a given magic item may choose to also wear any of these other magic items for which they have the appropriate armor proficiency, as long as they do not occupy the same equipment slot. This is true even if the items require different types of armor proficiency, and if this is the case, the Dexterity bonus limit to Armor Class should be calculated using the limitations of the heaviest armor class required for any one of the magic items (e.g. No limit to Dexterity for Light, Max of +2 for Medium, and no bonus for Heavy). Attuning to These Magic Items Characters should follow normal rules for attuning to these magic items, with two exceptions: Any combination of helm, armor, and pants should only count against one of the three attunement slots available for a character. Characters should be able to attune to any combination of these magic items in the same amount of time it takes to attune to one magic item. Ancient Armor The magical properties of the Ancient Armor set give you the ability to conjure ancient and powerful but fragile weapons to combat your enemies. The set is comprised of: Helm, +2 AC Cuirass, +3 AC Greaves, +3 AC Ancient Armor Helm, Cuirass, or Greaves Helm, Heavy Armor, or Pants, Legendary (requires attunement, and requires heavy armor proficiency) Each individual piece of the Ancient Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You can use a bonus action to create an Ancient Weapon in your hand. You choose between the Ancient Spear (halberd), Ancient Sword (longsword), and Ancient Battleaxe (greataxe) each time you create it. You are proficient with the weapon while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you have a +1 bonus to attack and damage rolls with it. When you hit with an attack, you can roll one of the weapon’s damage dice one additional time and add it to the damage dealt by the attack. Roll 1d6. The outcome of this roll determines how many attacks you may make with this weapon before it breaks into magical shards and disappears. You regain the ability to use this magic item in this way after completing a short rest. If you attempt to create an Ancient Weapon while an Ancient Weapon created by this magic item remains unbroken, the first Ancient Weapon is immediately broken. Two Pieces: Instead of rolling 1d6 to determine how many attacks you can make with the Ancient Weapon before it breaks, roll 2d6. Instead of a +1 bonus to attack and damage rolls with your Ancient Weapon, you have +2. Full Set: Instead of rolling 2d6 to determine how many attacks you can make with the Ancient Weapon before it breaks, roll 3d6. Instead of a +2 bonus to attack and damage rolls with your Ancient Weapon, you have +3. Additionally, when you create an Ancient Weapon, you also create an Ancient Shield, which forms on the armor around your arm, leaving your hand free and granting you +2 AC for as long as the Ancient Weapon lasts. When you are targeted by a spell when the shield is active, roll a d6. On a 6, the Ancient Shield causes the spell to be reflected back at the caster as though it originated from you, turning the caster into the target. On a 1 to 5, this special property of the Ancient Shield is not activated. Created by Co-Authors Jeffrey Venture & Grant Lang Barbarian Armor The magical properties of the Barbarian Armor set give you the ability to strike with incredible force and precision. The set is comprised of: Helm, +0 AC Armor, +0 AC Leg Wraps, +0 AC Barbarian Armor Helm, Armor, or Leg Wraps Helm, Armor, or Pants, Very Rare (requires attunement) Each individual piece of the Barbarian Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You have a +1 bonus to attack and damage rolls. Two Pieces: You have an additional +1 bonus to attack and damage rolls. Full Set: You have an additional +1 bonus to attack and damage rolls. Additionaly, once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. Climber's Armor The magical properties of the Climber's Armor set give you the ability to climb even the most imposing cliffsides with ease and speed, eventually allowing you to defy gravity itself. The set is comprised of: Bandana, +0 AC Gear, +1 AC Boots, +1 AC Climber's Armor Bandana, Gear, or Boots Helm, Light Armor, or Pants, Uncommon (requires attunement, and requires light armor proficiency) Each individual piece of the Climber's Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You gain a climb speed of 40 ft., and your walk or climb speed cannot be reduced by difficult terrain. You are also unhindered by slippery surfaces while climbing. Two Pieces: You can cast the Misty Step spell once at 2nd level using this magic item. You regain the ability to use this magic item in this way at dawn. Full Set: You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can also cast the Freedom of Movement spell once at 4th level using this magic item. You regain the ability to use this magic item in this way at dawn. Desert Voe / Vai Armor The magical properties of the Desert Voe or Vai Armor set give you the ability to withstand and harness intense heat, as well as other conditions of the desert landscape for which it is most suitable. The set is comprised of: Headband, +0 AC Spaulder, +0 AC Trousers, +0 AC Desert Voe / Vai Headband, Spaulder, or Trousers Helm, Armor, or Pants, Rare (requires attunement) Each individual piece of the Desert Voe or Vai Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You gain resistance to fire and lightning damage. Two Pieces: You gain immunity to fire damage. Full Set: You can cast the Lightning Bolt spell once at 3rd level using this magic item. The spell save DC equals 15 or the spell save DC for your class, whichever is higher. You regain the ability to use this magic item in this way at dawn. Flamebreaker Armor The magical properties of the Flamebreaker Armor set give you the ability to resist intense heat, and wreath yourself in flame for protection from attacks. The set is comprised of: Helm, +2 AC Armor, +3 AC Boots, +3 AC Flamebreaker Armor Helm, Armor, or Boots Helm, Heavy Armor, or Pants, Rare (requires attunement, and requires heavy armor proficiency) Each individual piece of the Flamebreaker Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You gain resistance to fire damage. Two Pieces: You gain immunity to fire damage. Full Set: You can cast the Fire Shield spell once at 4th level using this magic item. You must choose the warm shield, as described in the spell. You regain the ability to use this magic item in this way at dawn. Hylian Armor The magical properties of the Hylian Armor set give you the ability to use natural Sheikah magic to manipulate water and other objects, as well as unleash powerful explosions of magic. The set is comprised of: Hood, +0 AC Tunic, +1 AC Trousers, +1 AC Hylian Armor Hood, Tunic, or Trousers Helm, Light Armor, or Pants, Uncommon (requires attunement, and requires light armor proficiency) Each individual piece of the Hylian Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You know the Shape Water cantrip. Two Pieces: You know the Mage Hand cantrip. Full Set: This item has 3 charges. As a bonus action you can use a charge to create a glowing ball or cube that weighs 1 lb. and has a radius of 1 foot in your hand. The ball or cube lasts for 1 minute, and disappears after this duration. If the ball or cube is within 120 feet of you, you may then use an Action to speak a command word and cause the ball or cube to explode with magical energy, which functions as if it were the point on which the Shatter spell, cast at 2nd level, was centered. You may also throw the ball or cube up to 30 feet away from you as part of this Action. The magic item regains all of its charges at dawn. Radiant Armor The magical properties of the Radiant Armor set give you the ability to blend in with the Stal creatures of the night, and use moon magic and necromantic magic to powerful effect. The set is comprised of: Mask, +1 AC Shirt, +2 AC Tights, +2 AC Radiant Armor Mask, Shirt, or Tights Helm, Medium Armor, or Pants, Uncommon (requires attunement, and requires medium armor proficiency) Each individual piece of the Radiant Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You cast dim light out to 10 ft. in all directions. As an Action, you can conjure an illusory disguise that makes you appear as a Stal (undead). Creatures can see through the illusion with a successful DC 14 Investigation (Intelligence) skill check. Two Pieces: You can transform your appearance to that of a Stal (undead) creature. While transformed, magic used to detect what type of creature you are will determine you are undead. When you are subjected to spells and magical effects that change based on your creature type while transformed, you may choose whether you are humanoid or undead for the purpose of determining the outcome of these spells and magical effects. Full Set: You can cast the Moonbeam spell once at 2nd level using this magic item. You can also cast the Animate Dead spell once at 3rd level using this magic item. You regain the ability to use this magic item in both of these ways at dawn. Rubber Armor The magical properties of the Rubber Armor set give you the ability to withstand intense electricity, and expend the pent up energy in a thundrous burst. The set is comprised of: Helm, +1 AC Armor, +2 AC Tights, +2 AC Rubber Armor Helm, Armor, or Tights Helm, Medium Armor, or Pants, Rare (requires attunement, and requires medium armor proficiency) Each individual piece of the Rubber Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You gain resistance to lightning damage. Two Pieces: You gain immunity to lightning damage. Full Set: You can cast the Thunder Step spell once at 3rd level using this magic item. You regain the ability to use this magic item in this way at dawn. Snowquill Armor The magical properties of the Snowquill Armor set give you the ability to withstand and harness intense cold. The set is comprised of: Headdress, +1 AC Tunic, +2 AC Trousers, +2 AC Snowquill Armor Headdress, Tunic, or Trousers Helm, Medium Armor, or Pants, Rare (requires attunement, and requires medium armor proficiency) Each individual piece of the Snowquill Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You gain resistance to cold damage. You can also cast the Feather Fall spell once at 1st level using this magic item. You regain the ability to use this magic item in this way at dawn. Two Pieces: You gain immunity to cold damage. Full Set: You can cast the Ice Storm spell once at 4th level using this magic item. You regain the ability to use this magic item in this way at dawn. Soldier's Armor The magical properties of the Soldier's Armor set give you the ability to shrug off devastating attacks with ease, and reduce the damage of the few hits that can penetrate your thick armor. The set is comprised of: Helm, +2 AC Armor, +3 AC Greaves, +3 AC Soldier's Armor Helm, Armor, or Greaves Helm, Heavy Armor, or Pants, Rare (requires attunement, and requires heavy armor proficiency) Each individual piece of the Soldier's Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You gain a +1 bonus to AC. Two Pieces: You gain an additional +1 bonus to AC. Full Set: You gain an additional +1 bonus to AC. When you attune to this item, increase your Strength by 1, to a maximum of 20. Additionally, any bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by 3. Stealth (Sheikah) Armor The magical properties of the Stealth Armor set give you the ability to move quickly and quietly through the shadows, and even move from shadow to shadow undetected. The set is comprised of: Mask, +0 AC Chest Guard, +1 AC Tights, +1 AC Stealth Armor Mask, Chest Guard, or Tights Helm, Light Armor, or Pants, Uncommon (requires attunement, and requires light armor profiency) Each individual piece of the Stealth Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: When you enter dim light or darkness or start your turn there, your speed increases by 10 feet until the beginning of your next turn. Additionally, you have advantage on Dexterity (Stealth) skill checks. Two Pieces: You can cast the Pass without Trace spell once at 2nd level using this magic item. You regain the ability to use this magic item in this way at dawn. Full Set: When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Zora Armor The magical properties of the Zora Armor set give you the ability to swim at great speeds, breathe underwater, and call upon the power of the legendary champion, Mipha, to help you survive a grievous injury. The set is comprised of: Helm, +0 AC Armor, +1 AC Grieves, +1 AC Zora Armor Helm, Armor, or Grieves Helm, Light Armor, or Pants, Rare (requires attunement, and requires light armor proficiency) Each individual piece of the Zora Armor set provides the same benefit, and grant additional benefits when combined with other pieces from the set. One Piece: You gain a swim speed of 50 ft., and you can breathe air and water. You can also cast the Water Breathing spell once at 3rd level using this magic item. You regain the ability to use this magic item in this way at dawn. Two Pieces: While underwater, you have advantage on attack rolls using a dagger, javelin, shortsword, spear, or trident. Full Set: When you are reduced to 0 Hit Points but not killed outright, your current hit points become equal to half your maximum hit points instead. You regain the ability to use this magic item in this way at dawn.