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