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Sins of Hyrule Homebrew Notes
Sins of Hyrule Homebrew Notes
Core Rules
This section modifies several of the base systems in the
game, expanding or enhancing it usability for
purposes of the Sins of Hyrule campaign setting.
Conversions
This section details any conversions of the 5e Sins of
Hyrule campaign settings to the Pathfinder 2e system.
Converted spells will be listed under the Magic section
instead.
Setting Details
This section covers information about the setting, such
as languages, list of deities, major nations, and so on.
Feats
This section will list any new feats for the setting, as
well as modify any existing feats.
Archetypes
This section will detail new archetypes, as well as
modify existing archetypes as needed. It also details
any additional rules involving archetypes.
Magic
This section details altered and new spells, as well as
provide changes to magic gameplay.
Equipment
This section lists out any new equipment and rules
pertaining to equipment, such as new runes.
1
Sins of Hyrule
Changelog
23rd April 2021 9th May 2021
General General
Started changelog list. Split Conversions and Setting Details into
Reordered categories, putting all Core Rules at Conversions and Setting Details
the start, then Conversions and Setting Details, Created a Homebrew trait to use on any non-
followed by Feats, Archetypes, Magic, and Legend of Zelda specific feats or items.
Equipment in that order.
Core Rules
Feats Clarified that Radiant and Malice damage can
Modified the Ranger feat Crossbow Ace to be damage any creature, not just those of opposed
more consistent to help crossbow builds. alignments.
Magic Feats
Added Cold Snap and Icicle spells taken from Added Skill Focus general feat.
Darth & Drow's Homebrewery document: Modified the Multitalented human ancestry feat
https://scribe.pf2.tools/v/twRvJOjb-assorted- to work with any archetype, not just Multiclass
homebrews-complete archetypes.
Note that I am only taking some things from this
document, it is not to be assumed for baseline Equipment
homebrew changes for this setting. Added Quake Medallion.
Converted the Dinraal's Breath spell from the 5e Updated spell potency runes to be uncommon
Sins of Hyrule Spells document (rare for Negative and Positive energy), increased
level and price of all spell potency runes, and
Equipment removed mention of adding property runes
Took guidelines from Darth & Drow's alongside spell potency.
Homebrewery document for spell foci and spell
runes, though will be modifying them a bit. 10th May 2021
Added initial spell potency runes for each energy Equipment
type and positive and negative
Added Rider's Bane, taken from u/Impr0phet on
7th May 2021 Reddit.
Added Necroscimitar, originally created for the
Core Rules 5e Sins of Hyrule.
Changed alternate alignment Evil damage name Added Hawkeye Mask.
from Umbral to Malice to better fit the Zelda
setting. 27th May 2021
Equipment Ancestries
Added Gnat Hat to Magic Items Added the Ancestries section and began adding
Modified Megaton Hammer to be a lower level the Zelda ancestries that u/Tragedi wrote, with
magical item some modifications and completing the
Tweaked Hawkeye Mask to have a different, but incomplete ancestries.
The following ancestries were added in full: Blin,
similar, effect as before
Deku Scrub, Gerudo, Goron, and Hylian
Reworked Quake Medallion and added Bombos
Medallion and Ether Medallion to complete the The following ancestries remain to be done:
set with help from u/Tragedi Kokiri, Labrynnian, Lizal, Rito, Sheikah, Twili,
Added new weapons with help from u/Tragedi, and Zora
specifically adding some Zelda weapons that have Magic
been seen throughout the series
Added missing heightened to Cold Snap.
27 October 2021
Ancestries
Added Kokiri, Rito, Sheikah, and Zora
ancestries.
The following ancestries remain to be done:
Labrynnian, Lizal, and Twili.
3
Equipment
Added Gale Boomerang weapon.
Sins of Hyrule
Equipment
Added the Lightning Rod as a Staff of Storms,
item originally created by r/Impr0phet on Reddit
Adjusted Ether Medallion's damage to be 4d8
cold and 4d8 electricity damage, up from 3d8
damage each, to be more on par with the Bombos
Medallion's damage
4
Sins of Hyrule
Core Rules
Rule Clarifications KEY TERMS.
Doing Things Without Feats You'll see the following key terms and traits throughout
Just because there's something that would normally this document.
require a feat to do doesn't mean you can't do it Homebrew: The homebrew trait is added to any feat
without that feat. It just means that doing that action or item that is completely homebrew and not just a
may be harder than normal (for example, the GM may modified existing feat or item. The Legend of Zelda trait
set the DC to be higher than what it would be if you is considered to be a type of Homebrew trait. Always
had the feat). ask your GM before using something with the
Homebrew trait.
Do not be afraid to try to do something without access Legend of Zelda: If something has the Legend of Zelda
to the feat that normally grants that ability, your GM trait, then it is assumed to only exist within a Legend of
may allow you to do it. Zelda campaign setting. They should be considered rare
or even unavailable outside of a Legend of Zelda-themed
Human Ancestries
campaign.
setting. Ordonans are considered regular humans so Metamagic: Actions with the metamagic trait, usually
use the core human ancestry with either the Skilled or from metamagic feats, tweak the properties of your
Versatile heritage. spells. You must use a metamagic action directly before
Casting the Spell you want to alter. If you use any action
General Homebrew (including free actions and reactions) other than Cast a
Changes Spell directly after, you waste the benefits of the
Bane Rune Change metamagic action. Any additional effects added by a
metamagic action are part of the spell’s effect, not of the
The bane rune may be chosen for undead or specific
metamagic action itself.
Shields
All shields gain the Shove trait by default.
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Sins of Hyrule
Alignment Traits
Effects that rely on alignment traits, such as detect
alignment or protection are adjusted to work with one 6
of the five Triforce alignments instead.
Sins of Hyrule
Conversions
Conversions from 5e Sins of Hyrule
The following tables gives some quick conversions of the 5e Sins of Hyrule races, classes, and subclasses to a
rough Pathfinder 2e equivalent. These are not meant to be one-to-one conversions, merely suggested conversions
to keep roughly the same mechanics and flavor.
Some homebrew archetypes will be made to better fit the flavor of certain Sins of Hyrule classes from the 5e
rules, they will be detailed later.
ANCESTRIES / RACES
5e Race PF 2e Ancestry
Hylian Elf or Human with half-elf heritage
Ordonan Human
Sheikah Human
Gerudo Human with half-orc heritage
Labrynnian Human
Deku - Scrub Leshy
Deku - Kokiri Gnome
Goron Forge Dwarf or Rock Dwarf
Zora Azarketi
Rito Strix or Tengu (will allow certain Tengu ancestry feats for use on Strix)
Twili Fetchling
Blin* Goblin or Hobgoblin
Lizalfos* Lizardfolk
Any trait that refers to the Pathfinder 2e ancestry will be swapped for the Sins of Hyrule equivalent. For
example, the strix and tengu traits are replaced with the rito trait.
7
Tragedi's Ancestries of Hyrule may also be used for the various ancestries, though it will not cover certain
ancestries that are specific to the Sins of Hyrule setting such as Labrynnians.
Sins of Hyrule
Setting Details
Languages
In this campaign setting, the Zelda languages are used instead of the Pathfinder 2e languages. The following
table shows how the Zelda languages map to the Pathfinder 2e language and typical speakers of the language.
COMMON LANGUAGES
Zelda Language Primary Speakers Pathfinder 2e Language
Deku deku, koroks, kokiri Gnomish and Sylvan
Gerudo gerudo Orcish
Goro gorons, earth elementals Dwarvish and Terran
Labrynnian labrynnians Common
Hylian hylians and their allies Common
Zoran zora, some rito Aquan and Elvish
UNCOMMON LANGUAGES
Zelda Language Primary Speakers Pathfinder 2e Language
Blin moblins, some lizal creatures Goblin and Gnoll
Darknut darknuts Orcish
Demonic demons, aberrations Abyssal, Aklo, and Infernal
Fae fairies Sylvan
Lizal lizalfos, intelligent reptiles, dragons Draconic
Rito rito, some zora Auran and Elvish
Sheikah sheikah Druidic
Stal sentient undead Necril
RARE LANGUAGES
Zelda Language Primary Speakers Pathfinder 2e Language
Ancient some hylians, some sheikah, deities Azlanti and Celestial
Anook anouki, yeti, ice elementals Jotun
Ikanan ikanans Jotun
Subrosian subrosians, fire elementals Ignan
Twilit twili Shadowtongue
8
Sins of Hyrule
Hyrule Field
The heartland of the Kingdom of Hyrule. It is bordered by the Gerudo Desert to the west, the Plains of Ordona
and Lake Hylia to the south, the Kokiri Forest and Faron Woods to the east, and Death Mountain Range,
Lanayru Province, and Misery Mire in the north.
Lake Hylia
The largest body of water on the continent of Hyrule. It is connected to Zora Domain via a series of
underground rivers, so it is home to many of the Zora people, particularly the River Zora.
Plains of Ordona
The highly fertile lands to the southeast of Hyrule Field are home to the rugged Ordonans. The Plains of Ordona
provide much of the farmland and food for the Kingdom of Hyrule.
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Sins of Hyrule
Death Mountain
Sandwiched between Hyrule Field and the northern coast lies the volcanic Death Mountain range. It is home to
many races: Gorons, Dodongos, Volvagians and Lizalfos, among others, and is extremely rich in both gems and
rupees. Much of Hyrule's mining operations is found in the Death Mountain range. The city of Kakariko is the
main entrance into the Death Mountain Range from Hyrule, with much of the mountain ranges being
impassable.
The Faron Woods are a connected forest to the Kokiri Forest, where the Lizalfos dwell after being driven away
from their original homeland of Death Mountain. The eastern part of the woods are home to the Deku Scrubs, a
race of plantfolk that have a mercantile society.
Lanayru Province
The northern coast of the continent of Hyrule is the haven of the half-breed Hylian-Zora hybrids, where they
live safe from the prosecution of the purebloods from both the Kingdom of Hyrule and the Zora Dominion. The
coastal region is rich in coral, and sits on one of the largest rupee mines of the planet.
Dominion Valley
North of the Kokiri Forest is the lake-dominated Dominion Valley, where the Oshunite Jabun established the
Zora Dominion. It is the source of the Zora River, a valuable source of fresh water for all the races of Hyrule.
Gerudo Desert
This arid desert to the west of Hyrule Field is home to the Gerudo people. It is home to the once-powerful
Gerudo Empire. For a time, Hylians and Gerudo together used the Arbiter Grounds as a place to execute
dangerous criminals, though this practice has fallen out of favor in recent times, thanks to the deadly sandstorms
that have been showing up more often.
Gerudo Cliffs
Separating the Gerudo Desert from the Great Sea are the massive Gerudo Cliffs, home to the ancient Darknut
people alongside their allies, the Zuna, Fokka, and Mazura. The cliffs are nearly impassable except for one path
that leads up to the Darknut fortress of Ontheon.
Moblin Wastelands
Once a fertile land home to an empire that rivaled that of the Hylians, the Moblin Wastelands are now barren
thanks to countless wars and crusades between the Hylians and the Blins.
Misery Mire
Jungle-like swamplands that are home to the insidious Gohma Horde. All expeditions into Misery Mire have
failed thanks to the inhospitable swamps and the Gohma, as well as other monsters that dwell in the depths.
Ikana Canyons
Once home to the ancient Kingdom of Ikana, this region is now a dead wasteland of barren earth and petrified
forests after Ikana mysteriously vanished from Hyrule thousands of years ago. No living being calls this region
home, though some undead still wander the canyons.
Labrynna
To the far southeastern reaches lies the vast expanse of Labrynna. It has remained largely unaffected by the
bloody and savage wars of the past. The Labrynnian people have developed peacefully for centuries, only having
to fend off smaller tribes of hostile natives to expand their empire. East of the vast expanse of Crown Ridge is an
arid land of which little is known. South of Labrynna is Crescent Island, where the reptilian Tokay dwell.
Thanks to the lack of large monsters and animals in their homeland, the Labrynnians have quite significantly
culturally diverged from their Hyrulean cousins. Their unfamiliarity with horses or other easily accessible and 10
tamable draft animals led to the development of primitive steam engines, as well as the domestication of the
native Blue Bears of the Nuun Highlands as draft animals. Labrynna is blessed with a wealth of geothermal
activity, leading to an abundance of Sulfur or "Magic Powder," leading to Labrynnian experimentation with
firearms. Barring their bloody early wars with the Lynels of Labrynna, Labrynnians have lived in relative peace
and prosperity compared to the rest of Hyrule, however, they retain a strong military tradition, with knightly
Sins of Hyrule
orders similar to their Hylian cousins.
Sins of Hyrule Homebrew Notes
Holodrum
The farthest northeastern land is called Holodrum. Formerly inhabited by the Wind Tribe and the Tarminians, it
Other Realms
is now owned by the Fairies of Tarm, a mysterious race of tiny beings, and the peaceful Horonians, who might
There are other realms that exist outside of the Light World, which itself was merely a creation of the Golden
or might not be the ancient Tarminians' descendants. The Eragou Mountain Range separates Holodrum from
Goddesses as a realm for mortal life to exist, free from the chaos of pre-Creation.
the Gulf of Oshus to the north, while the Path of the Fairy Queen leads from the Natzu Prairie farther northeast
Dark
to landsRealm
unexplored.
Eragou
The chaoticMountain
Dark Realm Rangeis the home of the demons, the most powerful of which are called the Druthulidi (a
name meaning "not of the Goddesses"). It is the chaotic void before Creation and ordinary life cannot exist in
The Eragou Mountain range was once home to the ancient Akkalan people before they split into the modern
any meaningful sense in this Realm. When the Light World was created by the Golden Goddesses, it displaced
Hylians and Labrynnians, with the center of power being in Arcadia. Now the region is mostly abandoned, with
countless numbers of demons, leading to the Dark Realm's inhabitants declaring eternal war on the Golden
only the small village of Koyo Tumlea remaining. Many wild animals call the mountain range home and some
Goddesses and the Light World.
blins have set up bandit camps to harass travelers in the region.
The existences within the Dark Realm cannot be called life by ordinary definitions. They are instead more akin
The Great
to living ideas, Sea
with no physical form. While some are able to force themselves into a physical, mortal shell when
The ocean toonthe
manifesting thenorth
LightofWorld,
the continent is known
most demons as the Great
are utterly Sea, called Umoloth
incomprehensible to mortalinlife.
the Hylian language. The
islands of the central Great Sea are dominated by the kingdom of the Rito Clans, who boast the most powerful
Twilight Realm
state in the ocean. The tribes of the Lost Gorons, who left Death Mountain many millennia, settled in a smaller
The Twilight
eastern Realm is
archipelago; the name
while the westof an
is aotherworldly region
land of constant of the Light
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Anouki of the
light
Yook ofshare
the Triforce.
control ofAsthesuch it is
Isles of covered
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perpetual
cold,twilight hence giving archipelago
arid, mountainous the realm itsfarther
name. to
Those that
the east,
inhabit thisfrom
separated realmthecannot exist
Blasted fullybeyond
Crags in the rest of the Light
Holodrum World
in the without
mainland by significant
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ice shelf.from
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south wasas
they areuninhabited
mostly fully adapted to the
until thetwilit
arrivaldarkness.
of Hylian and Korok Colonists. The north is the lair of Bellum's minions:
the
The northeast
mysteriousis Gods
the last remnant are
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to exist only Kingdom,
in this while
realm, but thethe rest
twili doofnot
thespeak
darkofgod's
themfollowers
to Light
inhabit the empty polar seas far to the north.
Worlders, so little is known of this pantheon.
Sacred Realm
The extradimensional realm known as the Sacred Realm is the resting place of the Triforce after the Golden
Goddesses finished their work and left the Light World in pursuit of other endeavors. It is said that the only
entrance to the Sacred Realm exists within the exalted Temple of Time and this realm is treated as holy by the
Hylian people.
Silent Realm
A pocket realm within the Sacred Realm created by the First Sage of Light, Solahrasin. It is here that the First
Sage of Light watches in silence over the Light World and the Triforce itself with his Silent Army. The realm
itself is utterly devoid of any sounds and the Silent Army guards the realm for any intruders, silently and
relentlessly hunting down and destroying any that dare to enter the Silent Realm without permission.
Astral Realm
An adjacent world to the Fae Realm of Tarm, existing on the same plane of existence as but not overlapping
with Tarm, the Astral Realm is also called the Dream World for it is here that mortals visit when they dream.
The deity of dreams, the Wind Fish, calls the Astral Realm his home.
Termina
A warped reflection of the Light World, created by Majora in one of its first attempts at striking back at the
Golden Goddesses. The Goddesses intervened and banished Majora into its own creation, trapping all those
who arrive in Termina in a three-day cycle that loops endlessly. Any worshipper of Majora is doomed to go to
Termina after death, with no hope of repentence.
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Sins of Hyrule
Ancestries
Blin (Uncommon)
Less a distinct ancestry and more a loose collection of monstrous humanoids with a
common progenitor, the blin serve as rank-and-file soldiers for Ganon's armies. Nearly
universally feared across Hyrule for their propensity to violence and brutal
primitivism, the blin roam the wilderness - sometimes on direct orders from Ganon,
and other times simply as hunters - making travel less safe as a result.
Whether acting alone or as members of Ganon's army, The blin vary greatly, but are generally compulsive,
the fearsome blin form a threatening horde. They are animalistic and fearsome creatures. If that sounds
known by their reputation as savages who love appealing, you should play a blin.
Others Probably…
View you as a monster at first, and with
suspicion thereafter.
Assume you do not understand civilized customs.
Find you reckless and unreliable due to your
impulsiveness.
Physical Description
Since the blin vary so wildly in appearance based on
their heritage, individual descriptions of their most
distinguishing features follow:
12
Sins of Hyrule
Society Speed
The blin usually form primitive tribes, often known as hordes, led by the 25 feet
biggest or strongest member. When under the command of a more
powerful force than any of them (such as Ganon) they will form more Ability Boosts
complex hierarchies if that force wishes. Strength
Charisma
Names Free
With little sense of individuality within their tribes, blin rarely bother
with names, instead referring to each other by their position witin the Ability Flaw
tribe or short nicknames. Defectors, therefore, often choose a name that Intelligence
they simply like the sound of rather than considering its meaning.
have it begin at Medium size. In addition, most wild boars, pigs and hogs
Miniblin
You are a miniblin, a diminuitive blin that shows up in unexpected places.
Instead of Medium, your size is Small, and instead of gaining an ability
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.
Moblin
You are a moblin, more muscular and tough than other blins. You gain 12
Hit Points from your ancestry instead of 8. In addition, you gain the
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Sins of Hyrule
Impression on and Request things of them. Prerequisites Any bokoblin heritage, trained in all
martial weapons
CHIEFTAIN'S COMMAND FEAT 1
You have discovered an affinity for tinkering with
BLIN LEGEND OF ZELDA
ancient technology, and this manifests in your use of
Prerequisites Moblin heritage an advanced weapon. Choose one advanced weapon.
You are able to bellow orders to fellow blin, easily You gain proficiency with that weapon as if it was a
asserting dominance over them. You gain the Group martial weapon. If that weapon has the sheikah trait,
Coercion skill feat. If you roll a success on an you also gain access to it.
Intimidation check to Coerce a non-moblin blin, you
get a critical success instead; if you roll a critical 13th Level
failure, you get a failure instead. BLIN WEAPON EXPERTISE FEAT 13
IMPROVISIONAL DEFENDER FEAT 1 BLIN LEGEND OF ZELDA
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Sins of Hyrule
17th Level
RALLYING CRY FEAT 17
AUDITORY BLIN LEGEND OF ZELDA
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Sins of 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 find 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
Have a keen eye for good deals or an urge to ply
of outsiders and therefore slow to build trust with
your own wares.
others (especially humanoids), likely due to their
Be quick to change your approach when the
connection with the land.
Physical Description
Deku scrubs vary in size, but the majority of them are
diminuitive, 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 camouflage, and they possess glowing orange
eyes that enhance their sight in dim light.
Society
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 protect their collective
home.
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Sins of Hyrule
Deku
17
Sins of Hyrule
DEKU SCRUB LEGEND OF ZELDA You are able to transform into a seemingly-ordinary
You paid particular attention to the oral traditions of tree, similar to the process that occurs upon a deku
your people, and carry on their custodianship of scrub's death. This has the effects of tree shape,
nature even when outside of your woodland home. except that your size remains Small.
You gain the trained proficiency rank in Nature and
FLOWER GLIDE FEAT 5
Survival. If you would automatically become trained in
one of those skills (from your background or class, for DEKU SCRUB LEGEND OF ZELDA PRIMAL TRANSMUTATION
example), you instead become trained in a skill of your Using a small amount of innate magic and a pair of
choice. You also become trained in Deku Lore. large flowers your body produces, you glide slowly
toward the ground, 5 feet down and up to 25 feet
NUT SPIT FEAT 1 forward through the air. As long as you spend at least
DEKU SCRUB LEGEND OF ZELDA 1 action gliding each round and have not yet reached
You store a seemingly-endless supply of supply of the ground, you remain in the air at the end of your
deku nuts inside your body, and can spit them out at turn.
startling speed. You gain a deku nut ranged unarmed
NUT BARRAGE FEAT 5
attack in the brawling weapon group that deals 1d4
bludgeoning damage and has a maximum range of 30 DEKU SCRUB LEGEND OF ZELDA PRIMAL TRANSMUTATION
feet. On a critical hit, the nut loudly bursts, dealing 1 Prerequisites Nut Spit
sonic splash damage per damage die. Deku nuts do not You are capable of unleashing devastating barrages of
add critical specialization effects. deku nuts. Your deku nut unarmed attack gains the
agile and forceful traits.
18
Sins of Hyrule
13th Level
HEALING TOTEM FEAT 13
DEKU SCRUB HEALING LEGEND OF ZELDA NECROMANCY
19
Sins of 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 build
the gerudo is that their ancestry consists solely of fortresses to live in, but both are mechanisms through
women, also surprising is their means of procreating - which the gerudo keep their people safe; after all,
by disguising themselves as hylian or human women, 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 conflict.
You Might…
Put yourself and your allies first, 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.
Others Probably…
Mistake you for a hylian or human women,
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.
Physical Description
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 one born roughly every 100
years - these males are often revered as gods or kings,
but are sometimes also feared as harbingers of doom.
Society
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.
20
Sins of Hyrule
Gerudo names are polysyllabic and usually carry a meaning associated Free
with positive personal qualities in the language of the gerudo.
Languages
Sample Names Hylian
Aveil, Estan, Furosa, Konora, Kotake, Koume, Nabooru, Nali, Ramella, Gerudo
Rijo, Rotana, Shabonne, Tali, Urbosa, Yaido Additional languages equal to your
Intelligence modifier (if it’s
Gerudo Heritages positive). Choose from any
Choose one of the following gerudo heritages at 1st level. languages to which you have
access (such as the languages
Fortress Gerudo prevalent in your region).
Your people have a fortress home and you were trained in guarding it
from a young age. You gain the Gerudo Weapon Familiarity feat. Traits
Gerudo
Your people lived by the ocean, and likely engaged in some combination
You bear the blood of ancient gerudo witches, and this manifests in you
as a natural proclivity for fire or ice magic. Choose either produce flame
or ray of frost. You gain your choice as an innate arcane cantrip.
21
Sins of Hyrule
addition, you gain a +1 circumstance bonus to You are a student of the gerudo tradition of
Diplomacy checks when attempting to Make an potioncraft. You can use the Craft activity to create
Impression on non-gerudo humanoids. oils and potions. In addition, you immediately gain the
formulas for four common 1st-level oils or potions.
GERUDO LORE FEAT 1
GERUDO HUMAN LEGEND OF ZELDA 5th Level
The gerudo possess extensive knowledge on survival DUNESTALKER FEAT 5
techniques, and you are an adherent of that
GERUDO HUMAN LEGEND OF ZELDA
knowledge. You gain the trained proficiency rank in
Survival and Thievery. If you would automatically Prerequisites expert in Stealth
become trained in one of those skills (from your You are skilled at quickly hiding amongst sand dunes.
background or class, for example), you instead become Whilst prone on a significant body of sand, you are
trained in a skill of your choice. You also become considered to have cover for the purposes of Hiding.
trained in Gerudo Lore. GERUDO WEAPON GRACE FEAT 5
GERUDO WEAPON FAMILIARITY FEAT 1 GERUDO HUMAN LEGEND OF ZELDA
22
Sins of Hyrule
Your innate magic grows stronger as you do. If you WAR CONDITIONING FEAT 13
chose produce flame as your heritage's cantrip, choose GERUDO HUMAN LEGEND OF ZELDA
one common 2nd-level arcane spell with the fire trait.
You have extensive training in remote environments,
If you chose ray of frost instead, choose one common
allowing you to move through these areas easily.
2nd-level arcane spell with the cold trait. You gain that
When you gain this feat, you can choose to gain either
spell as an innate arcane spell that you can cast once
a climb Speed of 20 feet or a swim Speed of 20 feet.
per day.
13th Level
CAN'T FALL HERE FEAT 13
AUDITORY GERUDO HUMAN MANIPULATE LEGEND OF ZELDA
23
Sins of 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 affectionately 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 typified 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.
Others Probably…
Fear your imposing stature.
Mistake your friendly and welcoming demeanour
for weakness.
Marvel at your unusual diet and strange customs.
Physical Description
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.
Society
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 honorific titles to its
largest, strongest and eldest members.
24
Sins of Hyrule
Free
Sample Names
Aji, Bludo, Dangoro, Darbus, Darmani, Darunia, Golo, Gorko, Gortram, Ability Flaw
Naddon, Rohan, Tanko, Volcon, Yunobo Dexterity
Goron Heritages Languages
Choose one of the following goron heritages at 1st level.
Hylian
another skill if you were already trained in Athletics) and gain the Breath Humanoid
Control general feat.
they were one step less extreme (incredible heat becomes extreme,
extreme heat becomes severe, and so on).
25
Sins of Hyrule
26
Sins of Hyrule
27
Sins of Hyrule
Hylian
The most populous ancestry in Hyrule and its parallel counterpart 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 proficiency in magic and artifice as
well as a deep connection to the forces of destiny. They are also a people whose
history is fraught with bloody conflict 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 millenia 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.
Others Probably…
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.
Physical Description
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.
Society
Although hylians can be found living in various types
of society, the most common structure is that of a
kingdom. Bloodlines are especially important to
hylians, especially as magical powers are known to be
passed down through families, and royal hylian
families usually keep their bloodline especially pure in
order to manifest those powers more regularly.
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Sins of Hyrule
provably true. Choose courage, power or wisdom. You gain the Invoke Human
Your dominant hand glows with the symbol of a golden triangle. You
reduce a condition affecting you by 1. The condition you can reduce using
this action depends on your choice for Destined Hylian: frightened for
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.
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 swim
You are one of the many hylians who live in the outer reaches of their
kingdom, living off the land. You gain the Forager and Train Animal skill
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Sins of Hyrule
linking them all the way back to their progenitor god. Prerequisites Minor Telepathy
You gain the trained proficiency rank in Religion and Your telepathic abilities grow stronger through
Society. If you would automatically become trained in practice and you may now impart visions through
one of those skills (from your background or class, for dreams. You can cast dream message as an innate
example), you instead become trained in a skill of your divine spell once per day.
choice. You also become trained in Hylian Lore.
INCREDIBLE INNOVATION FEAT 9
HYLIAN WEAPON FAMILIARITY FEAT 1
LABRYNNIAN LEGEND OF ZELDA HUMAN HYLIAN
LEGEND OF ZELDA HUMAN HYLIAN
Prerequisites master in Crafting
You favour the weapons of hylian knights. You are You are easily struck with inspiration, creating
trained with bastard swords, halberds, longbows, innovative new devices and machines. You gain the
composite longbows and longswords.
Inventor skill feat, and you gain a +2 circumstance
In addition, you gain access to all uncommon hylian bonus to Crafting checks to Craft new formulas.
weapons. For the purpose of determining your
proficiency, martial hylian weapons are simple
weapons and advanced hylian weapons are martial
weapons.
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Sins of Hyrule
13th Level
HYLIAN WEAPON EXPERTISE FEAT 13
LEGEND OF ZELDA HUMAN HYLIAN
17th Level
SONG OF TIME FEAT 17
LEGEND OF ZELDA HUMAN HYLIAN
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Sins of Hyrule
Kokiri (Uncommon)
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 Many of Hyrule's taller ancestries view the kokiri as
may have the appearance of children but are filled a novelty and, due to a lack of understanding, may
with all the wisdom, reliability and bravery that one treat them like children if they are ever discovered.
expects of an adult. Rarely is a kokiri predisposed to Many kokiri use this misconception to their
violence, preferring love to war if at all possible but, advantage, be it for getting away with mischief or - in
should the need arise, they do not balk in the face of the exceedingly rare case of an evil kokiri - more
danger.
sinister things.
If you want to play a character who always sees the
positive in a situation, is highly energetic, and who is
easily underestimated, you should play a kokiri.
You Might…
Find it difficult to focus your attention on one
subject for very long due to your energy.
Find yourself in trouble often thanks to your
boundless curiosity and general naivety.
Make friends easily, even to the point of swearing
lifelong oaths on a whim.
Others Probably…
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.
Physical Description
Kokiri look much like hylian children in most respects,
but differ 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. All kokiri have blue eyes and pale skin,
but their hair colours range from brown to blonde,
with green shades being a somewhat uncommon
variation.
32
Sins of Hyrule
Free
Alignment and Religion
Due to their divine creation by a spirit of good, kokiri are rarely evil, and Languages
those who do stray particularly far from good alignments only do so due Hylian
to outside interference. The childlike, carefree nature of the kokiri also Deku
leaves them disposed towards chaotic alignments, although nearly all Additional languages equal to your
kokiri respect the 'laws of the forest' laid down by the Great Deku Tree. Intelligence modifier (if it’s
Similarly, it is rare for a kokiri to worship anything other than their great positive). Choose from any
tree, but those who leave the forest may discover a wide pantheon of
languages to which you have
access (such as the languages
deities that appeal to their flighty nature. Due to their origin, many kokiri
prevalent in your region).
are aligned with Farore's virtue of Courage.
Names Traits
Kokiri names are universally simplistic, traditionally given by the Great 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 Low-light Vision
innate magical powers at some point in their lives, suggesting an You can see in dim light as though
unfathomable naming scheme of some kind. it were bright light and you ignore
the concealed condition due to dim
Sample Names light.
Dora, Doremi, Fado, Fugo, Mavu, Mido, Mila, Saria, Sosu, Tifa
Forest Fairy
Kokiri Heritages You were assigned a forest fairy
Choose one of the following kokiri heritages at 1st level. protector shortly after birth. You
gain a familair; this familiar has a
Fairyless Kokiri (Rare) fly speed of 25 feet, no land speed,
You are one of the rare few kokiri without their own fairy companion. is a fae instead of an animal, and
Perhaps it was slain, left willingly, or some more unusual circumstance always has the Speech ability.
deprived you of your fairy in the first place. You do not gain the Forest
Fairy ancestry feature. Instead, you gain an additional 1st level ancestry
You were created with the role of preserving your forest home's bounty,
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.
33
Sins of Hyrule
class, for example), you instead become trained in a Prerequisites you have a forest fairy familiar
skill of your choice. You also become trained in Kokiri Your fairy can reveal deceptions. Your forest fairy
Lore. familiar can cast faerie fire as an innate primal spell
KOKIRI WEAPON FAMILIARITY once per day.
FEAT 1
LEGEND OF ZELDA KOKIRI 13th Level
You have trained with the small arms suited to your ARBOREAL CREATION FEAT 13
child-like form. You are trained with blowguns,
LEGEND OF ZELDA KOKIRI
hatchets, shortbows, shortswords and slings.
In addition, you gain access to all uncommon kokiri Prerequisites Magical Woodshaping
weapons. For the purpose of determining your You can shape wooden items out of primordial energy
proficiency, martial kokiri weapons are simple instead of existing materials. You can cast creation as
weapons and advanced kokiri weapons are martial an innate primal spell twice per day.
weapons.
34
Sins of Hyrule
17th Level
GREAT TREE TRANSFORMATION FEAT 17
LEGEND OF ZELDA HEALING KOKIRI PLANT POLYMORPH
35
Sins of Hyrule
TODO - Labrynnian
Uncommon
Human with lots of urban and technologically focused feats
Heritages: Suburban,
36
Sins of Hyrule
TODO - Lizal
Uncommon
Base on Lizardfolk
Use dragonkin heritage as base for Aeralfos and Dinolfos heritages
Heritages: Aeralfos, Dinolfos, Geru
37
Sins of Hyrule
Rito (Uncommon)
The rito are an avian species of humanoids typically found on islands of the Great Sea
or 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 flight.
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 their Worship the patron deity of your people or a
transformation caused.
pantheon of deities related to your daily
activities.
Be boastful or prideful about your various skills
and talents.
Others Probably…
Expect you to make deliveries for them without
compensation.
Overestimate your inherent flying ability.
Misunderstand your history.
Physical Description
Depending on their heritage, a rito is either partially
or entirely covered in feathers, usually colored to
reflect 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.
Society
The majority of rito live in relatively small
communities known as roosts, tribes, or clans, each
led by an elder. Many rito communities also defer to a
patron entity, such as 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 profits
made to their home village. Music is an important part
of rito life, and it is often created to preserve their
ancestral history by telling it through song.
38
Sins of Hyrule
Rito names are similar to zora, with the two species having much contact Free
with each other over the ages thanks to them sharing the Great Sea as a
place to live. Languages
Hylian
Bedoli, Fyson, Kass, Komali, Medli, Nekk, Quill, Revali, Teba, Verla Additional languages equal to your
Intelligence modifier (if it’s
Rito Heritages positive). Choose from any
Choose one of the following rito heritages at 1st level. languages to which you have
access (such as the languages
Seabird Rito prevalent in your region).
You are a seabird rito, commonly found in island communities, possessing
only a partial covering of white plumage. Your people have developed the Traits
skills necessary to navigate the vast Great Sea. You are trained in Survival. Humanoid
You are a songbird rito, possessing bright plumage, a melodic singing
the voice is the only factor; if you are a master in Deception, you gain a
39
Sins of Hyrule
You trust the strength of your wings and can spread 5th Level
them to glide safely to the ground. As long as you can FLEDGLING FLIGHT FEAT 5
act, you take no damage from falling, no matter what
LEGEND OF ZELDA RITO
distance you fall.
Frequency once per round
RITO LORE FEAT 1 You can fly through the air in short bursts at half your
LEGEND OF ZELDA RITO land Speed. If you don't end your movement on solid
You're well connected to your clan and perhaps even ground, you fall at the end of your turn.
rito communities beyond your own, where you've RITO WEAPON TRADITION FEAT 5
learned about the land and techniques of graceful
LEGEND OF ZELDA RITO
movement. You gain the trained proficiency rank in
Acrobatics and Nature. If you would automatically Prerequisites Rito Weapon Familiarity
become trained in one of those skills (from your You can handle your rito weapons with ease.
background or class, for example), you instead become Whenever you critically hit using a rito weapon or one
trained in a skill of your choice. You also become of the weapons listed in Rito Weapon Familiarity, you
trained in Rito Lore. apply the weapon's critical specialization effect.
40
Sins of Hyrule
13th Level
FULLY FLIGHTED FEAT 13
LEGEND OF ZELDA RITO
41
Sins of Hyrule
Sheikah (Rare)
Founders of one of the oldest civilisations in Hyrule (and perhaps worlds beyond), the
sheikah have influenced 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.
Others Probably…
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 Hylians because
of your people's history.
Physical Description
Tall and slender, with light - often white - hair, pointed
ears and red eyes, the sheikah find it relatively easy to
pass for a hylian with little effort. However, their
bodies' supreme flexibility sets them apart from most
other humanoids.
Society
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.
42
Sins of Hyrule
passed down for hundreds of generations, though those who integrate Intelligence
with another community tend to adopt the traditional names of that Free
community in order to fit in.
Ability Flaw
Sample Names Constitution
Impa, Fanadi, Goma, Kasuto, Kohga, Miu, Purah, Sooga, Tutsuwa, Zuna
Your family were innovators of sheikah technology and you inherited Human
their knowledge of the ancient arts. You become trained in Crafting (or Sheikah
another skill if you were already trained in Crafting) and you gain the
Specialty Crafting skill feat for both Stonemasonry and Blacksmithing.
Low-Light Vision
Truthseeker Sheikah You can see in dim light as though
it were bright light and you ignore
Whether serving as advisors or working as fortune tellers, your lineage
the concealed condition due to dim
has always had a knack for divination. You gain object reading as an light.
innate occult spell that you can cast once per day.
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 effect, you get a critical success instead.
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 sheikah, you select from among the following ancestry feats.
43
Sins of Hyrule
SHADOWSTEP FEAT 1 You hear the voices of animals as speech and can
LEGEND OF ZELDA SHEIKAH
respond in turn. You can use Diplomacy to Make an
Impression on animals and to make very simple
You can move 5 feet farther when you take the Sneak
Requests of them. In most cases, wild animals will give
action, up to your Speed. In addition, as long as you
you time to make your case.
continue to use Sneak actions and succeed at your
Stealth check, you don't become observed if you end a 13th Level
Sneak action in dim light or darkness, as long as you
SHADOW CREATION FEAT 13
have cover or greater cover or are concealed at the
end of your turn. LEGEND OF ZELDA SHEIKAH
TODO - Twili
Rare
Base on Fetchlings
Heritages: Shadow (Deep Fetchling), Sol-Touched (Bright Fetchling), Resolute (Resolute Fetchling), Liminal
(Liminal Fetchling)
45
Sins of 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
fins that mimic the appearance of fine clothing. Zora are also known for their musical
aptitude, with some performances attended by visitors from miles around.
Physical Description
Standing at around 6 foot tall, zora possess several
distinctive features which vary based on their heritage
but all zoras possess fins, 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.
Society
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.
46
Sins of Hyrule
Swim 30 feet
Names
Zoras adopt names of one to three syllables, often with a lyrical or soft Ability Boosts
quality. Syllabic repetition is quite common, especially amongst ocean- Dexterity
Free
Sample Names
Cleff, Dento, Dorephan, Evan, Japas, Laruto, Lulu, Mikau, Mipha, Ralis, Ability Flaw
Rutela, Ruto, Sidon, Tijo, Toto Constitution
Zora
Lake Zora
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
Low-light Vision
You can see in dim light as though
amphibious nature. Both your land and swim Speeds are 25 feet.
it were bright light and you ignore
the concealed condition due to dim
River Zora light.
As a river zora you possess deep green (or sometimes blue) skin, have a
markedly more reptilian appearance compared to other zora, and can spit
fire. You can cast the produce flame cantrip as an innate primal cantrip at
Hydration
While you are an amphibious being
will. A cantrip is heightened to a spell level equal to half your level
equally as capable on land as in the
rounded up. In addition, you gain a +1 circumstance bonus to Stealth water, your body requires you to
checks to Hide underwater. return to aquatic environments at
least once in a 24-hour period. You
Ancestry Feats must submerge in water in order to
At 1st level, you gain one ancestry feat, and you gain an additional rehydrate your water-acclimated
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). skin. If you fail to do this, your skin
As a zora, you select from among the following ancestry feats. begins to crack and your gills
become painful. After the first 24
1st Level hours outside of water, you take a –
BLADED FINS FEAT 1 1 status penalty to Fortitude saves.
After 48 hours, you struggle to
LEGEND OF ZELDA ZORA breathe air and begin to suffocate
You possess sharp, bladed fins along your arms, which make for powerful until returned to water.
weapons. You gain a bladed fin unarmed attack which deals 1d6 slashing
damage, has the finesse trait and is in the brawling weapon group.
47
Sins of Hyrule
You are able to emit electricity from your body as an You are a zora blessed with the musical talent of your
offensive maneuver. You can cast electrical field (from forebears. You become trained in Performance. If you
this document) as an innate primal cantrip, except the would automatically become trained in Performance
spell only has somatic components and you may use (from your background or class, for example), you
your class DC instead of your spell DC for determining instead become trained in a skill of your choice. You
the spell's Reflex DC. A cantrip is heightened to a spell gain the Virtuosic Performer feat for two of the
level equal to half your level rounded up. following: Dance, Keyboards, Percussion, Singing or
Strings.
EXPERT DIVER FEAT 1
LEGEND OF ZELDA ZORA
ZORAN WEAPON FAMILIARITY FEAT 1
Even amongst the zora, you excel at diving gracefully LEGEND OF ZELDA ZORA
into the water. You take no falling damage as long as You favour the graceful weaponry of the zoran people.
you land in water that is at least 10 feet deep, no You are trained with falchions, rapiers, spears and
matter how far you fell. tridents.
48
Sins of Hyrule
9th Level
ELECTRICAL BARRIER FEAT 9
UNCOMMON LEGEND OF ZELDA ELECTRICITY EVOCATION
PRIMAL ZORA
13th Level
AQUATIC CAMOUFLAGE FEAT 13
LEGEND OF ZELDA ZORA
REHYDRATION FEAT 13
LEGEND OF ZELDA PRIMAL TRANSMUTATION WATER ZORA
Backgrounds
The following backgrounds are available to characters in the Sins of Hyrule setting.
Normally when the Wind Fish awakens from his One of the sages of Hyrule took you under their wing
dreaming, his dream and everything in it vanishes, to teach you what you need to know to become the
however occasionally a dreamed entity possesses a next sage. You have been sent out to gain experience
will strong enough to escape the dream world. You are in the world or are on a mission to retrieve an
one such 'dreamborn' creature, a newcomer to the 'real' important artifact for your master.
world.
Choose two ability boosts. One must be to Intelligence
Choose two ability boosts. One must be to Wisdom or or Wisdom, and one is a free boost.
Charisma, and one is a free boost.
You're trained in the Arcana skill, and a Lore skill
You're trained in the Performance skill, and the Wind relevant to your sage domain (such as Volcano Lore for
Fish Lore skill. You gain the Dream trait and the the Sage of Fire or Lake Lore for the Sage of Water).
Dubious Knowledge skill feat. You gain the Arcane Sense skill feat.
50
Sins of Hyrule
Feats
New and Modified Ancestry Feats
The following ancestry feats are provided for the various ancestries to make them feel more Zelda-like. A trait
that corresponds to the Zelda ancestry name will be provided instead of the base game ancestry name, refer to
the conversion table of 5e races to Pathfinder 2e ancestries as needed.
Some ancestry feats will be modified to make them slightly better than core.
Tragedi's Ancestries of Hyrule may also be used for the various ancestries, though it will not cover certain
ancestries that are specific to the Sins of Hyrule setting such as Labrynnians.
1st Level
LABRYNNIAN WEAPON FAMILIARITY FEAT 1
UNCOMMON LEGEND OF ZELDA HUMAN LABRYNNIAN
9th Level
MULTITALENTED FEAT 9 (MODIFIED)
HUMAN
13th Level
SHADOW TRANSPORTATION FEAT 13
LEGEND OF ZELDA TWILI
Cleric Feats
2nd Level
SPITEFUL HEALING FEAT 2
CLERIC HOMEBREW
Monk Feats
6th Level
STANCE DANCER FEAT 6
MONK HOMEBREW
Ranger Feats
1st Level
CROSSBOW ACE FEAT 1 (MODIFIED)
RANGER
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Sins of Hyrule
Archetypes
Free Archetype Fighter and Monk Archetype
The Free Archetype variant described in the The stat requirement for selecting fighter or monk
Gamemastery Guide on page 194 is in full effect for archetype dedication is relaxed to be Strength 14 or
the Sins of Hyrule campaign setting, with the Dexterity 14, rather than needing to have both at 14.
limitation on number of archetype feats that scale This helps facilitate builds that may use less Strength
being equal to half the character's level intact. or Dexterity.
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The following archetype feats are added to archetypes Prerequisites expert in Crafting, Pirate Dedication
or modified from their original version, usually to buff Frequency once per hour
weaker feats. Requirements You are inside a ship.
Pirate Archetype Feats The ship's carpenter is it's most important member,
These new feats for the pirate archetype seek to better because the wood is the only thing keeping the water
embody a seafarer adventurer who lives their life on a OUT of the ship, and it must stay that way. You Repair
ship at sea. the vehicle, using 3 actions instead of the normal time
to Repair. You heal the ship additional hit points equal
These feats are taken from
https://scribe.pf2.tools/v/OfbHSy0w-pirate-archetype to it's level. The target of the Repair also doesn't need
to be in a flat surface for this.
Changes to Pirate Archetype Dedication
Special If you have the Quick Repair skill feat, Repair
Add the following line to the text of the Pirate the Vessel becomes a two action activity. If you
Archetype Dedication: "You also are not affected by have the Quick Repair skill feat and are also a
the penalty to attacks made in a moving vehicle, as Master in Crafting, Repair the Vessel becomes a
long as that vehicle has a swim speed." single action.
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Prerequisites Pirate Dedication, any level of addiction Critical Success You land safely at the top of the mast
to alcohol and can immedietly Stride once.
Frequency once per minute Success As Critical Success, but you don't Stride.
A pirate is nothing without a good rum every night, Failure The rope is cut and you stay in the ground,
that's why you have it with you every night, day, and failing to climb the mast.
every time inbetween. Interact to draw a bottle of Critical Failure You climb up the mast and then fail to
alcohol from somewhere in your person, even if you stand on it, falling to the deck where you started.
don't normally have it. You cannot sell this bottle, as Take fall damage based on the height of the fall.
many merchants would not buy a strange bottle of SLEEP WITH THE FISHES FEAT 8
mysterious liquid. Also, you gain a +2 circumstance
ARCHETYPE EMOTION HOMEBREW
bonus to saving throws against alcohol's effects or
Prerequisites Pirate Dedication
addiction to alcohol and you cannot die due to the
Requirements You have a restrained creature within
effects of the 8th stage of alcohol poison, falling into a
melee range and they are within 5 feet of a fall to
coma for a week instead.
the ocean.
CANNONEER FEAT 6 Pirates always love a good death, be it the death of an
ARCHETYPE HOMEBREW enemy pirate or of a rascal within their own ship.
Prerequisites Pirate Dedication Attempt to Shove the restrained creature in the
You are used to helping fire cannons inside of a ship, direction of the ocean. The Shove gains the
your aim has adapted to the movement of the ocean in incapacitation trait and, if you Fail to Shove the
a way that you are immune to it's negative side creature, it can immediatly try to Escape or Force
effects. While Launching a siege weapon inside of a Open it's bonds. If you Successfully Shove the
ship, the attack is not affected by the penalty to creature, until the start of daily preparations, you,
attacks made inside of a moving vehicle. your allies and all hirelings under your service gain a
+2 status bonus to all skill checks inside of a ship.
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Sins of Hyrule
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Sins of Hyrule
Magic
Magic Changes
The following is a controversal change, as it makes prepared casters work like they do in 5e and thus become far
more powerful. Spontaneous casters should be given some compensation if this is used. The primary reason for
allowing this is for players who dislike the traditional Vancian casting system where one loses a spell once it's
cast, thus necessitating preparing a spell multiple times to use it multiple times.
Flexible Preparation
All classes that traditionally use prepared spellcasting (such as druids, wizards, and witches) may use the Flexible
Preparation class archetype from Secrets of Magic freely without the reduction in spell slots. That means you
can cast three spells per spell level per day rather than two as with the normal Flexible Preparation class
archetype.
Spontaneous casters are given the following ability if at least one player uses the above spellcasting variant, to
compensate for the shift in power that results when giving prepared spellcasters a more spontaneous casting
style.
All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by
casting it from a higher-level spell slot, up to the maximum level of a spell you can cast. You can similarly cast
any of its lower-level versions without learning them separately.
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Sins of Hyrule
Homebrew Spells
The following spells are added to the relevant spell lists, which are all conversions of certain 5e spells or Zelda-
themed spells. Others are added simply to fill up certain niches, such as more offensive elemental spells.
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Sins of Hyrule
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Sins of Hyrule
Traditions primal
Cast somatic, verbal
Range 30 feet; Area 20-foot burst
Saving Throw Will; Duration 10 minutes
You fill an area with the primal energies of the Fae
Realm of Tarm, strengthening its bonds to the natural
world and deterring the unnatural. Aberrations, fiends,
and undead within or entering the area must attempt a
Will save when the spell is cast or when the creature
first enters the area. It uses the results of this initial
save if it leaves and reenters the area.
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Sins of Hyrule
Equipment
Magic Items
BOMBOS MEDALLION ITEM 15
RARE EVOCATION FIRE LEGEND OF ZELDA MAGICAL
Price 7,000 gp
Usage held in 1 hand; Bulk L
Appearing as a small golden disc decorated with a swirling flame, a bombos medallion contains the concentrated
power of a massive explosion.
Activate command, envision, Interact; Frequency once per day; Effect Holding the medallion out in front of
you, you unleash its fiery power. This has the effects of 5th-level fireball, except the area is a 60-foot
emanation, with a DC of 34.
Price 150 gp
Usage worn shoes; Bulk L
These lightweight boots seem to shimmer slightly, almost as if they are moving of their own accord.
Activate Trigger Your turn begins; Frequency once per day; Effect You gain one additional action this turn
that can only be used to Stride or Strike.
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 command, envision, Interact; Frequency once per day; Effect Raising the medallion to the sky, you
call down a sudden freezing storm. Every creature in a 60-foot emanation is dealt 4d8 electricity and 4d8 cold
damage, subject to a basic Reflex save against 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).
Price 160 gp
Usage worn headwear; Bulk L
Created in the image of the artifact Ezlo's Mage's Hat, gnat hats are pointed caps infused with magic capable of
shrinking anyone down to the size of a minish.
Activate command, envision; Frequency once per day; Effect 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.
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Sins of Hyrule
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 envision; Frequency twice per day; Effect 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.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Craft Requirements Supply one casting of all listed levels of all listed spells.
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Sins of Hyrule
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Craft Requirements Supply one casting of all listed levels of all listed spells.
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 command, envision, Interact; Frequency once per day; Effect Lowering the medallion to the
ground, you cause the earth below you to tremble. This has the effects of 6th-level shockwave, except the
area is a 120-foot emanation, with a DC of 34.
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Sins of Hyrule
Magic Armor
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Sins of Hyrule
Magic Weapons
GALE BOOMERANG WEAPON 3
UNCOMMON AIR EVOCATION LEGEND OF ZELDA 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 flames and carries loose unattended objects of light bulk
or less with it as it flies.
Price 480 gp
Usage held in 2 hands; Bulk 3
This massive +1 striking thundering maul is popular among goron warriors. If you are a goron, you may wield this
weapon in one hand, reducing its damage die to 1d8 when you do so.
Activate interact; Frequency once per hour; Effect You slam the hammer into the ground, creating the effects
of the shockwave spell with a DC of 20.
NECROSCIMITAR WEAPON 18
UNIQUE ARTIFACT DEATH HOMEBREW INVESTED MAGICAL MALICE NECROMANCY
Activate command; Frequency once per day; Effect Your next Strike rends the soul from a living creature. That
creature must attempt a DC 38 Fortitude saving throw. If the attack was a critical hit, the creature uses an
outcome one degree of success worse than the result of its saving throw.
Critical Success The creature is unaffected.
Success The creature is clumsy 1 and enfeebled 1 for 1 round.
Failure The creature is clumsy 2 and enfeebled 2 for 1 round.
Critical Failure The creature is clumsy 2 and enfeebled 2 and takes a -10 foot penalty to all Speeds for 1 minute.
Price 50 gp
Usage held in 2 hands; Bulk 2
This +1 longspear is common among foot soldiers as an anti-cavalry weapon. This weapon deals an additional 2
piercing damage to mounted creatures and their mounts.
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Sins of Hyrule
Price 100 gp
Usage etched onto a weapon
This weapon is empowered by flickering flame. The weapon deals an additional 1d4 fire damage on a successful
Strike.
NOTE: This is a lesser version of the Flaming property rune that only deals extra fire damage and has no critical
effect.
Price 100 gp
Usage etched onto a weapon
This weapon is empowered with freezing ice. It deals an additional 1d4 cold damage on a successful Strike.
NOTE: This is a lesser version of the Frost property rune that only deals extra cold damage and has no critical effect.
MALICIOUS RUNE 11
EVOCATION LEGEND OF ZELDA MAGICAL MALICE
Price 1,400 gp
Usage etched onto a weapon without a radiant rune
A malicious rune instills the power of malice into the etched weapon. A weapon with this rune deals an
additional 1d6 malice damage when it hits a target without the Anti-Triforce trait. If you do not have the Anti-
Triforce trait, you are enfeebled 2 while carrying or wielding this weapon.
Activate command; Frequency once per day; Trigger You critically succeed at an attack roll against a creature
with the weapon; Effect The target takes persistent bleed damage equal to 1d8 per weapon damage die of the
etched weapon.
NOTE: This is the Unholy property rune reflavored for this campaign.
RADIANT RUNE 11
EVOCATION LEGEND OF ZELDA MAGICAL RADIANCE
Price 1,400 gp
Usage etched onto a weapon without a malicious rune
Radiant weapons channel the light of the Triforce. A weapon with this rune deals an extra 1d6 radiant damage
against targets with the Anti-Triforce trait. If you have the Anti-Triforce trait, you are enfeebled 2 while carrying
or wielding this weapon.
Activate command; Frequency once per day; Trigger You critically succeed at an attack roll against a creature
with the Anti-Triforce trait with the weapon; Effect You regain HP equal to double the creature's level. This is a
Triforce Undivided, positive, healing effect.
NOTE: This is the Holy property rune reflavored for this campaign.
Price 100 gp
Usage etched onto a weapon
Electric arcs crisscross this weapon, dealing an extra 1d4 electricity damage on a hit.
NOTE: This is a lesser version of the Shock property rune that only deals extra electricity damage and has no critical
67
effect.
SMASHING RUNE 5
EVOCATION HOMEBREW MAGICAL
Price 150 gp Sins of Hyrule
Usage etched onto a bludgeoning melee weapon
Sins of Hyrule Homebrew Notes
A smashing weapon creates powerful overhead strikes thundering towards the ground, dealing an extra 1d6
bludgeoning damage to prone creatures. On a critical hit, the prone target is stunned 1.
Spell Foci and Spell Runes RUNE OF COLD SPELL POTENCY RUNE 5+
VENOM RUNE 3
These are new items or runes designed to enhance a UNCOMMON EVOCATION MAGICAL HOMEBREW
spellcaster's
EVOCATION magic. Some
HOMEBREW MAGICALguiding
POISON rules will be
Usage etched onto a spell focus, staff, or wand
presented
Price 55 gp here.
Magical enhancements on this spell focus assist with
Cantrips
Usage etched ontoshould get Item Bonuses to Attack: +1
a weapon
at level 5, +2 at level 13, +3 at level 17
channeling magical energies. Spell attack rolls with
A venom weapon faintly glows purple. The weapon deals an additional
spells 1 poison
that have damage.
the Cold trait while holding this focus
Spell Attacks in general might get the same
Trait foci and runes is the main idea, such as "+1 gain a +1 item bonus.
Activate envision; Requirement Your last action was a successful strike; Effect The glow on the weapon shines
to all Cold
a vibrant violet spells."
aura. TheSome
targetfoci
mustand runes atmay
succeed a DC 16 Fortitude savingthethrow
You can upgrade coldorspell
takepotency
1d4 persistent poison
rune already
boost multiple traits or a whole school of magic.
damage.
Universal foci and runes will not exist, but if they etched on a focus to a stronger version, increasing the
do, it will be +1 at most at level 13. values of the existing rune to those of the new rune.
Bonuses to DC will be limited to +1 at level 13, You must have the formula of the stronger rune to do
due to them relying more on degrees of success so, and the Price of the upgrade is the difference
rather than binary hit or miss. between the two runes' Prices.
Fundamental Spell Runes Type +1 cold spell potency; Level 5; Price 160 gp; Craft
Requirements You are an expert in Crafting and can
RUNE OF ACID SPELL POTENCY RUNE 5+ cast spells with the Cold trait.
UNCOMMON EVOCATION MAGICAL HOMEBREW Type +2 cold spell potency; Level 13; Price 1,065 gp;
Usage etched onto a spell focus, staff, or wand Craft Requirements You are a master in Crafting and
Magical enhancements on this spell focus assist with can cast spells with the Cold trait.
channeling magical energies. Spell attack rolls with The item bonus to spell attack rolls with spells that
spells that have the Acid trait while holding this focus have the Cold trait is +2.
gain a +1 item bonus. Type +3 cold spell potency; Level 17; Price 14,500 gp;
Craft Requirements You are legendary in Crafting
You can upgrade the acid spell potency rune already and can cast spells with the Cold trait.
etched on a focus to a stronger version, increasing the The item bonus to spell attack rolls with spells that
values of the existing rune to those of the new rune. have the Cold trait is +3.
You must have the formula of the stronger rune to do
so, and the Price of the upgrade is the difference
between the two runes' Prices.
Type +1 acid spell potency; Level 5; Price 160 gp; Craft
Requirements You are an expert in Crafting and can
cast spells with the Acid trait.
Type +2 acid spell potency; Level 13; Price 1,065 gp;
Craft Requirements You are a master in Crafting and
can cast spells with the Acid trait.
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Sins of Hyrule
RUNE OF ELECTRICITY SPELL POTENCY RUNE 5+ RUNE OF FIRE SPELL POTENCY RUNE 5+
UNCOMMON EVOCATION MAGICAL HOMEBREW UNCOMMON EVOCATION MAGICAL HOMEBREW
Usage etched onto a spell focus, staff, or wand Usage etched onto a spell focus, staff, or wand
Magical enhancements on this spell focus assist with Magical enhancements on this spell focus assist with
channeling magical energies. Spell attack rolls with channeling magical energies. Spell attack rolls with
spells that have the Electricity trait while holding this spells that have the Fire trait while holding this focus
focus gain a +1 item bonus. gain a +1 item bonus.
You can upgrade the electricity spell potency rune You can upgrade the fire spell potency rune already
already etched on a focus to a stronger version, etched on a focus to a stronger version, increasing the
increasing the values of the existing rune to those of values of the existing rune to those of the new rune.
the new rune. You must have the formula of the You must have the formula of the stronger rune to do
stronger rune to do so, and the Price of the upgrade is so, and the Price of the upgrade is the difference
the difference between the two runes' Prices. between the two runes' Prices.
Type +1 electricity spell potency; Level 5; Price 160 gp; Type +1 fire spell potency; Level 5; Price 160 gp; Craft
Craft Requirements You are an expert in Crafting Requirements You are an expert in Crafting and can
and can cast spells with the Electricity trait. cast spells with the Fire trait.
Type +2 electricity spell potency; Level 13; Price 1,065 Type +2 fire spell potency; Level 13; Price 1,065 gp;
gp; Craft Requirements You are a master in Crafting Craft Requirements You are a master in Crafting and
and can cast spells with the Electricity trait.
can cast spells with the Fire trait.
The item bonus to spell attack rolls with spells that The item bonus to spell attack rolls with spells that
have the Electricity trait is +2. have the Fire trait is +2.
Type +3 electricity spell potency; Level 17; Price 14,500 Type +3 fire spell potency; Level 17; Price 14,500 gp;
gp; Craft Requirements You are legendary in Craft Requirements You are legendary in Crafting
Crafting and can cast spells with the Electricity and can cast spells with the Fire trait.
trait.
The item bonus to spell attack rolls with spells that
The item bonus to spell attack rolls with spells that have the Fire trait is +3.
have the Electricity trait is +3.
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RUNE OF NEGATIVE SPELL POTENCY RUNE 5+ RUNE OF POSITIVE SPELL POTENCY RUNE 5+
RARE EVOCATION MAGICAL HOMEBREW RARE EVOCATION MAGICAL HOMEBREW
Usage etched onto a spell focus, staff, or wand Usage etched onto a spell focus, staff, or wand
Magical enhancements on this spell focus assist with Magical enhancements on this spell focus assist with
channeling magical energies. Spell attack rolls with channeling magical energies. Spell attack rolls with
spells that have the Negative trait while holding this spells that have the Positive trait while holding this
focus gain a +1 item bonus. focus gain a +1 item bonus.
You can upgrade the negative spell potency rune You can upgrade the positive spell potency rune
already etched on a focus to a stronger version, already etched on a focus to a stronger version,
increasing the values of the existing rune to those of increasing the values of the existing rune to those of
the new rune. You must have the formula of the the new rune. You must have the formula of the
stronger rune to do so, and the Price of the upgrade is stronger rune to do so, and the Price of the upgrade is
the difference between the two runes' Prices. the difference between the two runes' Prices.
Type +1 negative spell potency; Level 5; Price 160 gp; Type +1 positive spell potency; Level 5; Price 160 gp;
Craft Requirements You are an expert in Crafting Craft Requirements You are an expert in Crafting
and can cast spells with the Negative trait. and can cast spells with the Positive trait.
Type +2 negative spell potency; Level 13; Price 1,065 Type +2 positive spell potency; Level 13; Price 1,065
gp; Craft Requirements You are a master in Crafting gp; Craft Requirements You are a master in Crafting
and can cast spells with the Negative trait.
and can cast spells with the Positive trait.
The item bonus to spell attack rolls with spells that The item bonus to spell attack rolls with spells that
have the Negative trait is +2. have the Positive trait is +2.
Type +3 negative spell potency; Level 17; Price 14,500 Type +3 positive spell potency; Level 17; Price 14,500
gp; Craft Requirements You are legendary in gp; Craft Requirements You are legendary in
Crafting and can cast spells with the Negative trait.
Crafting and can cast spells with the Positive trait.
The item bonus to spell attack rolls with spells that The item bonus to spell attack rolls with spells that
have the Negative trait is +3. have the Positive trait is +3.
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New Weapons
Weapon Descriptions
Ball and Chain: Little more than a heavy metal ball attached to a long chain, this weapon is nonetheless
incredibly difficult to use both for the strength required to lift it and the skill required to manipulate its
momentum safely.
Boomerang: Special weapons used most commonly by forest dwellers, boomerangs are curved wooden
weapons that return to the hand after being thrown.
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.
Demoncarver: These circular blades are 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 ring 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 deliver
vicious blows from a safe distance.
Scalespear: A unique kind of zoran spear, the scalespear has a tip shaped like a fish's tail and is used to break
the scales of the zoras' aquatic enemies. Due to the difficulty of slashing weapon underwater, they are usually
relegated only to the best zoran warriors.
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 deflect attacks when raised.
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.
Whipscepter: Appearing as an ornate scepter like those wielded by wizzrobes, the whipscepter is an advanced
weapon that can be reconfigured into the form of a flail to hamper foes.
New Trait
Returning: This weapon returns to your hand automatically after being thrown as long as you spend an
additional action to angle the weapon before throwing it.
MELEE WEAPONS
Martial Weapons Price Damage Bulk Hands Group Weapon Traits
Demoncarver 3gp 1d6 S 1 1 Knife Deadly d8, Disarm, Shiekah, Uncommon, Versatile P
Scalespear 3gp 1d8 S 2 2 Polearm Backswing, Parry, Reach, Uncommon, Zora
Spear Parasol 5gp 1d6 P 1 1 Spear Concealable, Hylian, Parry, Uncommon
War Bell 6gp 1d8 B 2 2 Club Forceful, Nonlethal, Shove, Uncommon
Advanced Weapons Price Damage Bulk Hands Group Weapon Traits
Ball and Chain 8gp 1d10 B 3 2 Flail Hylian, Reach, Sweep, Uncommon
Boomerang Blade 5gp 1d6 S 1 1 Sword Agile, Finesse, Lizal, Returning, Thrown 20 ft., Uncommon
Drillshaft 12gp 1d10 P 2 2 Spear Fatal d12, Forceful, Goron, Reach, Uncommon
Whipscepter 10gp 1d6 B 1 1 Modular Backswing, Deadly 1d10, Modular (Club or Flail), Uncommon
RANGED WEAPONS
Martial Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Boomerang 1gp 1d4 B 30 ft. — L 1 Sling Agile, Nonlethal, Propulsive, Returning, Thrown
71