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Sins of Hyrule

Sins of Hyrule Homebrew Notes

Sins of Hyrule Homebrew


A collection of homebrew notes and variant rules for the Sins of Hyrule campaign
setting. Includes some setting details as well.

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

Sins of Hyrule Homebrew Notes

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

Feats Core Rules


Added Firearm Ace as a modified feat from the Added Malice and Radiance as key terms and
Gunslinger playtest to match with the modified traits.
Crossbow Ace feat. Clarified that the Triforce Undivided alignment is
the "neutral" of the Triforce alignments.
Magic
Removed the Dragon's Breath spell in favor of
Feats
keeping Dinraal's Breath. Added the Boomerang Fins Zora ancestry feat.
Converted the Zone of Tarm spell from the 5e Magic
Sins of Hyrule document
Added the Malicious Flame and Radiant Flame
Equipment cantrips.
Added the Umbraturgy cantrip.
Added Smashing property rune
Equipment
Added Boots of Speed, taken from
u/Lynxes_are_ninjas on Reddit.
Added Megaton Hammer.
Modified the Necroscimitar to be an artifact, add
drained 3 and increased enfeebled to 3 if wielder 2
is good, and specified the conditions under which
a slain creature can be restored to life.
Sins of Hyrule Added the Malicious and Radiant runes as
reflavored Unholy and Holy runes respectively.
Sins of Hyrule Homebrew Notes

28th May 2021 20th August 2021


Core Rules Core Rules
Added Rules Clarification subsection Modified rule of the bane rune from Secrets of
Added clarification that a player can do specific Magic to fit the campaign
actions without the feat that normally enables it,
just that the DC will be higher if he or she does Magic
so. Removed homebrew Scorching Ray now that
Secrets of Magic has an official Scorching Ray
2nd June 2021 spell available.
Reworded Heightened Spells Modification based
Feats on the Summoner's Unlimited Signature Spells
Added the following ancestry feats, from Reddit's feature.
u/Tragedi's Ancestries of Hyrule: Acute Hearing,
Mighty Punch, Rapid Miner, Bladed Fins, Surge 11 September 2021
Swimmer, Boomerang Fins, and Dolphin Dive
Setting Details
Setting Details Provided more descriptions of various regions of
Split languages into common, uncommon, and the setting.
rare languages
17 October 2021
13th June 2021
Feats
Magic Removed Firearm Ace feat as it is no longer a
Tweaked Magnesis to be more of a control spell feat in Guns & Gears from the playtest
than a damage spell and made work similarly to
the Disarm action. 18 October 2021

26th June 2021 Magic


Renamed Lightning Field to Electrical Field and
Setting Details reworded the spell.
Added (well copied) description of Labrynna
from Hyrule Conquest, which is the basis for this 19 October 2021
setting Core Rules
Feats Added additional clarification about the human
Added the Stonescent feat for Gorons from ancestries of Zelda: Hylian, Ordonan,
u/Tragedi's Ancestries of Hyrule Labrynnian, Sheikah, and Gerudo

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

Sins of Hyrule Homebrew Notes

7 November 2021 27 May 2022


Equipment Ancestries
Added the Ice Rod as a Staff of Ice. Added Replenishing Hydration and Water
Dancer feats to Zora ancestry, taken from the
26 March 2022 Azarketi ancestry
Ancestries Feats
Added Consult the Stars feat to Sheikah ancestry, Added Ranged Fury feat for Barbarians
reflavoring the Saoc Astrology feat for humans. Added more feats for the Pirate Archetype,
Added Shadow Creation feat to Sheikah, originally created by r/Theuzz-Ma on Reddit
reflavoring the Shadow Pact feat for humans. Added Spiteful Healing feat for Clerics, originally
created by r/Impr0phet on Reddit
25 May 2022
Added Stance Dancer feat for Monks, originally
Equipment created by r/Impr0phet on Reddit
Added lesser versions of the Flaming, Frost, and
Shock property runes at level 4 to fuel the fantasy
Magic
of having elemental weapons earlier than level 8 Added Dinraal's Breath and Naydra's Breath to
the divine spell list to better represent them as
gifts from deities, the Rare tag should still
prevent any divine caster from taking them

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

Sins of Hyrule Homebrew Notes

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.

Ideally the following ancestries would be heritages for


    Malice: The malice trait is usually associated with the
Pathfinder 2e humans: Hylian, Labrynnian, Gerudo,
Anti-Triforce alignment trait and almost always derived
and Sheikah. However they are presented in this
from the powers of the Dark Realm. It is the antithesis
document as separate ancestries.
of the force of Creation, known as Radiance, that stems
For purposes of ancestry feat access, these four from the Triforce. Malice is generated from the darkest
ancestries are all considered humans and may select depths of one's heart. The use of items or spells with the
any human ancestry feat, though some may need to Malice trait risk tainting the heart, driving the user into
have the flavor changed to fit the Sins of Hyrule darkness.

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.

types of humanoids (such as hylians). It still cannot


        Radiance: The radiance trait is associated with the
have humanoids in general as chosen.
light of the Triforce and the Golden Goddesses. It is the
Hero Points antithesis of the Dark Realm's malice, being the energy
All Hero Points gained during a session persist of Creation itself. A creature of the Dark Realm that uses
between sessions, keeping to the maximum of 3 Hero an item or spell with the radiance trait risks burning
Points at any one time. itself out of existence entirely.

Shields
All shields gain the Shove trait by default.

5
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Alignment Variant Courage


The Sins of Hyrule campaign setting uses the Variant Those who never give up in the face of adversity, who
Alignment rule as listed in the Gamemastery Guide on try over and over again until they suceeed despite all
pages 184 and 185. Specifically it uses a new odds will be Courage-aligned.
alignment system called the Triforce Alignment, and it
A character who embraces Courage charges into
uses a different set of damage types to alignment
danger to save others. He or she braves the deepest
damage.
dungeons and foulest crypts in order to secure the
Triforce Alignment tools to combat evil, and he or she regularly throws
himself or herself into battle with monsters ten times
While creatures may still be labeled as Good, Evil,
his or her own size. Courage can also be displayed by
Lawful, or Chaotic, these alignments merely describe
those deemed evil for their actions. Any villain with a
how a creature may act. They are descriptive, not
strong code of honor, or at least a strong set of
prescriptive, and thus will have no mechanics tied to
standards, could be considered to be acting
them (with very few exceptions). The Triforce
courageously.
alignments, of which there are five, are added on top
of normal alignments, and have mechanics tied to Triforce Undivided
them instead. All classes that require an alignment, Those who strike a balance between all three sides of
such as clerics and champions, may select a Triforce
the Triforce are considered Triforce Undivided.
alignment, barring Anti-Triforce, to uphold instead,
Normally this results from someone who upholds the
adjusting edicts and anathema as necessary.
Golden Goddesses' will in ensuring the Light World
Power persists. It is also the most "neutral" alignment of all
the Triforce alignments, so a creature under the effects
Those who believe in might makes right, brute
of undetectable alignment would appear as Triforce
strength, and other shows of power will be Power-
Undivided.
aligned.

A character who embraces Power seeks out challenges. Anti-Triforce


They don't just like conflict, they crave it. They need
PLAYER RESTRICTION
it. At its most generous, one who is aligned is Power
This alignment is strictly reserved for demons of the
would revel in action and adventure, and relish being
Dark Realm and certain very nihilistic NPCs and is not
able to match their strengths against another, all for
recommended to be a player choice.
the sheer thrill of being the best in the world. At its
darkest, a Power-aligned character seeks to use their Those of Anti-Triforce alignment view the very act of
power to dominate others. Creation to be anathema and thus are always looking
for ways to disrupt the Triforce's power to uphold
Wisdom
reality and return everything to the timeless and
Those who favor logical solutions to problems, the use
formless chaos of the Dark Realm.
of intelligence, and battles of wits will be Wisdom-
aligned. This alignment is the closest the setting has to an
absolute Evil alignment, as being Anti-Triforce is
A character who embraces Wisdom is considered to be
tantamount to being anti-existence, as the Triforce
clever, ingenious, wise, or insightful. Little details can
itself is what holds up the reality that is Hyrule.
be used to deduce great truths by these individuals, or
prudent decisions may be apparant to them even in the Aligned Damage
midst of emotional turmoil. At its best, one who is The former Good and Evil damage types are instead
aligned with Wisdom uses knowledge about his or her replaced with the more generic damage types of
foes to devise plans well in advance that will assure Radiant (in place of Good) and Malice (in place of
their downfall, even when he or she is captured or Evil) damage types. The Lawful and Chaotic damage
incapacitated. At its worst, Wisdom can become
types are removed entirely.
tainted with avarice, arrogance, or simply cruelty.
Both Radiant and Malice damage can harm creatures
of any alignment, though Malice damage may deal
extra damage to those not of Anti-Triforce alignment
and Radiant damage may deal extra damage to those
of Anti-Triforce alignment.

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

Sins of Hyrule Homebrew Notes

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.

CLASSES AND SUBCLASSES


5e Class - Subclass PF 2e Class - Archetype
Hyrulean Fighter - Brute Fighter or Barbarian
Hyrulean Fighter - Darknut Fighter with Bastion or Sentinel archetype
Hyrulean Fighter - Marksman Fighter, Ranger, or Gunslinger (optionally with Archer archetype)
Hyrulean Fighter - Spellsword Fighter with Sorcerer or Wizard archetype, Magus
Hyrulean Fighter - Tunic Fighter (optionally with any martial archetype)
Opportunist - Assassin Rogue or Monk with Assassin archetype
Opportunist - Garo Monk with Sorcerer or Wizard archetype
Opportunist - Mystic Nomad Monk with Shadowdancer archetype
Opportunist - Skirmisher Ranger with Monk archetype or Monk with Ranger archetype
Researcher - Technomancer Wizard with Talisman Dabbler or Inventor archetype, Inventor with Wizard archetype
Researcher - Witch Alchemist or Wizard with Poisoner archetype, Witch
Researcher - Wizzrobe Sorcerer with Fire, Water, or Air Elemental bloodline, Wizzrobe* archetype
Sage - Earth Sorcerer with Earth Elemental bloodline
Sage - Fire Sorcerer with Fire Elemental bloodline
Sage - Forest Sorcerer with Fey bloodline or Druid
Sage - Light Sorcerer with Angelic bloodline or Cleric
Sage - Shadow Sorcerer with Shadow bloodline
Sage - Spirit Sorcerer with Draconic bloodline
Sage - Water Sorcerer with Water Elemental bloodline
Sage - Wind Sorcerer with Air Elemental bloodline
Scion - Dragon Dragon Instinct Barbarian (optionally with Dragon Disciple archetype)
Scion - Fairy Druid with Cleric or Champion archetype
Scion - Poe Sorcerer with Undead bloodline or Witch with Curse patron theme
The following ancestries are recommended to be used for a quick conversion. Homebrew ancestry feats will be
detailed later to give each ancestry a more Zelda feel as needed. Blins and lizalfos will be allowed as a playable
ancestry this time around as well, though a player should be aware of the possible repercussions of playing a
more monstrous race in civilized society.

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

Sins of Hyrule Homebrew Notes

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

Sins of Hyrule Homebrew Notes

The Light World


The primary Material Realm for the Sins of Hyrule setting is called the Light World. Hyrule is both the name of
the most populous kingdom and the continent.

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.

9
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

Kokiri Forest and Faron Woods


East of Hyrule and Ordona lies the great Kokiri Forest, the only place where the ancient Deku Trees can be
found over Hyrule. It used to be the home of the great Huskus Empire, until the war with the Gohma devastated
their race and reduced their race to a handful of survivors living deep in Palagard's Sanctuary. The Kingdom of
Hyrule ruled this land for a period of time, but it was never prosperous because of its remote location until the
Kokiri Bandits annexed it and later got transformed into the Kokiri by the Great Deku Tree.

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
conflicts World
between the that exists
Ocean at the
Blins. Thevery edgesand
Anouki of the
light
Yook ofshare
the Triforce.
control ofAsthesuch it is
Isles of covered
Frost, a insmaller,
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
the Anouki protection
ice shelf.from
The sunlight
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
of Twilight of the
saidvestigial Cobble
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.

Fae Realm of Tarm


The realm of the fae is a highly mutable and constantly changing realm. Those who visit Tarm are constantly at
risk at becoming forever lost in the ever-changing structures and landscape without having a fairy guide. The
Great Fairies are the lords of this realm.

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.

11
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

violence and destruction and while this reputation is     


most certainly true of most blin, there are a sizable
number who are more civilised. These rare blin often You Might…
defect from Ganon's army and live isolated lives, but Enjoy violence, simulated or otherwise, and
sometimes they can prove themselves harmless to a practice with weapons as a result.
Hyrulean community and join them, albeit still being Work hard to dispel preconceptions about your
viewed with suspicion. individual nature.
Be fascinated with collecting treasure.

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:

Bokoblin: Snouts, three fingers, one or two horns and


sometimes an arrow-shaped tail. Skin colours vary
between grey, blue, green, red, pink and rarely black.

Bulblin: Two horns on the side of the head, long arms


and beady eyes. Skin colours vary between dark greens
and blue-grey.

Miniblin: Rat-like, small, with curved horns and fur


that covers their scalp and lower half. Skin/fur colours
vary between pink, green, red, blue and yellow.

Moblin: Similar in appearance to boars, with tusks


and hooves. Skin colours vary between reds, blues and
dark browns.

12
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Alignment and Religion Hit Points


8
The majority of blins are chaotic evil and Power-aligned, worshipping (or
at least deferring to) Demise, Ganon or another evil deity. Even among
defectors, blins usually retain the chaotic element of their alignment, and
Size
Medium
are rarely good

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.

Blin Heritages Languages


Hylian

Choose one of the following blin heritages at 1st level. Blin

Additional languages equal to your


Tailed Bokoblin Intelligence modifier (if it’s
You are a tailed bokoblin, more intelligent and craftier than most blin. positive). Choose from any
You do not take your ancestry's ability boost to Charisma or its ability languages to which you have
flaw to Intelligence. access (such as the languages
prevalent in your region).
Tailless Bokoblin
As one of the most common forms of blin, you were trained as a rank-
Traits
and-file soldier for an army, and you have more knowledge of how to use Blin

nearby items as weapons in a pinch. You gain the Improvisational Humanoid


Defender feat.

Bulblin Low-Light Vision


You can see in dim light as though
As a bulblin, you have always lived alongside bullbos - large monstrous
it were bright light and you ignore
boars - and have developed a kinship with them. You gain the Ride
the concealed condition due to dim
general feat and treat boar animal companions as though they had the light.
mount special ability. If you gain a boar animal companion, you may
    

have it begin at Medium size. In addition, most wild boars, pigs and hogs     

have an indifferent or friendly starting attitude toward you.     

    

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     

Toughness general feat.


    

    

13
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Ancestry Feats SHARP POINTS FEAT 1


At 1st level, you gain one ancestry feat, and you gain   BLIN LEGEND OF ZELDA  
an additional ancestry feat every 4 levels thereafter (at
You utilise your especially-sharp horns or tusks as
5th, 9th, 13th, and 17th level). As a blin, you select
effective weapons in combat. You gain an unarmed
from among the following ancestry feats.
attack that deals 1d6 piercing damage, are in the
1st Level brawling group and have the finesse and unarmed
traits. If you are a moblin, this is a tusks attack,
BLIN SCUTTLE FEAT 1
otherwise it is a horn attack.
BLIN LEGEND OF ZELDA  

Prerequisites Miniblin heritage 5th Level


Trigger An ally ends a move action adjacent to you. BLIN WEAPON BRUTALITY FEAT 5
You take advantage of your ally’s movement to adjust   BLIN LEGEND OF ZELDA  
your position. You Step.
Prerequisites Blin Weapon Familiarity
BLIN WEAPON FAMILIARITY FEAT 1 You strike enemies using blin weapons with great
BLIN LEGEND OF ZELDA   force. Whenever you critically hit using a club,
You are especially good at using the brutal armaments greatclub, longspear, machete, spear, trident or blin
of the blin hordes. You are trained with clubs, weapon, you apply the weapon's critical specialization
greatclubs, longspears, machetes, spears and tridents.
effect.
        In addition, you gain access to all uncommon blin 9th Level
weapons. For the purpose of determining your
proficiency, martial blin weapons are simple weapons SWARM TACTICS FEAT 9
and advanced blin weapons are martial weapons.   BLIN LEGEND OF ZELDA  

Prerequisites Miniblin heritage


BULBO WHISPERER FEAT 1
You are able to take advantage of overwhelmed
BLIN LEGEND OF ZELDA  
enemies. If an enemy is within reach of you and at
Prerequisites Bulblin heritage least two of your allies, that enemy is flat-footed
You have spent so much time in the company of boars against you.
that you can communicate easily with them. You can
ask questions of and receive answers from boars, pigs TECHNOBLIN FEAT 9
and hogs, as well as use Diplomacy to Make an   BLIN LEGEND OF ZELDA  

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  

BLIN LEGEND OF ZELDA   Prerequisites Blin Weapon Familiarity


You are always prepared for fights that frequently Whenever you gain a class feature that grants you
disrupt seemingly peaceful times. When you use an expert or greater proficiency in certain weapons, you
improvised weapon or a shoddy weapon, you don't also gain that proficiency in clubs, greatclubs,
take the -2 item penalty to attack rolls. longspears, machetes, spears, tridents and all blin
weapons in which you are trained.

14
Sins of Hyrule

Sins of Hyrule Homebrew Notes

17th Level
RALLYING CRY FEAT 17
AUDITORY BLIN LEGEND OF ZELDA  

Prerequisites Tailed Bokoblin, Bulblin, or Moblin


heritage
Frequency once per day
You call out to your allies and push them to give their
all in combat. All allies within 30 feet that can hear
you gain a number of temporary Hit Points equal to
your level. In addition, these allies become quickened
for 1 minute but can only use the extra action to Step,
Stride, or Strike.

15
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

current situation isn't ideal.


    If you want to play a chartacter who is connected to
the natural world and utilises their unique physical Others Probably…
adaptations, you should play a deku scrub.
Act warily around you, as if expecting
    
unprovoked aggression.
Assume you possess expert knowledge of the
natural world.
Misinterpret your pragmatism for cowardice.

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.

        Born without arms, deku scrubs reach maturity


after a few years, during which time they develop both
arms and their characteristic leaves. Deku scrubs
typically live to be around 25 years old, and their
leaves continue to grow throughout their lifespan.

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.

16
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Alignment and Religion Hit Points


8
Deku scrubs tend towards neutral alignments, but can ultimately be of
any alignment, usually matching that of other deku scrubs born from the
same grove of trees. In terms of religion, deku scrubs hold deep traditions
Size
Small
venerating deities with a link to the natural world, especially those that
promise protection for their homeland. Wisdom is the Triforce virtue
deku scrubs value the most. Speed
25 feet
Names
Deku scrubs rarely use names amongst their own kind, instead referring Ability Boosts
to each other by profession or function within their hierarchy. It is not Wisdom

uncommon, therefore, for the monarch of a deku community to simply be Free


named 'King' or 'Queen'. When interacting with outsiders, however, they
usually adopt monikers to make those interactions easier - often this Languages
results in uncreative names that are simply some variation of 'Deku'. Hylian

Deku

Sample Names Additional languages equal to your


Baba, Decci, Dekki, Deppi, Mokwa, Sosca, Tomsa, Wikki, Yves Intelligence modifier (if it’s
positive). Choose from any
Deku Scrub Heritages languages to which you have
Choose one of the following deku scrub heritages at 1st level. access (such as the languages
prevalent in your region).
Floral Scrub
You grow not only leaves but large fragrant flowers on your body, which Traits
makes you more immediately appealing to others. You gain a +1 Deku Scrub

circumstance bonus to Make an Impression. Plant


Forest Scrub
Low-Light Vision
Your eyes are especially adapted to the darkest parts of forests, and they
You can see in dim light as though
glow brighter than most deku scrubs'. You gain darkvision. it were bright light and you ignore
the concealed condition due to dim
Swamp Scrub light.
You hail from a swamp or marsh, and are adapted to surviving in
conditions that most would find disagreeable at best. You gain poison
resistance equal to half your level, and a +1 circumstance bonus to
Plant Nourishment
You gain nourishment through a
Fortitude saves against disease.
combination of photosynthesis and
absorbing minerals from the
Totem Scrub ground. You typically do not need
You have a flat head and an affinity for balancing atop unsteady surfaces. to pay for food. If you go without
You gain the Steady Balance skill feat, even if you do not meet the feat's sunlight for 1 week, you begin to
prerequisites. Adjacent Small or smaller allies may climb on your head starve. You can derive nourishment
with a single action with the move trait. While an ally is on your head, from specially formulated bottles of
your Speeds are halved. sunlight instead of natural sunlight,
but these bottles cost 10 times as
Ancestry Feats much as standard rations (or 40
At 1st level, you gain one ancestry feat, and you gain an additional sp).
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level).
As a deku scrub, you select from among the following ancestry feats.

17
Sins of Hyrule

Sins of Hyrule Homebrew Notes

1st Level UNCANNY COMPRESSION FEAT 1


BUBBLE BLAST FEAT 1   DEKU SCRUB LEGEND OF ZELDA

UNCOMMON DEKU SCRUB LEGEND OF ZELDA


Your body is especially malleable, and you are able to
fit into spaces much smaller than yourself. You become
You possess the unusual capability to spit highly-
trained in Acrobatics. If you would automatically
pressurised bubbles instead of the usual deku nuts, an
become trained in Acrobatics (from your background
ability usually linked to the influence of fairies. You
or class, for example), you instead become trained in a
gain the acid splash cantrip as an innate primal spell,
skill of your choice. If you roll a success to Squeeze,
except the spell has only verbal components, deals
you get a critical success instead. Additionally, you
bludgeoning damage instead of acid damage, and
suffer no ill effects from prolonged periods of
gains the water trait instead of the acid trait. A cantrip
Squeezing.
is heightened to a spell level equal to half your level
rounded up. WOODLAND HIDEAWAY FEAT 1
BUSINESS ACUMEN FEAT 1   DEKU SCRUB LEGEND OF ZELDA

Whether in underbrush or oversized flowers, you have


DEKU SCRUB LEGEND OF ZELDA
a knack for seeming to disappear into the ground.
You possess the keen business insight that deku
Whilst you are prone in an area of long grass, roots,
scrubs are known for, and may have run a shop within
bushes, leaves or similar natural ground cover, you
your community or even in a larger center of
may Hide as a free action. Whilst hiding in this way,
commerce. You become trained in your choice of
you have cover from all attacks, but may not take any
Society or Diplomacy. If you would automatically
action except to Stand (which removes the cover).
become trained in both of those skills (from your
background or class, for example), you instead become 5th Level
trained in a skill of your choice. You also gain the
ARBOREAL REVERSION FEAT 5
Bargain Hunter skill feat.
  DEKU SCRUB LEGEND OF ZELDA POLYMORPH PRIMAL
DEKU LORE FEAT 1 TRANSMUTATION  

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

Sins of Hyrule Homebrew Notes

9th Level HEALING TOTEM FEAT 13


FLORAL FLIGHT FEAT 9   DEKU SCRUB LEGEND OF ZELDA

DEKU SCRUB LEGEND OF ZELDA


Prerequisites Woodland Hideaway
You have mastered the ability to burrow through the
Frequency once per day
earth. You gain a burrow Speed of 15 feet.
Prerequisites Flower Glide or Floral Scrub heritage
You have grown a pair of large flowers on your head, RETURN TO ROOTS FEAT 13
which you can spin the petals of to temporarily gain   UNCOMMON DEKU SCRUB LEGEND OF ZELDA
flight. For 5 minutes, you gain a fly Speed equal to You were born from the trees themselves, and can
your land Speed or 20 feet, whichever is greater.
invoke that primal connection to quickly travel around
RESTORATIVE NUTS FEAT 9 forested areas. Once per day, you can cast tree stride
DEKU SCRUB HEALING LEGEND OF ZELDA  
as a 5th-level primal innate spell. When you reach 17th
level, this spell can be heightened to 6th level.
Your body naturally produces special nuts that restore
the consumer's vitality. During daily preparations you 17th Level
automatically produce four such nuts, each of which
FREQUENT FLYER FEAT 17
can be consumed with an interact action to restore
4d8 Hit Points.   DEKU SCRUB LEGEND OF ZELDA

Prerequisites Floral Flight


TOTEM STACKING FEAT 9
Flying using your petals has become effortless for you.
DEKU SCRUB LEGEND OF ZELDA
You gain a fly Speed equal to your Speed.
Prerequisites Totem Scrub heritage
While an ally is on your head through the effects of
your heritage, they gain the ability to carry an ally on
their head as though they also had the Totem Scrub
heritage, except the Size restriction is their Size or
smaller instead of Small or smaller.

WATER SKIP FEAT 9


DEKU SCRUB LEGEND OF ZELDA

Stride up to half your Speed. If any part of this


movement crosses the surface of a level body of water,
you instead skip along the surface of the water
without falling in. If you don't end this Stride on solid
ground, you fall into the water.

13th Level
HEALING TOTEM FEAT 13
DEKU SCRUB HEALING LEGEND OF ZELDA NECROMANCY  

Prerequisites Totem Scrub heritage


Your leaves are able to transfer vitality to those nested
in them. When an ally is standing on your head
through the effects of your heritage, they gain fast
healing equal to half of your level, rounded down.

19
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

        Gerudo typically reach physical maturity around


age 12, but otherwise live for about as long as humans
do.

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

Sins of Hyrule Homebrew Notes

Alignment and Religion Hit Points


8
Although it is often believed that gerudos have a proclivity towards evil,
this is only true in a handful of communities. Instead, gerudos tend to be
neutral but pragmatic by nature, willing to use methods that others would
Size
Medium
call evil in order to secure the survival of their people. This includes
swearing fealty to evil deities, especially demon lords, in exchange for
protection but other gerudo communities instead align themselves with Speed
non-evil gods of protection, warfare and magic. They often value Power
25 feet
as a Triforce virtue, but Courage is considered a major virtue as well.
Ability Boosts
Names Strength

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

Nomadic Gerudo Humanoid


You hail from a nomadic tribe of gerudo, moving around the desert to
survive. You can Hustle twice as long while exploring before you have to
Heat Acclimation
stop and you gain the Terrain Expertise feat for desert terrain.
Surviving in areas most would
Oasis Gerudo consider inhospitable has granted
the gerudo natural resistance to
Unlike most gerudo, your homeland was comfortable, prosperous and heat. You treat environmental heat
permanent, and as a result trade, fashion and culture flourished. You effects as if they were one step less
become trained in Society, and you gain the Streetwise skill feat. extreme (incredible heat becomes
extreme, extreme heat becomes
Seafaring Gerudo severe, and so on).

Your people lived by the ocean, and likely engaged in some combination     

of piracy and privateering to survive. You gain a +2 circumstance bonus     

to Athletic checks to Swim. In addition, you aren't flat-footed when     

standing on uneven or moving ground.     

    

Witchblood Gerudo     

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

Sins of Hyrule Homebrew Notes

Ancestry Feats INFILTRATION EXPERTISE FEAT 1


At 1st level, you gain one ancestry feat, and you gain   GERUDO HUMAN LEGEND OF ZELDA
an additional ancestry feat every 4 levels thereafter (at
Like many gerudo, you have trained in methods to
5th, 9th, 13th, and 17th level). As a gerudo, you select
disguise yourself to fit in outside of your homeland.
from among the following ancestry feats.
You gain the trained proficiency rank in Deception. If
1st Level you would automatically become trained in Deception
(from your background or class, for example), you
EXOTIC CHARM FEAT 1
instead become trained in a skill of your choice. In
GERUDO HUMAN LEGEND OF ZELDA
addition, you gain a +4 circumstance bonus to
In many places, the gerudo carry an exotic image Deception checks to Impersonate a human or hylian
associated with glamour and beauty, and you know version of yourself, rather than a gerudo. This bonus
how to exploit that reputation to charm others. You doesn't apply to other checks to Impersonate humans
gain the trained proficiency rank in Diplomacy. If you or hylians.
would automatically become trained in Diplomacy
(from your background or class, for example), you POTIONCRAFT FEAT 1
instead become trained in a skill of your choice. In   GERUDO HUMAN LEGEND OF ZELDA

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

GERUDO HUMAN LEGEND OF ZELDA Prerequisites Gerudo Weapon Familiarity


You favour the traditional weapons of the gerudo. You You have honed your skills with the weapons of your
are trained with greataxes, greatswords, longbows, people. Whenever you critically hit using a gerudo
scimitars, shortbows and tridents.
weapon or one of the weapons listed in Gerudo
    In addition, you gain access to all uncommon gerudo Weapon Familiarity, you apply the weapon's critical
weapons. For the purpose of determining your specialization effect.
proficiency, martial gerudo weapons are simple NOMAD'S MARCH FEAT 5
weapons and advanced gerudo weapons are martial
  GERUDO HUMAN LEGEND OF ZELDA
weapons.
Prerequisites Nomadic Gerudo heritage
You are an effective leader, able to push your allies to
keep pace with you. You may share the benefits of
your heritage with up to four allies while you are all
exploring together.

22
Sins of Hyrule

Sins of Hyrule Homebrew Notes

9th Level GERUDO WEAPON EXPERTISE FEAT 13


AMBUSH ADVANTAGE FEAT 9   GERUDO HUMAN LEGEND OF ZELDA

GERUDO HUMAN LEGEND OF ZELDA


Prerequisites Gerudo Weapon Familiarity
Your masterful skill with gerudo weapons crosses over
As a member of a community practiced in the art of
into your class training. Whenever you gain a class
ambush, you take every advantage afforded to you.
feature that grants you expert or greater proficiency in
Creatures in difficult terrain are flat-footed to you.
certain weapons, you also gain that proficiency in
WITCHBLOOD PARAGON FEAT 9 greataxes, greatswords, longbows, scimitars,
GERUDO HUMAN LEGEND OF ZELDA shortbows and tridents, and all gerudo weapons in
Prerequisites Witchblood Gerudo heritage which you are trained.

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.

    By spending 1 day of downtime, you can change the


spell you chose to a different spell that meets the
same restrictions.

13th Level
CAN'T FALL HERE FEAT 13
AUDITORY GERUDO HUMAN MANIPULATE LEGEND OF ZELDA  

Frequency once per day


Trigger An adjacent and willing ally would be reduced
to 0 HP but not killed.
You physically help an ally remain standing and
encourage them to push through their pain against
dire odds. Your ally doesn't fall unconscious and
remains at 1 Hit Point. The ally also gains a number of
temporary Hit Points equal to your level that last for 1
minute. Fighting onward with such an injury isn't
without consequence; your ally's wounded condition
increases by 1.

23
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

        Gorons mature by age 20 and typically live to be


around 100 years old, and the rocks on their body
continue to grow throughout their entire lifespan.

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

Sins of Hyrule Homebrew Notes

Alignment and Religion Hit Points


10
Gorons value strength, friendship and honor above all else, usually
dedicating their entire lives to their tribe. Their focus on hierarchy and
family leads the typical goron towards lawful alignments, and their choice
Size
Medium
of religion tends to reflect this, with a special focus on deities which
represent strength or family. They value the Power and Wisdom virtues of
the Triforce highly. Speed
20 feet
Names
Most gorons use simple, disyllabic names but some append titles such as Ability Boosts
'Gor' (meaning elder) to their names to represent their position within Strength

their tribe. Charisma

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

Cliffside Goron Goro

Additional languages equal to your


You learned to live on the sides of steep cliffs from your tribe, and have
Intelligence modifier (if it’s
survived thanks to a combination of knowledge and strength. You gain positive). Choose from any
the Terrain Expertise skill feat for mountain terrain and the Combat languages to which you have
Climber skill feat. access (such as the languages
prevalent in your region).
Deepmine Goron
Your hail from a tribe deep below a mountain range, where food - and
Traits
subterranean dangers - are plentiful. You become trained in Athletics (or
Goron

another skill if you were already trained in Athletics) and gain the Breath Humanoid
Control general feat.

Icepeak Goron Darkvision


Your tribe adapated to the freezing heights of an icy mountain and that
You can see in darkness and dim
light just as well as you can see in
resilience bolsters your defenses against the cold. You gain cold resistance
bright light, though your vision in
equal to half your level (minimum 1), and you treat environmental cold
darkness is in black and white.
effects as if they were one step less extreme (incredible cold becomes
extreme, extreme cold becomes severe, and so on).
Earthen Nourishment
Volcanic Goron You gain nourishment through
Your tribe is situated inside, or on the side of, an active volcano and as
consuming minerals instead of
conventional food. You typically do
such you had to endure intense heat on a regular basis, eventually
not need to pay for food. If you go
becoming hardened by it. You gain fire resistance equal to your level without eating minerals for 1 week,
instead of half your level, and you treat environmental heat effects as if you begin to starve.

they were one step less extreme (incredible heat becomes extreme,     
extreme heat becomes severe, and so on).

Ancestry Feats Fireproof Skin


At 1st level, you gain one ancestry feat, and you gain an additional
You gain fire resistance equal to
half your level.
ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level).
As a goron, you select from among the following ancestry feats.
    

25
Sins of Hyrule

Sins of Hyrule Homebrew Notes

1st Level GORON WEAPON MIGHT FEAT 5


GORON CRAFTSMANSHIP FEAT 1   GORON LEGEND OF ZELDA

GORON LEGEND OF ZELDA


Prerequisites Goron Weapon Familiarity
Immense strength and reckless abandon lets you get
You are trained in the traditional crafts of Goron
the most out of your people's weapons. Whenever you
society. You gain the trained proficiency rank in
critically hit using a gauntlet, spiked gauntlet,
Crafting. If you would automatically become trained in
greatclub, greatsword, maul or goron weapon, you
Crafting (from your background or class, for example),
apply the weapon's critical specialization effect.
you instead become trained in a skill of your choice.
You gain the Specialty Crafting skill feat for both HEAVYWEIGHT FEAT 5
Blacksmithing and Pottery.   GORON LEGEND OF ZELDA

GORON LORE FEAT 1 Your bottom-heavy body provides you with an


GORON LEGEND OF ZELDA
implacableness that is useful in both sumo wrestling
and combat. You gain a +2 circumstance bonus to your
You listened carefully to the stories of great heroes
Fortitude and Reflex DCs against attempts to Shove or
and ancient arts told to you by the tribe's elders, and
Trip you. By spending an action to plant your feet, this
learned much from them. You become trained in
bonus increases to +4 until you move.
Athletics and Crafting. If you would automatically
become trained in one of those skills (from your ROCK ROLL FEAT 5
background or class, for example), you instead become   GORON LEGEND OF ZELDA
trained in a skill of your choice. You also become
You curl up into a ball and move up to three times your
trained in Goron Lore.
Speed in a straight line. If you hit an obstacle during
GORON WEAPON FAMILIARITY FEAT 1 this first turn of movement, you stop rolling safely.
GORON LEGEND OF ZELDA
Otherwise, you automatically keep rolling at this
Speed during subsequent turns until an obstacle ends
You have spent time practicing with the massive
this movement (which can happen in the middle of
weapons of goron heroes. You are trained with
your turn) or you choose to stop rolling by using an
gauntlets, spiked gauntlets, greatclubs, greatswords
action. You're slowed 2 each turn after the first that
and mauls.
you keep rolling, and if you hit an obstacle on a turn
    In addition, you gain access to all uncommon goron
after the first, you and the obstacle both take 4d6
weapons. For the purpose of determining your
bludgeoning damage and you stop rolling.
proficiency, martial goron weapons are simple
weapons and advanced goron weapons are martial STONESCENT FEAT 5
weapons.   GORON LEGEND OF ZELDA

MIGHTY PUNCH FEAT 1 Through years of consuming minerals for sustenance,


GORON LEGEND OF ZELDA
you have developed a keen sense of smell for various
kinds of stone. You gain scent (60 feet) as an imprecise
You use your heavy fists to smash rocks and foes
sense, except you can only detect stone using this
alike. The damage die for your fist increases to 1d6
ability. Different minerals have different scents, so you
instead of 1d4, and it loses the nonlethal trait.
can determine the general kind of stone using this
5th Level ability.

EXPLOSIVES ENGINEER FEAT 5 9th level


GORON LEGEND OF ZELDA
MEDIGORON'S SPIRIT FEAT 9
In their pursuit of ever more efficient mining methods,
  GORON LEGEND OF ZELDA
gorons have made several breakthroughs in the field
Channeling the spirit of your tribe's medigoron - the
of explosives. You can use the Craft activity to create
second largest amongst them - you can grow to match
alchemical bombs. Additionally, whenever you
their size. You can cast enlarge as a primal innate spell
critically hit using an alchemical bomb, you apply the
twice per day, but you must target yourself.
weapon's critical specialization effect.

26
Sins of Hyrule

Sins of Hyrule Homebrew Notes

SPIKED ROLL FEAT 9 17th Level


UNCOMMON EVOCATION GORON LEGEND OF ZELDA PRIMAL  
BIGGORON'S FORM FEAT 17
Frequency once per hour   UNCOMMON GORON LEGEND OF ZELDA PRIMAL
Prerequisites Rock Roll
TRANSMUTATION  
When Rock Rolling, you have the magical ability to
Prerequisites Biggoron's Spirit
manifest spikes from your back that increase your
After walking the path of previous biggorons for so
speed and pose a deadly threat your enemies. The
long, you have finally adopted the mantle yourself.
distance covered during a Rock Roll increases to four
After sleeping for 24 hours, you permanently gain the
times your Speed, and you deal an additional 4d6
effects of 4th-level enlarge. The channeling transforms
piercing damage upon collision with an obstacle.
most of your gear to the appropriate size for your new
13th Level body (though powerful items like artifacts or items
strongly tied to their original size may not transform,
BIGGORON'S SPIRIT FEAT 13
at the GM's discretion).
GORON LEGEND OF ZELDA PRIMAL TRANSMUTATION  

Prerequisites Medigoron's Spirit


Channeling the spirit of your tribe's biggoron - a goron
of colossal size - you permanently grow larger. After
sleeping for 24 hours, you permanently gain the
effects of enlarge. The channeling transforms most of
your gear to the appropriate size for your new body
(though powerful items like artifacts or items strongly
tied to their original size may not transform, at the
GM's discretion).

GORON WEAPON EXPERTISE FEAT 13


GORON LEGEND OF ZELDA

Prerequisites Goron Weapon Familiarity


By combining your class training with the
heavyweight weapons of the gorons, you blend
discipline with sheer might. Whenever you gain a class
feature that grants you expert or greater proficiency in
certain weapons, you also gain that proficiency for
gauntlets, spiked gauntlets, greatclubs, greatswords,
mauls, and all goron weapons in which you are trained.

RAPID MINER FEAT 13


GORON LEGEND OF ZELDA

You use your bare hands to rapidly dig new tunnels, a


technique employed by only the strongest goron
miners. You gain a burrow Speed of 15 feet.

27
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

    Hylians mature and age at roughly the same rate as


humans, although live for around a century in total.

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.

28
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Alignment and Religion Hit Points


8
The vast majority of hylians are polytheistic, revering a whole pantheon
of deities, and often take to one particular deity associated with their
region as their patron deity. Capable of both heroic good and villainous
Size
Medium
evil, hylians are known to run the whole gamut of alignments. Above all,
they revere the Golden Goddesses and the goddess Hylia, and can value
any of the Triforce virtues. Speed
25 feet
Names
Hylian names vary based on the region they are born in, and have some Ability Boosts
degree of crossover with human naming conventions. Hylian names often Two free ability boosts
seem to be corruptions of human names from the same region, but this is
actually false - the human names are in fact corruptions of hylian names. Languages
Hylian

Sample Names Additional languages equal to your


Agitha, Aryll, Beedle, Daphnes, Groose, Gustaf, Harkinian, Kaepora, Intelligence modifier (if it’s
Link, Malon, Osfala, Owlan, Peatrice, Rhoam, Shad, Telma, Zelda positive). Choose from any
languages to which you have
Hylian Heritages access (such as the languages
Choose one of the following hylian heritages at 1st level. prevalent in your region).

Destined Hylian (Uncommon)


Traits
Though many hylians believe they are guided by fate, in your case it is Humanoid

provably true. Choose courage, power or wisdom. You gain the Invoke Human

Destiny action. Hylian


INVOKE DESTINY     

    

DIVINATION DIVINE     

Frequency once per day     

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     

courage, enfeebled for power, or stupefied for wisdom.     

    

Royal-blooded Hylian     

Your bloodline is linked to the royal family of your kingdom and some of     

their innate magic manifests in you. Choose one cantrip from the divine     

spell list. You can cast this spell as a divine innate spell at will.     

    

Islander Hylian     

You grew up on one of the many small islands of the Great Sea or even     

the oceans beyond and learned to swim out of necessity. You gain a swim     

Speed of 15 feet.     

    

Rural Hylian     

    

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
    

feats, even if you do not meet those feats' prerequisites.


    

    

29
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Skyloft Hylian (Rare) MINOR TELEPATHY FEAT 1


You are a descendant of the ancient sky-dwelling   LEGEND OF ZELDA HUMAN HYLIAN  
hylians or perhaps a member of the elusive wind tribe;
Prerequisites Royal-Blooded Hylian heritage
either way, you possess a link to the sky. You gain a
Like the sages of old, you possess the ability to
+1 circumstance bonus to saves against air and
electricity effects. If you roll a success on a save
communicate telepathically with others, but only in a
against an air effect, you get a critical success instead limited fashion. You can cast message as a divine
innate cantrip at will.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain MIRROR COUNTERPART FEAT 1
an additional ancestry feat every 4 levels thereafter (at   LEGEND OF ZELDA HUMAN HYLIAN  
5th, 9th, 13th, and 17th level). As a goron, you select Prerequisites Lorulean ethnicity
from among the following ancestry feats.
As a native of one of Hyrule's parallel worlds, you bear
1st Level an uncanny resemblance to your Hyrulean
counterpart. Choose a background for your
ACUTE HEARING FEAT 1
counterpart; you gain a +4 circumstance bonus to
LEGEND OF ZELDA HUMAN HYLIAN   Deception checks when making a statement that
You may not be able to hear the voices of the gods, would be true of your counterpart or when disguising
but your hearing is exceptional compared to your yourself as your counterpart.
peers. You gain a +2 circumstance bonus to all
Perception checks involving hearing. 5th Level
HYLIAN WEAPON SKILL FEAT 5
FAIRY-BONDED FEAT 1
  LEGEND OF ZELDA HUMAN HYLIAN  
UNCOMMON LEGEND OF ZELDA HUMAN HYLIAN  
Prerequisites Hylian Weapon Familiarity
Access Kokiri Adoptee background
You've learned the advanced techniques of hylian
You lived amongst the kokiri as a child, and were even
knights throughout the ages. Whenever you critically
assigned your very own fairy. You gain a familiar,
hit using a bastard sword, halberd, longbow, composite
except it's a forest fairy; this familiar has a fly speed of
longbow, longsword or hylian weapon, you apply the
25 feet, no land speed, is a fae instead of an animal,
weapon's critical specialization effect.
and always has the Speech ability.

HYLIAN LORE 9th Level


FEAT 1
LEGEND OF ZELDA HUMAN HYLIAN   DREAM TELEPATHY FEAT 9
You've studied the lengthy history of the hylians,   LEGEND OF ZELDA HUMAN HYLIAN  

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.

30
Sins of Hyrule

Sins of Hyrule Homebrew Notes

13th Level
HYLIAN WEAPON EXPERTISE FEAT 13
LEGEND OF ZELDA HUMAN HYLIAN  

Prerequisites Hylian Weapon Familiarity


You've adapted your regular training around the use of
hylian weapons, enhancing your skill with them.
Whenever you gain a class feature that grants you
expert or greater proficiency in certain weapons, you
also gain that proficiency for bastard swords, halberds,
longbows, composite longbows, longswords, and all
hylian weapons in which you are trained.

LOFTWING RIDER FEAT 13


RARE LEGEND OF ZELDA HUMAN HYLIAN

Prerequisites Skyloft Hylian heritage


You have trained in the ancient methods of bonding
with and riding the elusive giant birds known as
loftwings. You gain access to the Loftwing animal
companion.

17th Level
SONG OF TIME FEAT 17
LEGEND OF ZELDA HUMAN HYLIAN  

You have discovered the legendary Song of Time,


capable of turning back time itself. You gain time
beacon as a 7th-level innate divine spell that you can
cast once per day. For the song's material component,
you must play an instrument.

31
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

    Kokiri are effectively ageless as long as they remain


in the protection of their creator, the Great Deku Tree,
but those who leave the forest will eventually 'fade
away' - a fate shared by those whose incarnation of
the Great Deku Tree dies.

32
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Society Hit Points


8
The only place known to host kokiri in any significant number is the
aptly-named Kokiri Forest, dominion of their creator and protector, the
Great Deku Tree. Though it may be possible for kokiri to be created by
Size
Small
other great trees, no instance of this occurring has yet to be documented.
Within the Kokiri Forest, the kokiri live in relative peace and harmony,
threatened only by forest creatures, organised into a loose hunter-gatherer Speed
collective. Kokiri social lines are mostly egalitarian, with no social classes
25 feet
to speak of, though some kokiri may attempt to assert dominance over
others on the basis of the perceived importance of their assigned roles - in Ability Boosts
truth, however, all roles are equally important to sustaining kokiri society. Dexterity

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     

feat and the effects of another heritage of your choice.     

    

Grovetender Kokiri     

You were created with the role of preserving your forest home's bounty,     

engaging in agriculture, or general gardening. You are trained in Nature     

and gain the Natural Medicine skill feat.


    

    

Treewarden Kokiri     

    

You are one of the kokiri created to guard the Great Deku Tree, your
    

village, or the forest you inhabit. You're trained in all simple and martial
    

weapons.     

    

    

33
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Woodshaper Kokiri LUMINOUS FAIRY FEAT 1


The kokiri live in homes shaped out of trees, and you   LEGEND OF ZELDA KOKIRI
possess the ability to influence arboreal development
Prerequisites you have a forest fairy familiar
accordingly. By spending 10 minutes, you can Craft
Your fairy is able to glow brightly to light the way for
any common, 1st level or lower, non-consumable piece
of adventuring gear using only branches, vines and
you. Your forest fairy naturally sheds light like a torch;
roots. Items created this way last 1d4 hours before this light has the evocation, light, and primal traits.
falling apart and as such cannot be sold. Your forest fairy can extinguish or rekindle this light
using a single action, which has the concentrate trait.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain 5th Level
an additional ancestry feat every 4 levels thereafter (at
KOKIRI WEAPON CRAFTINESS FEAT 5
5th, 9th, 13th, and 17th level). As a kokiri, you select
from among the following ancestry feats.   LEGEND OF ZELDA KOKIRI

Prerequisites Kokiri Weapon Familiarity


1st Level
You know how to slip your attacks between defenses.
FAIRY'S WHISPER FEAT 1 Whenever you critically hit using a blowgun, hatchet,
LEGEND OF ZELDA KOKIRI shortbow, shortsword, sling or kokiri weapon, you
Prerequisites you have a forest fairy familiar apply the weapon's critical specialization effect.
Your fairy is able to communicate with you MAGICAL WOODSHAPING FEAT 5
surreptitiously. It gains the message cantrip, except it   LEGEND OF ZELDA KOKIRI
can only target you or other forest fairies.
Prerequisites Woodshaper Kokiri heritage
HARMLESS DEMEANOR FEAT 1 Your proficiency with shaping wood has evolved into a
LEGEND OF ZELDA KOKIRI magical ability. You can cast shape wood as an innate
You carry yourself in a relaxed and childish way, primal spell once per day.
putting others at ease. You gain the Glad-Hand skill 9th Level
feat as a bonus feat. Additionally, you gain a +1
circumstance bonus to initiative checks when you roll ELUSIVE TRICKS FEAT 9
Deception for initiative.   LEGEND OF ZELDA KOKIRI

You have learned a few magical tricks for avoiding


KOKIRI LORE FEAT 1
notice and keeping yourself safe. You can cast blur and
LEGEND OF ZELDA KOKIRI
invisibility as innate primal spells, each once per day.
You are a know-it-all when it comes to the cultural Invisibility cast this way must target yourself.
practices of the kokiri. You become trained in Nature
and Survival. If you would automatically become UNVEILING FAIRY FEAT 9
trained in one of those skills (from your background or   LEGEND OF ZELDA KOKIRI

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

Sins of Hyrule Homebrew Notes

BABA FORM FEAT 13


LEGEND OF ZELDA KOKIRI

You are able to turn into a fearsome Deku Baba. You


can cast plant form as an innate primal spell once per
day, but you must choose the flytrap form. At 17th
level, you may cast 6th-level plant form instead.

KOKIRI WEAPON EXPERTISE FEAT 13


LEGEND OF ZELDA KOKIRI

Prerequisites Kokiri Weapon Familiarity


You attack using your small weapons with masterful
skill that belies their size. Whenever you gain a class
feature that grants you expert or greater proficiency in
certain weapons, you also gain that proficiency in
blowguns, hatchets, shortbows, shortswords, slings,
and all kokiri weapons in which you are trained.

17th Level
GREAT TREE TRANSFORMATION FEAT 17
LEGEND OF ZELDA HEALING KOKIRI PLANT POLYMORPH

POSITIVE PRIMAL TRANSMUTATION  

Frequency once per day


Channeling the very essence of the Great Deku Tree,
you transform into its image. You gain the effects of
tree shape, except that you are Huge, use your AC if it
is higher, and are able to Cast and Sustain Spells; and
you immediately cast field of life, except that it is a 20-
foot emanation centered on you instead of a burst.

35
Sins of Hyrule

Sins of Hyrule Homebrew Notes

TODO - Labrynnian
Uncommon
Human with lots of urban and technologically focused feats
Heritages: Suburban,

36
Sins of Hyrule

Sins of Hyrule Homebrew Notes

TODO - Lizal
Uncommon
Base on Lizardfolk
Use dragonkin heritage as base for Aeralfos and Dinolfos heritages
Heritages: Aeralfos, Dinolfos, Geru

37
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

        Overall, the rito are relatively short-lived, usually


only living to around 40 years old, and it is therefore
seen as imperative among rito communities to pass
down knowledge and experiences.

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

Sins of Hyrule Homebrew Notes

Alignment and Religion Hit Points


8
Stemming all the way back to their original protection by Valoo, the rito
have venerated a host of deities for their contribution to the rito way of
life. Common deities worshipped are those who act as patrons to their
Size
Medium
communities, as well as deities related to wind or the environment in
which they live. With historical worship of both Din and Lanayru, the
rito run the entire spectrum of axiomatic alignments, but their communal Speed
spirit means they tend to be good or neutral. Different rito clans value
25 feet
different aspects of the Triforce.
Ability Boosts
Names Dexterity

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

Sample Names Rito

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 also gain a +1 circumstance bonus to Survival checks to Sense Rito


Direction as long as you can see the sky, and you don't take a penalty to
Sense Direction when you lack a compass.
Wings
When Leaping horizontally, you
Wildbird Rito move an additional 5 feet. You don't
Your people soar above the wilderness of Hyrule, living out in the wilds, automatically fail your checks to
and thus having learned much about the natural world. You are trained in High Jump or Long Jump if you
Nature. don't Stride at least 10 feet first. In
addition, when you make a Long
Snowbird Rito Jump, you can jump a distance up
You hail from a frigid climate, usually high in the mountains, and possess to 10 feet further than your
thick, insulating feathers. You gain cold resistance equal to half your level, Athletics check result, though still
and you treat environmental cold effects as if they were one step less with the normal maximum of your
extreme (incredible cold becomes extreme, extreme cold becomes severe, Speed.

and so on).     

    

Songbird Rito     

You are a songbird rito, possessing bright plumage, a melodic singing     

voice and perfect echoic memory. You receive a +1 circumstance bonus on


    

    

Deception checks to Impersonate a mimicked voice, where the sound of


    

the voice is the only factor; if you are a master in Deception, you gain a
    

+2 circumstance bonus instead. You also gain a +1 circumstance bonus on     


Performance checks to sing; if you are a master in Performance, you gain
a +2 circumstance bonus instead.

39
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Ancestry Feats WAXED FEATHERS FEAT 1


At 1st level, you gain one ancestry feat, and you gain   LEGEND OF ZELDA RITO  
an additional ancestry feat every 4 levels thereafter (at
Your feathers are coated in a waxy substance that
5th, 9th, 13th, and 17th level). As a gerudo, you select
repels water. You gain a +1 circumstance bonus to
from among the following ancestry feats.
saving throws against effects that have the water trait.
1st Level So long as you're in a dry place, you can spend one
action to shake off any water that clings to your
NESTLING FALL FEAT 1
clothing and feathers to instantly become dry.
LEGEND OF ZELDA RITO  

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.

RITO WEAPON FAMILIARITY FEAT 1 9th Level


LEGEND OF ZELDA RITO   FEROCIOUS GUST FEAT 9
You favor the bow and other lighter weapons. You are   LEGEND OF ZELDA RITO  
trained with longbows, composite longbows, With heavy wing beats, you whip up a furious gust
shortbows, composite shortbows, and spears.
and direct it at your opponents. This air blast has the
        In addition, you gain access to all uncommon rito effects of gust of wind with a DC equal to your class
weapons. For the purpose of determining your DC or spell DC, whichever is higher.
proficiency, martial rito weapons are simple weapons
and advanced rito weapons are martial weapons. JUVENILE FLIGHT FEAT 9
  LEGEND OF ZELDA RITO  
SQUAWK! FEAT 1
Frequency once per day
LEGEND OF ZELDA RITO  
You unfold your wings for travel and can keep them
Trigger You critically fail a Deception, Diplomacy, or
unfolded for 10 minutes. You gain a fly Speed equal to
Intimidation check against a creature that doesn't
your land Speed while your wings are unfurled. If you
have the rito trait.
have Fledgling Flight, you gain a +10-foot status bonus
You let out an awkward squawk, ruffle your feathers, to your fly Speed with Juvenile Flight. As normal, since
or fake some other birdlike tic to cover up a social your fly Speed is derived from your land Speed, this
misstep or faux pas. You get a failure on the triggering status bonus isn't cumulative with a status bonus to
check, rather than a critical failure. All creatures that your land Speed, if you have one.
witnessed you Squawk are temporarily immune for 24
hours.

40
Sins of Hyrule

Sins of Hyrule Homebrew Notes

WING STEP FEAT 9


LEGEND OF ZELDA RITO  

With a sharp flap of your wings, you stay light on your


feet as you move. You Step twice.

13th Level
FULLY FLIGHTED FEAT 13
LEGEND OF ZELDA RITO  

Prerequisites Juvenile Flight


You gain the effects of Juvenile Flight at all times,
rather than just once per day for 10 minutes. This
includes the status bonus to your Speed if you have
Fledgling Flight.

RITO WEAPON EXPERTISE FEAT 13


LEGEND OF ZELDA RITO  

Prerequisites Gerudo Weapon Familiarity


Whenever you gain a class feature that grants you
expert or greater proficiency in a given weapon or
weapons, you also gain that proficiency in the
longbow, composite longbow, shortbow, composite
shortbow, and spear, as well as any rito weapons in
which you are trained.

41
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

    Compared to hylians and humans, the sheikah are


long-lived, under natural circumstances living to be
around 150 to 200 years old. In some cases, however,
the sheikah use ancestral magic to extend their
lifespans until a certain goal is achieved, at which
point they fade away.

    

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

Sins of Hyrule Homebrew Notes

Alignment and Religion Hit Points


6
Most sheikah follow a strict code of honour, resulting in a tendency
towards lawful alignments. In addition, those who remain loyal to their
ancestral promise to guard Hyrule's royal family tend towards good. The
Size
Medium
Yiga and other bandit groups, though evil, still retain a form of honour
system, meaning they overall tend towards lawful evil. Good or neutral
sheikah tend to value Wisdom or Courage, while the Yiga and bandits Speed
value Power, but overall the sheikah tend towards Triforce Undivided.
30 feet

Names Ability Boosts


Sheikah who live in traditional hidden communities use ancient names Dexterity

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

Sheikah Heritages Languages


Hylian

Choose one of the following sheikah heritages at 1st level.


Sheikah

Shadowmarked Sheikah Additional languages equal to your


Intelligence modifier (if it’s
Your bloodline is indelibly marked by the powerful shadow magic positive). Choose from any
practiced by your ancestors. Choose one cantrip from the occult spell list. languages to which you have
You can cast this cantrip as an occult innate spell at will, heightened to a access (such as the languages
spell level equal to half your level rounded up, except it additionally has prevalent in your region).
the shadow trait. In addition, you gain darkvision.

Technologist Sheikah Traits


Humanoid

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.     

Undaunted Sheikah     

    

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.     

    

Ancestry Feats     

At 1st level, you gain one ancestry feat, and you gain an additional     

ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level).     

As a sheikah, you select from among the following ancestry feats.     

43
Sins of Hyrule

Sins of Hyrule Homebrew Notes

1st Level SHEIKAH WEAPON FAMILIARITY FEAT 1


CONSULT THE STARS FEAT 1   LEGEND OF ZELDA SHEIKAH

CONCENTRATE LEGEND OF ZELDA SHEIKAH  


You have trained with all manner of sheikah weapons.
You are trained with katanas, naginata, shuriken,
Frequency 3 times per day
sickles and wakizashi.

Requirements You must spend 10 minutes just after


        In addition, you gain access to all uncommon
your daily preparations examining the sky or
sheikah weapons. For the purpose of determining your
consulting a star chart or you can’t use this action
proficiency, martial sheikah weapons are simple
that day.
weapons and advanced sheikah weapons are martial
The sheikah are highly tuned to the stars and weapons.
sometimes consult them in astrological rituals. You
recall the stars' predictions about your current 5th Level
situation. If your next action requires you to attempt
SHEIKAH WEAPON FINESSE FEAT 5
one or more skill checks, roll 1d8. On a result of 6, 7, or
  LEGEND OF ZELDA SHEIKAH
8, you gain a +2 circumstance bonus to the first such
skill check you attempt. On a 3, 4, or 5, you gain a +1 Prerequisites Sheikah Weapon Familiarity
circumstance bonus. On a 2, you gain nothing. On a 1, You are a fast and deadly attacker with sheikah
you take a –1 circumstance penalty to the skill check. weaponry. Whenever you critically hit with a katana,
naginata, shuriken, sickle, wakizashi or sheikah
GAZE OF TRUTH FEAT 1 weapon, you apply the weapon's critical specialization
LEGEND OF ZELDA SHEIKAH effect.
Your gaze pierces through trickery. You gain a +1
circumstance bonus on Perception checks against 9th Level
illusions as well as to Will saves against illusions and ANIMAL EMPATHY FEAT 9
shadow effects.   LEGEND OF ZELDA SHEIKAH

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

Prerequisites Shadowmarked Sheikah


SHEIKAH LORE FEAT 1
The Shadowmarked sheikah are highly tuned to the
LEGEND OF ZELDA SHEIKAH
element of Shadow. You can take 1 damage to mix
You received a broad education on the ways of the blood and shadows to cast 5th-level creation as an
sheikah, from their technology to their secrets. You innate divine spell. You can use this ability as often as
become trained in Crafting and Stealth. If you would you wish, but you can have only one such object in
automatically become trained in one of those skills existence at a time. If the object encounters bright
(from your background or class, for example), you light, the spell ends and the object dissolves into
instead become trained in a skill of your choice. You shadows.
also become trained in Sheikah Lore.
SHEIKAH WEAPON EXPERTISE FEAT 13
  LEGEND OF ZELDA SHEIKAH

Prerequisites Sheikah Weapon Familiarity


You blend traditional sheikah weaponry with modern
combat tactics. Whenever you gain a class feature that
grants you expert or greater proficiency in certain
weapons, you also gain that proficiency in katanas,
44
naginatas, shuriken, sickles, wakizashi, and all sheikah
weapons in which you are trained.
Sins of Hyrule

Sins of Hyrule Homebrew Notes

TODO - Twili
Rare
Base on Fetchlings
Heritages: Shadow (Deep Fetchling), Sol-Touched (Bright Fetchling), Resolute (Resolute Fetchling), Liminal
(Liminal Fetchling)

45
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

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


sufficient communities, surviving on fish and dwelling
Carry yourself with dignity, being careful to mind
in underwater caves. With long lives and long
your manners regardless of company.
memories, the zora retain extensive histories of
Possess an uncontrollable urge to explore your
tradition and religion centering around their royal
surroundings and go where you please.
hierarchies and a belief in stewardship of their
Be drawn to performance-based pursuits,
environment.

especially music and dance.


        If you want to play a character lives freely both
underwater and on land, moves with a preternatural Others Probably…
grace and is fiercely independent, you should play a Envy your long lifespan and amphibious nature.
zora.
Feel that you look down on more uncouth people
    
and those outside of your community.
Marvel at your grace and beauty.

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.

        Born as tadpoles, zora mature into humanoid


shapes in the first few years of their life and can live
for many years, usually reaching adulthood around
age 100 and with a life expectancy in the hundreds of
years, with a zora of age 400 considered to be
especially old.

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

Sins of Hyrule Homebrew Notes

Alignment and Religion Hit Points


8
Most zora communities have long histories of worshipping deities related
to water, especially those which preside over the location of their domain,
and often venerate clerics of those deities as community leaders. Most
Size
Medium
zora tend towards chaotic alignments, but river zora have a unique
tendency towards evil alignments due to their historical culture. Royal
zora may also be strongly lawful. River zora value Power as their virtue Speed
while sea and lake zora tend to value Wisdom more.
20 feet

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

dwelling zora. Wisdom

Free
Sample Names
Cleff, Dento, Dorephan, Evan, Japas, Laruto, Lulu, Mikau, Mipha, Ralis, Ability Flaw
Rutela, Ruto, Sidon, Tijo, Toto Constitution

Zora Heritages Languages


Choose one of the following zora heritages at 1st level.
Modern Hylian

Coastal Zora Zoran

Additional languages equal to your


You are a zora born in the shallows of the ocean, and have adapted to the Intelligence modifier (if it’s
changing tides. You are unaffected by tidal currents and can swim positive). Choose from any
normally despite them. Additionally, you gain the Underwater Marauder languages to which you have
skill feat. access (such as the languages
prevalent in your region).
Deep Sea Zora
You are a zora of the deep seas, where light is scarce and wariness is
Traits
necessary. You gain darkvision and you adapt to pressure changes from Amphibious

being deep underwater automatically without ill effect. Humanoid

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

Sins of Hyrule Homebrew Notes

ELECTRICAL GENERATION FEAT 1 ZORAN RHYTHM FEAT 1


LEGEND OF ZELDA ZORA   LEGEND OF ZELDA ZORA

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.

    In addition, you gain access to all uncommon zora


PELAGIC APTITUDE FEAT 1
weapons. For the purpose of determining your
LEGEND OF ZELDA ZORA proficiency, martial zora weapons are simple weapons
You've learned special tricks to survive underwater. and advanced zora weapons are martial weapons.
You gain the trained proficiency rank in Survival.
When in an aquatic environment, if you roll a critical 5th Level
failure on a Survival skill check to Sense Direction or BOOMERANG FINS FEAT 5
Subsist, you get a failure instead.
  LEGEND OF ZELDA ZORA

SHIELDED FIN FEAT 1 Prerequisites Bladed Fins


LEGEND OF ZELDA ZORA You are capable of detaching and launching your
One of your arm fins has hardened and can now serve bladed fins out from your body, sending them flying in
as an impromptu shield. You can Raise a Shield to gain an arc so that they return to you. Your bladed fin
a +1 circumstance bonus to AC, but you cannot use unarmed attack gains the thrown 15 feet trait and a
your shielded fin to Shield Block. maximum range of 30 feet. After throwing your
bladed fins, they return to your arms.
SURGE SWIMMER FEAT 1
DOLPHIN DIVE FEAT 5
LEGEND OF ZELDA ZORA
  LEGEND OF ZELDA ZORA
Your muscles are especially honed for swimming in
adverse conditions such as inclement weather or when Prerequisites expert in Athletics
swimming upstream. When you succeed at an By cresting the water's surface at speed, you launch
Athletics check to Swim, you get a critical success yourself through the air. You are capable of making a
instead. Long Jump out of water, except the movement
required is to Swim, rather than Stride, and you must
ZORA LORE FEAT 1 Leap from the surface of the water.
LEGEND OF ZELDA ZORA
ZORAN WEAPON ELEGANCE FEAT 5
You have studied the long and storied history of the
  LEGEND OF ZELDA ZORA
zora, their musical canon, and their stewardship of the
waters they live in. You become trained in Prerequisites Zoran Weapon Familiarity
Performance and Nature. If you would automatically When using zora weapons, you strike with deadly
become trained in one of those skills (from your speed and precision. Whenever you critically hit using
background or class, for example), you instead become a falchion, rapier, spear, trident or zora weapon, you
trained in a skill of your choice. You also become apply the weapon's critical specialization effect.
trained in Zora Lore.

48
Sins of Hyrule

Sins of Hyrule Homebrew Notes

9th Level
ELECTRICAL BARRIER FEAT 9
UNCOMMON LEGEND OF ZELDA ELECTRICITY EVOCATION

PRIMAL ZORA

Prerequisites Electrical Generation


Using an ancient zoran technique, you are capable of
emitting an electrical barrier from your body that
shocks those around you. Until the end of your next
turn, adjacent creatures that hit you with a melee
attack, as well as creatures that touch you or hit you
with an unarmed attack, take 2d6 electricity damage
each time they do.

REPLENISHING HYDRATION FEAT 9


LEGEND OF ZELDA ZORA

You draw life from the water around you. If you


submerge in water and rest for 10 minutes, you regain
Hit Points equal to your Constitution modifier × half
your level.

WATER DANCER FEAT 9


LEGEND OF ZELDA ZORA

You glide through the water with graceful ease. When


in an aquatic or swamp environment, you ignore the
effects of non-magical difficult terrain. In addition,
swimming up or down isn't difficult terrain for you.

13th Level
AQUATIC CAMOUFLAGE FEAT 13
LEGEND OF ZELDA ZORA

You blend into the waves. While fully submerged in


water, as long as an observer is at least 20 feet away
from you, you don't need cover from that observer to
Hide or Sneak.

REHYDRATION FEAT 13
LEGEND OF ZELDA PRIMAL TRANSMUTATION WATER ZORA  

You surround your body with a thin layer of water


drawn from the moisture in the air. You can spend one
hour resting to rehydrate your gills and skin, which
counts as submerging your body in water. At the GM's
discretion, incredibly dry areas, such as deserts, might
not have enough moisture in the air for your
Rehydration to work.

ZORAN WEAPON EXPERTISE FEAT 13


LEGEND OF ZELDA ZORA

Prerequisites Zoran Weapon Familiarity


You flawlessly combine zoran weaponry with your
signature fighting techniques. Whenever you gain a
class feature that grants you expert or greater 49
proficiency in certain weapons, you also gain that
proficiency in falchions, rapiers, spears, and tridents,
and all zora weapons in which you are trained.
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Backgrounds
The following backgrounds are available to characters in the Sins of Hyrule setting.

DREAMBORN BACKGROUND SAGE APPRENTICE BACKGROUND


RARE LEGEND OF ZELDA   RARE LEGEND OF ZELDA

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.

KOKIRI ADOPTEE BACKGROUND


RARE LEGEND OF ZELDA

Prerequisites Hylian, Ordonan, or Labrynnian ancestry


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

Choose two ability boosts. One must be to Dexterity


or Wisdom, and one is a free boost.

You're trained in the Nature skill, and the Kokiri Lore


skill. You gain access to kokiri ancestry feats in
addition to your base ancestry's feats.

50
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

Human Ancestry Feats


The following ancestry feats are available to hylians,
sheikah, gerudo, ordonans, and labrynnians.

1st Level
LABRYNNIAN WEAPON FAMILIARITY FEAT 1
UNCOMMON LEGEND OF ZELDA HUMAN LABRYNNIAN  

You favor the use of lighter swords, crossbows, and


firearms. You are trained with crossbows, hand
crossbows, heavy crossbows, scimitars, shortswords,
and all weapons in the firearm group.

    In addition, you gain access to all uncommon


labrynnian weapons. For the purpose of determining
your proficiency, martial labrynnian weapons are
simple weapons and advanced labrynnian weapons are
martial weapons.

9th Level
MULTITALENTED FEAT 9 (MODIFIED)
HUMAN  

You’ve learned to split your focus between multiple


classes with ease. You gain a 2nd-level Archetype
Dedication feat, even if you normally couldn’t take
another dedication feat until you take more feats from
your current archetype.

    If you’re a hylian, you don’t need to meet the feat’s


ability score prerequisites.
CHANGED: This removes the Multiclass requirement,
which limited applicable choices.

Twili Ancestry Feats


The following ancestry feats are available to twili.

13th Level
SHADOW TRANSPORTATION FEAT 13
LEGEND OF ZELDA TWILI

You step between shadows with ease. You gain the


shadow jump focus spell. If you don't already have
one, you gain a focus pool of 1 Focus Point, which you
can Refocus by meditating within an area of dim light
or darkness.
51
Sins of Hyrule

Sins of Hyrule Homebrew Notes

New and Modified New and Modified


Class Feats General Feats
The following class feats are added to classes or The following general feats are new or modified from
modified from their original version, usually to buff their original version, usually to buff weaker feats.
weaker feats.
7th level
Barbarian Feats
SKILL FOCUS FEAT 7
1st Level
  GENERAL HOMEBREW

RANGED FURY FEAT 1 Prerequisite Intelligence 14 or higher


BARBARIAN HOMEBREW Increase your proficiency rank in one of your skills
You can channel your anger through ranged weapons. from trained to expert or expert to master. You gain a
You apply half of the additional damage from Rage to skill feat associated with the skill you chose.
your ranged weapon attacks. Ranged weapons used
with Ranged Fury must have the propulsive trait. If
you have the Brutal Critical feat or the Devastator
class feature, apply their benefits to ranged weapon
attacks.

Cleric Feats
2nd Level
SPITEFUL HEALING FEAT 2
CLERIC HOMEBREW  

Prerequisites healing font


Whenever you use the two-action version of Heal
targeting an undead creature, you gain a status bonus
to that spell's damage equal to the spell's level.

Monk Feats
6th Level
STANCE DANCER FEAT 6
MONK HOMEBREW  

You dance through stances with steady yet


unpredictable movements.. Whenever you enter a
stance, you may Step as a free action.

Ranger Feats
1st Level
CROSSBOW ACE FEAT 1 (MODIFIED)
RANGER  

You have a deep understanding of crossbows. Increase


the damage die size for attacks using Simple
crossbows, and add a +2 Circumstance bonus to
damage with all crossbows.
CHANGED: Modified to be a flat bonus to damage
instead of situational based on reloading, also increase
damage die size of Simple Crossbows to help bring them
up to par.

52
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

Setting Specific Archetypes


Any setting specific archetypes, such as Pathfinder
Agents, Red Mantis Assassins, and Hellknights, may
be selected but specific terms and organizations will be
changed to match the Sins of Hyrule campaign setting
instead of the default Golarion setting.

List of possible archetypes


Sage - a wise man or woman who embodies one
of the elements of Hyrule: Light, Forest, Fire,
Water, Shadow, Spirit, and Time (Time is Rare)
PROBABLY WON'T DO, TOO COMPLEX A
CLASS TO CONVERT TO AN ARCHETYPE
Alternatively convert each individual Sage
subclass into its own archetype.
Tunic Fighter - one who seeks to embody certain
Heroes, gaining Focus Points to spend on specific
supernaturally powerful techniques

53
Sins of Hyrule

Sins of Hyrule Homebrew Notes

New and Modified REPAIR THE VESSEL FEAT 4


Archetype Feats   ARCHETYPE GENERAL SKILL HOMEBREW

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.

SCURVY HEALER FEAT 4 NOVICE CAPTAIN FEAT 4


ARCHETYPE GENERAL SKILL HOMEBREW   ARCHETYPE HOMEBREW  

Prerequisites expert in Medicine or Sailing Lore, Pirate Prerequisites Pirate Dedication


Dedication A captain is always the leader of their ship, managing
While at sea, it's important to prevent dangerous the tasks of all the members of the crew. All hirelings
diseases that might destroy your crew like no kraken under your service add half of your level to their
could do. That's why you learned how to treat scurvy! proficiency bonus, but only if they are working inside
And also some other things, but they aren't as a ship that is yours or on land performing a task that
important. When you Succeed at Treating a Disease is related to your ship, such as bringing cargo inside
that is particularly common for pirates (determined by your ship. This also applies if they are working under
your GM), such as scurvy or seasickness, or caused by your orders inside another ship that is not yours.
some kind of aquatic creature, you get a Critical
TIDE CALLER FEAT 4
Success instead.
  ARCHETYPE WATER HOMEBREW  
Also, as long as you're in a ship, you can use Sailing Prerequisites Rising Wave, Pirate Dedication
Lore instead of Medicine to Treat a Disease, but only if Your control of the waters gives your ship an
they fit the criteria for being affected by Scurvy advantage when moving at sea. If you Cast the Rising
Healer. Wave focus spell while inside of a ship, you can forego
PARRRLEY! FEAT 4 your own movement to instead move the entire ship
as if it were the affected target. The ship must be
ARCHETYPE GENERAL SKILL HOMEBREW
Large or smaller and it maintains pointed to the
Prerequisites expert in Diplomacy, Pirate Dedication original direction it was pointed to. All creatures inside
Many pirates resort only to violence and brutality the ship also move together with the vehicle.
instead of negotiating with the other side, but if worst
comes to wear you are always prepared. When you
Make an Impression on creatures that are part of a
crew of a ship that you do not belong, you gain a +2
circumstance bonus to the Diplomacy check. Also, you
gain a +2 circumstance bonus to Conceal an Object
when you are on a ship of a crew that you do not
belong.

54
Sins of Hyrule

Sins of Hyrule Homebrew Notes

WORK, YOU DOGS! FEAT 6 UP THE MAST FEAT 6


ARCHETYPE AUDITORY CONCENTRATE EMOTION FEAR   ARCHETYPE MOVE MANIPULATE HOMEBREW  

MENTAL HOMEBREW   Prerequisites Pirate Dedication


Prerequisites Pirate Dedication Requirements You are in a space adjacent to the mast
Requirements You have at least 4 hirelings under your of a ship and are wielding something capable of
service inside a ship that is yours. cutting a rope, such as a weapon that deals slashing
You push your crew to their limits, insulting and damage.
threatening them, the pirate way of making them Cutting the rope and letting the weight of the sacks of
work. For the next minute, your hirelings gain a +2 sands throw you upwards is not usually a good idea,
status bonus to skill checks. If you use Work, You but you are almost certain that you will land safely at
Dogs again before the next daily preparations, all the top of the mast. Probably. You are launched
affected hirelings have their attitude towards you and upwards in the direction of the top of the mast. The
your allies decreased by one step (from helpful to distance you travel is based on the height of the mast,
indifferent, and so on). usually 50 feet for most ships. Perform an Acrobatics
skill check against a DC decided by the GM (tipically
NOTHIN' BETTER THEN ME RUM N' ALE FEAT 6
20) to land safely up the mast or fall back on the deck.
ARCHETYPE HOMEBREW  

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.

55
Sins of Hyrule

Sins of Hyrule Homebrew Notes

KRAKEN SLAYER FEAT 8


ARCHETYPE HOMEBREW  

Prerequisites Pirate Dedication


No beast from the sea will try to destroy your ship
while you are on it, oh no! While within 100 feet of
your ship, you gain a +2 circumstance bonus to saving
throws against effects caused by creatures with the
aquatic traits that are Large or larger. Your ship also
gains the bonus to its Reflex saving throws against
those creatures. Siege weapons inside the ship gain a
+1 circumstance bonus to attacks made against those
creatures.

56
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Hyrulean Archetypes WIZZWARP FEAT 8


The following archetypes are created specifically for   ARCHETYPE LEGEND OF ZELDA
the Sins of Hyrule setting and should not be used
Prerequisites Wizzrobe Dedication
outside of it without GM permission.
You are capable of warping yourself across the
Wizzrobe battlefield. You gain the dimensional steps focus spell.
A wizzrobe is a person who delves into the depths of Increase the number of Focus Points in your focus
the most destructive magic; one who cares for little pool by 1.
other than the utter obliteration of his or her foes at
the tendrils of fire, frost, or lightning. The deeper one ELEMENTAL SPELL FEAT 10
dives into this school, or so they say, the less empathy   ARCHETYPE LEGEND OF ZELDA MANIPULATE METAMAGIC  
and sanity remains inside you. Indeed, the very term
Prerequisites Wizzrobe Dedication
"wizzrobe" has become so attributed to the wanton
destruction that few hylians even realize not all
When you Cast a Spell that deals energy damage of a
wizzrobes are literally evil monsters.
type that you didn't choose, you may change the
        Additional Feats 2nd Energy Ablation (Advanced spell's energy type to your chosen type. The spell loses
Player's Guide 142), 4th Bespell Weapon (Core its previous energy trait and gains the new one in its
Rulebook 199), 10th Energy Fusion (Advanced place.
Player's Guide 140), Overwhelming Energy (Core
Rulebook 137)
MASTER WIZZROBE FEAT 18
  ARCHETYPE LEGEND OF ZELDA
WIZZROBE DEDICATION FEAT 2
Prerequisites Wizzrobe Dedication
ARCHETYPE DEDICATION LEGEND OF ZELDA  
You gain the benefits of your wizzrobe archetype feats
Prerequisites ability to cast spells from spell slots; for all Cold, Fire, and Electricity spells, not just those
trained in Arcana of your chosen type.
You have studied further into the most destructive of
magics. Choose an energy type from Cold, Electricity,
or Fire. Once chosen, you cannot change your choice
of energy type. You can add spells with the chosen
trait to your spell list even if they aren't in your
tradition; you must still learn them or add them to
your repertoire as normal.

    You also gain a focus spell depending on your choice


of energy type.
Cold winter bolt
Electricity charged javelin
Fire fire ray
    Special You can't select another dedication feat until
you've gained two other feats from the wizzrobe
archetype.

ELEMENTAL AFFINITY FEAT 4


ARCHETYPE LEGEND OF ZELDA

Prerequisites Wizzrobe Dedication


You have further attuned yourself to the energy type
you chose. You gain resistance equal to half your level
against the chosen type of damage. When you Cast a
Spell with the energy trait you chose, if the spell deals
damage and doesn't have a duration, you gain a status A fire wizzrobe of the Order of the Wizzrobe (source:
bonus to that spell's damage equal to the spell's level. Hyrule Conquest).

57
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

UNLIMITED SIGNATURE SPELLS


Modifies Spell Repertoire

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.

Magic Points / Spell Points / Mana


Currently there is no reason to switch to a spell point system in Pathfinder 2e, but it will remain an open option
if a suitable homebrew system is devised.

Runes for Spells


Spellcasters have no way to increase their spell attack bonus or save DCs via runes like martial characters can
with their weapons. While this is a possible concern for balance, items (such as rings) may come with new spell
potency runes that work with spell attack rolls, allowing spellcasters to get a +1/+2/+3 bonus to spell attack
rolls, depending on the rune. It may only work for certain spells, or a certain class of spell or spell tradition
rather than all spells.

58
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

COLD SNAP SPELL 3 DINRAAL'S BREATH SPELL 2


AIR COLD EVOCATION HOMEBREW   RARE EVOCATION FIRE LEGEND OF ZELDA  

Traditions arcane, primal Traditions divine, primal


Cast somatic, verbal Cast somatic, verbal
Saving Throw Fortitude; Area 20-foot emanation Deity Dinraal
With a snap of your fingers, you create a blast of cold Area 20-foot cone
wind which explodes from you. Each creature within Saving Throw basic Reflex
the emanation takes 4d6 cold damage and must You breathe a vortex of flames derived from Dinraal's
attempt a Fortitude save. blessing. You deal 3d6 fire damage and 1d6 persistent
fire damage to each creature in the area.
Critical Success The creature is unaffected.
Heightened (+2) The initial damage increases by 2d6
Success The creature takes half damage and takes a and the size of the cone increases by 5 feet.
-10 foot status penalty to its Speeds for 1 round.
Failure The creature takes full damage and is ELECTRICAL FIELD CANTRIP 1
immobilized for 1 round.   CANTRIP ELECTRICITY EVOCATION HOMEBREW
Critical Failure The creature takes double damage and Traditions arcane, primal
is immobilized for 2 rounds. Cast somatic, verbal
Heightened (+1) The damage increases by 2d6. Range 5-foot emanation
CROSSWINDS SPELL 3 Saving Throw basic Reflex
You surround yourself in a cylindrical aura of
AIR EVOCATION HOMEBREW
electricity. You deal electricity damage equal to 1d4
Traditions arcane, primal
plus your spellcasting ability modifier to each creature
Cast somatic, verbal
in the area.
Range 30 feet; Area 60-foot cone
Heightened (+1) The damage increases by 1d4.
Saving Throw Fortitude
Strong winds gather in the area, moving creatures at ICICLE SPELL 1
your command. For each creature in the area, you   ATTACK COLD EVOCATION WATER HOMEBREW  
choose if that creature is pushed away from you or Traditions arcane, primal
pulled towards you. Each creature in the area must Cast somatic, verbal
attempt a Fortitude save. Range 30 feet; Targets 1 creature
Critical Success The creature is unaffected. You summon a shard of ice and propel it towards your
Success The creature is pushed or pulled 5 feet. It can target. Make a ranged spell attack roll. On a hit, you
avoid being pushed or pulled by choosing to fall deal 2d6 cold damage and 1 piercing splash damage.
prone instead. Heightened (+1) The cold damage increases by 2d6
Failure The creature is pushed or pulled 10 feet. and the piercing splash damage increases by 1.
Critical Failure The creature is pushed or pulled 15 feet
and falls prone.

59
Sins of Hyrule

Sins of Hyrule Homebrew Notes

MALICIOUS FLAME CANTRIP 1 MIND THRUST SPELL 3


CANTRIP EVOCATION LEGEND OF ZELDA MALICE   UNCOMMON EVOCATION HOMEBREW MENTAL

Traditions divine, occult Traditions arcane, occult


Cast somatic, verbal Cast somatic, verbal
Range 30 feet; Targets 1 creature Range 30 feet; Targets 1 creature
Saving Throw basic Reflex Saving Throw Will
Flame-like malevolence descends upon your target. You reach out with your mind and directly damage a
You deal malice damage equal to 1d4 plus your creature's psyche, at the risk of receiving backlash
spellcasting ability modifier. yourself. The target takes 5d6 mental damage and
Heightened (+1) The damage increases by 1d4. must attempt a Will save. A creature reduced to 0 Hit
Points becomes comatose rather than dying, becoming
MAGNESIS SPELL 2 permanently unconscious and unable to wake up
EVOCATION LEGEND OF ZELDA   normally. Each day, it can attempt a new Will save
Traditions arcane against your spell DC to wake up.
Cast somatic, verbal
Range 30 feet; Targets 1 metal item of up to 10 Bulk Critical Success The target overpowers you mentally,
with no dimension longer than 20 feet causing backlash. The target can choose whether to
Duration sustained up to 1 minute take no damage, or have both you and the target
take half damage. Regardless of what the target
This spell creates a line of intense magnetism between
chooses, you are sickened 1.
you and the target. While you Sustain the Spell, you
Success The target takes half damage.
can move the item up to 30 feet as long as it is not
Failure The target takes full damage and is sickened 1.
securely anchored to a surface. You cannot move the
Critical Failure The target takes double damage and is
item further than the range of this spell.
sickened 2.
If you target an item carried by a creature, the Heightened (+1) Increase the damage by 2d6.
creature must attempt a Reflex saving throw. The
NAYDRA'S BREATH SPELL 4
creature can Release the item to improve their degree
of success by one step from the result of their saving   RARE COLD EVOCATION LEGEND OF ZELDA  

throw. Traditions divine, primal


Cast somatic, verbal
Critical Success The item remains in the creature's Deity Naydra
grasp, unless it was Released, at which point the Area 20-foot cone
item can be moved up to 10 feet. Saving Throw Fortitude
Success As critical success, except the grasp is You breathe a blast of chilling air derived from
weakened if the creature does not Release the item. Naydra's blessing. You deal 7d6 cold damage and each
Until the start of that creature's turn, attempts to creature in the area must attempt a Fortitude save.
Disarm the target of that item gain a +2
circumstance bonus, and the target takes a -2 Critical Success The creature is unaffected.
circumstance penalty to attacks with the item or Success The creature takes half damage and takes a
other checks requiring a firm grasp on the item. -10 foot status penalty to its Speeds for 1 round.
Failure The item is knocked out of the creature's grasp Failure The creature takes full damage and is
and can be moved up to 10 feet. immobilized for 1 round.
Critical Failure The item is knocked out of the Critical Failure The creature takes double damage and
creature's grasp and can be moved up to 30 feet. is immobilized for 2 rounds.
Heightened (+2) The damage increases by 1d6 and the
A metal item that is worn by a creature is considered
size of the cone increases by 5 feet.
anchored to that creature and cannot be moved.
Heightened (+1) The Bulk limit on items affected by
this spell increases by 5.

60
Sins of Hyrule

Sins of Hyrule Homebrew Notes

NAYRU'S LOVE SPELL 4 UMBRATURGY CANTRIP 1


RARE ABJURATION LEGEND OF ZELDA     CANTRIP HOMEBREW SHADOW TRANSMUTATION

Traditions arcane, divine Traditions arcane, occult


Cast somatic, verbal Cast somatic, verbal
Deity Nayru Range 10 feet
Duration sustained up to 1 minute Duration sustained
You surround yourself with a transparent blue crystal. You compel shadows to change and bend to your will.
For the duration of the spell, you gain resistance 5 to You can perform a simple modification of a creature's
all damage except mental, excluding damage caused shadow within range for as long as you Sustain the
by artifacts, deific power, and similarly powerful Spell. Each time you Sustain the Spell, you can choose
sources. one of three options.
Heightened (6th) The spell grants resistance 10. Blur or Unblur Shadow. The shadow of a creature
Heightened (8th) The spell grants resistance 20. or object becomes either blurred or unblurred,
making its form easier or harder to discern from
RADIANT FLAME CANTRIP 1 the shape of the shadow.
CANTRIP EVOCATION LEGEND OF ZELDA RADIANCE Grow or Shrink Shadow. The shadow of a
Traditions divine, primal creature or object changes size or shape, up to a
Cast somatic, verbal maximum of double or half its normal size.
Range 30 feet; Targets 1 creature Split or Merge Shadow. The shadows of all
Saving Throw basic Reflex creatures or objects within range become either
The light of the Triforce infuses your target. You deal merged into one massive shadow or split into
radiant damage equal to 1d4 plus your spellcasting multiple smaller shadows, detached from the
ability modifier. creature or object casting the shadow.
Heightened (+1) The damage increases by 1d4. Any changes made to a shadow persist only as long as
you Sustain the Spell.

ZONE OF TARM SPELL 4


  UNCOMMON ENCHANTMENT MISFORTUNE LEGEND OF ZELDA

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.

Critical Success The creature is unaffected.


Success The creature is clumsy 1 and enfeebled 1 while
within the area.
Failure The creature is clumsy 2 and enfeebled 2 while
within the area.
Critical Failure As failure, and every time while within
the area that the creature attempts an attack roll or
skill check, it must roll twice and use the worse
result.

61
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

BOOTS OF SPEED ITEM 5


HOMEBREW INVESTED MAGICAL TRANSMUTATION  

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.

ETHER MEDALLION ITEM 15


RARE COLD ELECTRICITY EVOCATION LEGEND OF ZELDA MAGICAL

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

Activate 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).

GNAT HAT ITEM 5


INVESTED LEGEND OF ZELDA MAGICAL TRANSMUTATION

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.

62
Sins of Hyrule

Sins of Hyrule Homebrew Notes

HAWKEYE MASK ITEM 6


INVESTED LEGEND OF ZELDA MAGICAL TRANSMUTATION

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.

ICE ROD ITEM 6+


EVOCATION LEGEND OF ZELDA MAGICAL STAFF  

Usage held in 1 hand; Bulk 1


This staff is carved from refined ice and magically keeps its shape even in warm environments. While wielding
the staff, you gain a +2 circumstance bonus to identify evocation magic with the Cold trait.

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.

ICE ROD - ITEM LEVEL 6


Price 230 gp
Cantrip ray of frost
1st chilling spray, icicle
2nd rime slick, scorching ray (cold damage)

ICE ROD (GREATER) - ITEM 10


Price 900 gp
3rd cold snap, snowball
4th fireball (cold damage), ice storm

ICE ROD (MAJOR) - ITEM 14


Price 4000 gp
5th cone of cold, wall of ice
6th cold snap, ice storm

63
Sins of Hyrule

Sins of Hyrule Homebrew Notes

LIGHTNING ROD ITEM 6+


EVOCATION LEGEND OF ZELDA MAGICAL STAFF  

Usage held in 1 hand; Bulk 1


This staff is crafted from wood that has been struck by lightning, and attached to this staff by threads of various
lengths are feathers that blow in the wind. While wielding this staff, you no longer suffer any circumstance
penalty to Perception due to weather, and you gain a +2 circumstance bonus to identify evocation magic with
the Electricity trait.

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.

LIGHTNING ROD - ITEM LEVEL 6


Price 230 gp
Cantrip gale blast
1st gust of wind, shocking grasp
2nd shocking grasp

LIGHTNING ROD (GREATER) - ITEM 10


Price 900 gp
3rd lightning bolt, wall of wind
4th air walk, draw the lightning, lightning bolt

LIGHTNING ROD (MAJOR) - ITEM 14


Price 4000 gp
5th lightning bolt, lightning storm
6th chain lightning, lightning storm

QUAKE MEDALLION ITEM 15


RARE EARTH EVOCATION LEGEND OF ZELDA MAGICAL  

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

Activate 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.

64
Sins of Hyrule

Sins of Hyrule Homebrew Notes

Magic Armor

65
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

MEGATON HAMMER WEAPON 8


UNCOMMON EVOCATION LEGEND OF ZELDA MAGICAL

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  

Usage held in 1 hand; Bulk 1


This dreaded +3 greater striking malicious scimitar is adorned with skulls and onyx gemstones. If you are not
Anti-Triforce, you are drained 3 and enfeebled 3 while carrying or using this weapon. In addition, any creature
slain by this weapon can't be restored to life except by miracle, wish, or similarly powerful magic; or by divine
intervention.

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.

RIDER'S BANE WEAPON 3


HOMEBREW MAGICAL TRANSMUTATION

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.

66
Sins of Hyrule

Sins of Hyrule Homebrew Notes

New Property Runes


The following property runes are available for use, mostly to add additional options that are not covered by the
core rules.

FLAMING (LESSER) RUNE 4


CONJURATION FIRE HOMEBREW MAGICAL  

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.

FROST (LESSER) RUNE 4


CONJURATION FIRE HOMEBREW MAGICAL  

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.

SHOCK (LESSER) RUNE 4


ELECTRICITY EVOCATION HOMEBREW MAGICAL

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.

The item bonus to spell attack rolls with spells that


have the Acid trait is +2.
Type +3 acid spell potency; Level 17; Price 14,500 gp;
Craft Requirements You are legendary in Crafting
and can cast spells with the Acid trait.
The item bonus to spell attack rolls with spells that
have the Acid trait is +3.

68
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

69
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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.

70
Sins of Hyrule

Sins of Hyrule Homebrew Notes

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

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