A note on balancing these items, and the nature of a Zelda game. Feel free to skip this section if you're just looking for the cool items; they're right below this section.
Most D&D items that have truly awesome powers are Daily, but most Zelda items are really more like Encounter powers. This may be because Zelda games are typically single-player campaigns, and the lone hero, Link, has to rely on his items more than a balanced D&D party would. The following items are technically Daily, but the author of his homebrew content recognizes that they could be argued to be Encounter instead; either for balance reasons, or for reasons of Zelda canon.
Cane of Pacci
Gust Jar
Lens of Truth
Roc's Feather
Switch-hook
The author of this homebrew also further recognizes that, hey, it's your campaign, and that the DM has the best view of what is and is not balanced for your players - and what is and is not fun for your players. So, if a power should be usable more or less often than stated here for your campaign, change it and go with it!
These all-purpose explosives are crafted by the Gorons. They have a short fuse, and aren't picky about who they blow up, so be careful where you place them!
Alchemical Item
Power(Consumable): Standard Action. Throw the bomb (up to 5 squares away) or set it in a square adjacent to you. If it hits the enemy, it explodes immediately. If it misses the enemy, or was not targeted at an enemy, it instead lands in the target square and will explode at the end of your next turn. Bombs do triple damage and ignore any damage resistance against objects which have been structurally compromised, such as cracked walls, rotted wooden boards, or other shoddily constructed or dilapidated structures. The bomb detonates early if it is struck by any attack; AC 10, Fortitude 12, Reflex 10.
When a Bomb explodes: Close Burst 1; +6 vs. Reflex; 1d6 fire damage and the target is pushed one square
Level 8: +11 vs. Reflex; 2d6 fire damage
Level 13: +16 vs. Reflex; 3d6 fire damage
Level 18: +21 vs. Reflex; 4d6 fire damage
Level 23: +26 vs. Reflex; 5d6 fire damage
Level 28: +31 vs. Reflex; 6d6 fire damage
This little mouse-looking device actually carries an explosive payload - and has no problem climbing a wall to deliver it.
Lvl 3 30 gp
Lvl 8 125 gp
Lvl 13 650 gp
Lvl 18 3,400 gp
Lvl 23 17,000 gp
Lvl 28 85,000 gp
Other Consumable
Power (Consumable): Minor Action. Place the bombchu in a square adjacent to you. The Bombchu moves 10 squares in the direction you specify (once you specify a direction, you have no further control over its movement), and has a Climb Speed of 10 (Spider Climb); should the Bombchu encounter a wall or climbable obstacle, it will climb it and continue moving along the wall or obstacle's surface. At the end of your next turn, the Bombchu explodes: Close Burst 1; +6 vs. Reflex; 1d6 Fire damage. If the Bombchu enters the space of a creature or non-climbable obstacle, it explodes instantly. Any attack against the Bombchu detonates it early; it has an AC and Reflex of 10, and a Fortitude of 12.
Level 8: +11 vs. Reflex, and 2d6 Fire damage.
Level 13: +16 vs. Reflex, and 3d6 Fire damage.
Level 18: +21 vs. Reflex, and 4d6 Fire damage.
Level 23: +26 vs. Reflex, and 5d6 Fire damage.
Level 28: +31 vs. Reflex, and 6d6 Fire damage.
This medallion can unleash a hellish firestorm on all nearby foes.
Power (Daily): Arcane, Implement, Fire
Standard Action, Close Burst 3
Targets: All enemies in burst
Intelligence v. Fortitude
On hit: 3d6+Intelligence modifier fire damage, and the target takes ongoing 5 fire damage (save ends).
This ancient green-covered book contains the secrets to an ancient language and the history of the land.
Property: While holding the Book of Mudora, you can speak, read, and write Ancient Hylian.
Power (Encounter): Free Action. You gain a +4 Item bonus to your next Arcana, History, Dungeoneering, or Nature check made relating to Hyrule.
"Don't worry! If you fall in battle, I'll revive you! Or try to, anyway..."
Lvl 10 200 gp
Lvl 15 1,000 gp
Lvl 20 5,000 gp
Lvl 25 25,000 gp
Lvl 30 125,000 gp
Other Consumable
Power (Consumable): No Action. Use when you make a death saving throw. That saving throw's result is 27 minus one-half your level.
Level 15: 29 minus one-half your level.
Level 20: 32 minus one-half your level.
Level 25: 34 minus one-half your level.
Level 30: 36 minus one-half your level.
Special: Consuming this item counts as a use of a magic item daily power.
You can flip anyone or anything upside-down with a wave of this cane.
Power (Daily): Standard Action. Ranged 10, Intelligence v Fortitude. On hit, target is dazed and knocked prone until the end of your next turn.
Power (Encounter): Standard Action, can only target inanimate unattended objects. Ranged 10, Intelligence v Fortitude. The object is flipped upside-down with perfect accuracy, taking no damage from the flip itself (but potentially taking damage on any falling that may happen afterwards). It otherwise does not move (but may move if it is unstable in its new upside-down configuration).
With a wave of this blue cane, you can create a block to help solve riddles and manipulate switches.
Power (Encounter * Conjuration): Standard Action. Close Burst 1. Create a smooth, lightweight orange cube that occupies one square. This cube radiates magic that can be detected with a DC 20 Arcana check, and can be pushed 1 square with a DC 20 Athletics check. The object lasts for 24 hours or until you will it into nothingness (a minor action). There can only be one block in existence at a time; creating a new one instantly dismisses the previous block.
As Jolt Flask (Adventurer's Vault, pg. 29).
Inside this crystal diamond pulses an eternal fire.
Power (Daily): You can use Combust (Wizard Attack 17, Player's Handbook, pg. 166).
This rune-inscribed rod imparts a dull green light on statues that it controls.
Implement: Rod
Property: Constructs take a -2 penalty to saving throws against any effect that a save can end which was imposed by a power used through this rod.
Power (Daily): Standard Action. Make an attack against a construct or unattended object within 10 squares; Charisma vs. Will; on a hit, the target is dominated (save ends). The object remains physically unchanged save for the flexibility required for it to move. It's hit points, damage resistance, and defenses (if any) remain unchanged.
Power (At-Will): Standard Action. Cause a construct dominated by this item to attack. Attack and damage rolls vary from construct to construct, and a construct can only attack if its form would allow it to do so; the DM is encouraged to consult Pg. 42 of the Dungeon Master's Guide.
Power (At-Will): Move Action. You and a construct dominated by this item both move a number of squares equal to either your Charisma modifier or your move speed, whichever is lower. You both must move in the same pattern, if possible, barring the interference of obstacles.
Power (At-Will): Free Action. Stop dominating a construct dominated by this item.
As Helm of the Eagle (Player's Handbook, pg. 248).
This medallion can bring down a cold storm on your foes.
Power (Daily): Arcane, Implement, Cold, Lightning
Standard Action, Close Burst 3
Targets: All enemies in burst
Intelligence v. Fortitude
On hit: 3d6+Intelligence modifier cold and lightning damage, and the target is immobilized (save ends).
This diamond-shaped crystal holds a green whirlwind which constantly swirls within.
Power (At-Will): Minor Action. You set a location as a drop-point for this item's daily power. Only one drop-point may be set at a time, and a new location supercedes a location which was previously set.
Power (Daily): Move Action. You teleport to the drop-point. The distance between you and the drop-point doesn't matter as long as you are on the same plane. You may carry up to four medium creatures with you when you teleport, but those creatures must be physically touching you.
As Firestorm Arrow (Adventurer's Vault 2, pg. 26).
As Flame Wand (Adventurer's Vault, pg. 109).
This wing-shaped weapon can summon mighty gusts, which pull in small items.
Weapon: Any Light Thrown
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, and the target is pulled a number of squares equal to 1/2 this weapon's enhancement bonus (rounded down).
Power (Encounter): Free Action. Use this power when you hit with a ranged attack using this weapon; Dexterity vs. Reflex; on a hit, pull the target a number of squares equal to this weapon's enhancement bonus. If used on an unattended item, pull that item to you and grab it (or choose to let it fall in your square).
Lvl 4 +1 840 gp
Lvl 9 +2 4,200 gp
Lvl 14 +3 21,000 gp
Lvl 19 +4 105,000 gp
Lvl 24 +5 525,000 gp
Lvl 29 +6 2,625,000 gp
Armor: Cloth, Leather, Hide, Chain, Scale
Enhancement: AC
Property: You automatically succeed on any saving throws against ongoing fire damage.
Property: You and your possessions are permanently considered to be under the effect of the ritual Endure Elements (Player's Handbook, pg. 304).
When opened, this jar creates a mighty wind, either sucking things in or blowing them away.
Power (Daily): Standard Action. Open this jar, and make an attack against a Large or smaller creature: Ranged 5; +13 vs. Fortitude; on a hit, you push or pull the target 2 squares. If you pushed the target, then until the start of your next turn, each time the target moves a square closer to you, it must pay 1 extra square of movement. If you pulled the target, then until the start of your next turn, each time the target moves a square further away from you, it must pay 1 extra square of movement. Sustain standard. If you end your turn more than 5 squares from the target, the effect ends.
With this amazing device, you can cross gaps - or bring enemies in for the kill.
Power (Encounter): Standard Action. Ranged 15, Strength v. Fortitude. Pull the target to a square adjacent to you, or pull yourself to a square adjacent to the target.
Lv. 21: Increase the range to 20 squares.
Lv. 26: Increase the range to 25 squares.
As Skygliders (Adventurer's Vault, pg. 130).
This strange pear can make small animals very friendly, and very obedient.
Alchemical / Ritual Item
Power (Consumable): A small animal eats the Hyoi Pear. As per a scroll of Animal Friendship (Player's Handbook 2, pg. 212).
As Freezing Arrow (Adventurer's Vault 2, pg. 27).
As Wand of Cold (Adventurer's Vault, pg. 110).
These normal-looking boots become solid iron, and thus extremely heavy, with a click of the heels.
Power (At-Will): Minor Action. Turn these boots to solid iron, or return them to normal leather.
Property: When these boots are in their solid iron form, they reduce your speed by 2. In addition, they reduce any forced movement by 2 squares.
Property: When these boots are in their solid iron form, you cannot swim. Instead, you can walk on the bottom of any body of water as if it were dry land. This does not prevent you from getting wet, nor does it allow you to breathe underwater. While walking underwater, you ignore any currents that would force your movement.
This fine red cape, once worn by a mighty king, can protect its wearer from all harm for a short moment.
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Power (Daily): Minor Action. The wearer becomes invisible, is granted immunity to all damage, and can phase through solid objects, until the end of your turn.
This odd-looking magnifying glass can reveal hidden secrets and dangers, and let your eyes pierce illusions.
Power (Encounter): Minor Action. Gain a +10 to Perception to detect secret doors, and a +2 on all saves versus illusions.
Sustain Minor: The power remains in effect.
Power (Daily): Minor Action. You can see invisible creatures as if they were visible. You also ignore the attack penalty for concealment or total concealment.
Sustain Minor: The power remains in effect.
Lvl 8 +2 125 gp
Lvl 13 +3 650 gp
Lvl 18 +4 3,400 gp
Lvl 23 +5 17,000 gp
Lvl 28 +6 85,000 gp
Ammunition
Enhancement: Attack rolls and damage rolls
Property: When you hit an enemy with an attack using this ammunition, that enemy takes 1d6 extra radiant damage per plus.
Property: Radiant damage done with this weapon ignores a number of points of resistance equal to twice the weapon’s enhancement bonus.
Alchemical Item
Level: 4
Category: Other
Time: 30 minutes
Component Cost: See below
Market Price: 160 gp
Key Skill: Heal or Nature (no check)
What looks to be a simple hunk of meat on a bone is, when alchemicaly treated and positioned correctly, a treat too tempting for beasts to resist.
Lvl 4 160 gp
Lvl 9 320 gp
Lvl 14 1,600 gp
Lvl 19 9,400 gp
Lvl 24 42,000 gp
Lvl 29 210,000 gp
Power (Consumable * Zone): Standard Action. Make an attack: Close burst 2; targets beasts only; +10 vs. Will; the burst creates a zone, and targets that are hit slide to the closest square to the center of the zone. The zone lasts until the end of the encounter, and beasts that move into an affected square or begin their turn in an affected square are subject to the same attack from the magic bait.
Level 9: +15 vs. Will.
Level 14: +20 vs. Will.
Level 19: +25 vs. Will.
Level 24: +30 vs. Will.
Level 29: +35 vs. Will.
This mask, looking like an average member of some humanoid race, came from a departed member of that clan whose soul has been healed of all mortal worries - leaving behind its physical shell, in the form of a mask.
Special: When the Mask is created, it is imbued with the look and essence of one playable humanoid race.
Power (At-Will * Polymorph): Standard Action. Put on the mask. You physically change into a member of the race imbued into the mask, and the mask itself merges into your face, becoming your fully functional face. Your size category and creature type change as appropriate. Your equipment resizes itself if necessary. While transformed, you cannot use your racial encounter power (if you have one).
Power (At-Will * Polymorph): Standard Action. Remove the mask. You revert to your original appearance, size category, and creature type.
Power (Encounter): While transformed into the form of the race imbued into the mask, you may use that race's racial encounter power (if the race has one) by expending one of your own encounter powers, racial or not. You cannot do this if you have already used your normal racial encounter power this encounter, if you have one. If the race's racial encounter power includes a choice of ability scores to use, the ability score is defined at the time of the mask's creation. if the race has multiple racial encounter powers, you choose which one to use when you use this power.
With this mighty dragon-slaying hammer, you can send even heavily armored and stalwart foes flying.
Lvl 14 +3 21,000 gp
Lvl 19 +4 105,000 gp
Lvl 24 +5 525,000 gp
Lvl 29 +6 2,625,000 gp
Weapon: Hammer
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, and the target is knocked prone. If the target is an Elemental Beast, the target is instead dazed (save ends).
Power (Daily): Standard Action. Close Burst 1; strength or constitution vs. Fortitude; on a hit, deal 2d10 + Strength or Constitution modifier damage to the target, and knock them prone. Damage increases to 3d10 + Strength or Constitution modifier at 19th level, 4d10 + Strength or Constitution modifier damage at 24th level, and 5d10 + Strength or Constitution modifier damage at 29th level. If the target is an Elemental Beast, it is instead dazed (save ends).
This golden shield can reflect many kinds of supernatural attacks; if your aim is true, you can even return the favor to your foe.
Item Slot: Arms
Shield: Any
Power (Daily): Immediate Reaction. Use this power when a single-target ranged Arcane, Divine, or non-weapon elemental attack against your AC or Reflex defense misses. The source of the attack makes a new attack roll against its own appropriate defense. If the attack roll succeeds, it hits the attacker (apply damage and effect where appropriate).
With these sharp gloves, you can burrow through dirt and loose rock with ease.
Item Slot: Hands
Property: Each of these gloves can also be used as a one-handed, off-hand, simple, light blade that applies a +2 proficiency bonus to attack rolls and deals 1d4 damage. The wearer gains proficiency with this weapon.
Power (Daily): Minor Action. Gain a burrow speed equal to half your speed. You cannot dig through solid rock or shift while burrowing. Sustain minor.
Level 25: Gain a burrow speed equal to your speed. You can dig through solid rock at half your burrow speed.
A tranquil blue glow emenates from the heart of this crystal diamond.
Power (Daily): You are surrounded by a diamond-shaped shield of blue force which gives you immunity to all damage. At the end of each of your turns, you must either expend a healing surge (gaining no benefit) to sustain the effect, or it ends immediately. You can not sustain this power if you have no healing surges remaining. While the shield is active, you cannot use magic item powers, but you can sustain magical effects already in place. Inherent properties of magic items (such as enhancement bonuses) still apply. This power doesn't prevent other effects of attacks other than damage.
With this magic instrument, you need not have a bard's gift to activate magic songs.
Variant Ritual Book
Property: For any ritual stored in the Ocarina that has a prerequisite of being a Bard, you may ignore that prerequisite. You must still have the Ritual Caster feat to use rituals through the Ocarina, however.
Power (Daily): Free Action, when you perform a ritual that has a prerequisite of being a Bard. Ignore that ritual's component cost.
These simple-looking leather boots hide a surprising - and dangerous - burst of speed.
Item Slot: Feet
Property: Gain a +2 item bonus to your speed while charging.
Property (Encounter): Move Action. Make a charge attack. This does not end your turn.
The red gem in this small bracelet allows you to heft far heavier objects than you could normally handle.
Lvl 6 1,800 gp
Lvl 16 45,000 gp
Lvl 26 1,125,000 gp
Item Slot: Hands
Property: Gain a +2 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).
Level 16: Increase the item bonus to +4.
Level 26: Increase the item bonus to +6.
This medallion can force the ground to shake, and your enemies to be weakened.
Power (Daily): Arcane, Implement, Force, Thunder
Standard Action, Close Burst 3
Targets: All enemies in burst
Intelligence v. Fortitude
On hit: 3d6+Intelligence modifier force and thunder damage, and the target is weakened (save ends).
As Flamedrinker Shield (Adventurer's Vault, pg. 117).
As Mantle of the Seventh Wind (Player's Handbook, pg. 231).
With this feather in your hand, you can jump higher and further than anyone without wings.
Power (Daily): Move action. Personal. As Jump (Wizard Utility 2, Player's Handbook, pg. 161).
A metal trumpet-like horn, with a sac at the small end, designed to shoot out seeds and small stones. Proficiency +3, 1d4 damage, range 10/20, Sling group, load free.
This strange, double-sided hook will instantly switch your place with someone or something else's.
Power (Daily): Standard Action. As Fey Switch (Warlock Utility 6, Player's Handbook, pg. 134).
This legendary conductor's baton gives you control over the wind.
Property: You can perform the Summon Winds ritual (Eberron Player's Guide, pg. 119) without expending the component cost.
Property: You can use this as an instrument for performing Bard rituals. When you do so, an ethereal chorus sings the song of the ritual.
Power (Daily): Move Action. You and any adjacent allies are picked up by a whirlwind and deposited at a location up to 10 miles away. This location must be either a permanent teleportion circle, or one of up to 5 pre-determined warp points set when this item is created.
Lvl 10 +2 5,000 gp
Lvl 15 +3 25,000 gp
Lvl 20 +4 125,000 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Armor: Cloth, Leather, Hide, Chain, Scale
Enhancement: AC
Property: You and your possessions are considered to be permanently under the effect of the ritual Water Breathing (Player's Handbook, pg. 315).
Item Slot: Feet
Power (Encounter): Free Action. Gain a +5 power bonus to an Athletics check to swim.
The Master Sword is appropriate for characters in the middle of the Paragon tier and upward. When Restored, it is appropriate for character in the low-to-middle Epic tier.
Perhaps the most powerful weapon in all of Hyrule - and certainly the most famous - the Master Sword, the Blade of Evil's Bane, is often the only thing that enables a Hero to save the land from powerful darkness.
The Master Sword is a +4 Magic Longsword with the following properties and powers. (If the Master Sword is Restored, it is a +5 Magic Longsword with the following properties and power.)
Enhancement: Attack rolls and damage Rolls
Critical: +4d6 damage, or +4d8 damage against chaotic evil entities. (If the Master Sword is Restored, +5d6 damage, or +5d8 damage against chaotic evil entities.)
Property: When using a power granted by the Master Sword, you can use your highest physical ability score (Strength, Constitution, or Dexterity) instead of the normal ability score noted for the power.
Power (Daily): Immediate Reaction. Use this power when a single-target ranged Arcane, Divine, or non-weapon elemental attack against your AC or Reflex defense misses. The source of the attack makes a new attack roll against its own appropriate defense. If the attack roll succeeds, it hits the attacker (apply damage and effect where appropriate).
Power (Daily): You can use Dispel Magic (Wizard 6).
Power (At-Will): Standard Action. Make a melee basic attack with this weapon against a target up to 5 squares away from you. You can only use this power if you are at full HP.
Defeat chaotic evil when it appears.
Defend the defenseless, help the helpless, and do good deeds.
Help Hyrule, and its royal family.
The Master Sword is a quiet sentience, working in silence to draw a hero to its hilt and its blade to evil that threatens the land the most. It does not speak, but does gently urge its wielder; it seeks no acclaim, and in fact seems to prefer that its wielder do its work with little public notice. It wants only to defend the land and its people, and then to sleep once again.
Pleased (16-20)
"Only one worthy of the name 'Hero' can pull this weapon from its pedestal. I've earned that title, with my courage - let me show you how."
The Master Sword and its wielder work together as a powerful team, felling evils left and right.
The Master Sword's enhancement increases to +5. (If the Master Sword is Restored, then its enhancement increases to +6 instead.)
Critical: +5d6 damage, or +5d8 against chaotic evil entities. (If the Master Sword is Restored, +6d6 damage, or +6d8 against chaotic evil entities.)
Increase the range of the Master Sword's at-will power to 10 squares. You can perform this power regardless of your HP total.
Power (Daily * Fear): Free Action. Use this power when you hit a chaotic evil entity with this weapon. The target takes the weapon’s enhancement bonus as a penalty to defenses and checks until the end of your next turn.
Power (Daily): You can use Devestation's Wake (Fighter 19, Player's Handbook pg. 84).
Satisfied (12-15)
"...The Master Sword did I then retrieve, keeping the knight's line true."
The Master Sword is sure that it has chosen a worthy hero - but it is yet unwilling to reveal its true power to its wielder.
Power (Daily): You can use Gale of Steel (Fighter 15, Martial Power pg. 16).
Normal (5-11)
"The Sword of Evil's Bane... Not just anyone can use this weapon. I wonder, why did it choose me?"
The Master Sword is largely sure of its choice for a wielder, but has room for doubt.
Unsatisfied (1-4)
"When I drew this sword from the pedestal... Did I understand precisely what that meant?"
The Master Sword is starting to doubt its decision to choose you as its wielder.
Special: You take a -2 penalty to attack rolls and damage rolls against any creatures other than chaotic evil ones. This applies whether or not you are using or even holding the Master Sword.
Angered (0 or lower)
"I have no courage..."
The Master Sword is greatly displeased, and fears that it would do better to choose another wielder to fight evil - and quickly.
The Master Sword's enhancement drops to +3. (If the Master Sword is Restored, it drops to +4 instead.)
Critical: +3d6 damage, or +3d8 against chaotic evil entities. (If the Master Sword is Restored, +4d6 damage, or +4d8 against chaotic evil entities.)
Special: You take a -5 penalty to attack rolls and damage rolls against any creatures other than chaotic evil ones. This applies whether or not you are using or even holding the Master Sword.
"And the Master Sword sleeps again..."
The Master Sword has no desire to stay in the world any longer than it is needed. When the evil that threatens the land is defeated, the Master Sword wants only to sleep again, and await the next crisis that requires its blade. The Master Sword's wielder is strongly urged to return it to its pedestal; every day it does not make progress towards this final goal, the sword's Concordance drops by 1.
When the Master Sword is returned to its pedestal while in a normal or better Concordance, it gifts its old wielder with a +5 Magic Longsword, sheathed in a Diamond Scabbard, appearing in its old wielder's possessions shortly after the Sword's return.
If the Master Sword decides to move on because of low Concordance, or if its Concordance drops below 0 after its purpose has been completed, then the Master Sword disappears quietly during the night, leaving behind a mundane wooden sword and leather sheath.
Sometimes, the Master Sword and its wielder face a threat that even the Master Sword, in full concordance, cannot defeat. In these cases, the Master Sword often needs to be restored to its full power; either through the work of a great mortal smith, or, more often, through the magic power of some ancient entity beyond mortal ken. Restoring the Master Sword to its full power is often a quest in and of itself, though rarely of the same scope that retrieving the Blade of Evil's Bane in the first place is.
Once restored, the Master Sword's Daily Immediate Reaction power becomes an Encounter Power. In addition, at the moment of Restoration, the Master Sword's Concordance is set to either 5 or half its Concordance score at the moment before Restoration, whichever is greater.