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Zelda Custom Rules

We are playing 5E D&D Zelda by u/ninjabreadbear. You can read the rules here. We are also using the monster manuals by Caleb Wichman and u/gowronatemybaby7

Cooking and Alchemy

A character with Proficiency in (and access to) Alchemist's Supplies, a Herbalism Kit, or Cook's Utensils can use them to create food or elixirs using ingredients, animals, and monster parts.

Elixirs

Elixirs are one-shot potions with short term enhancing effects. Each elixir requires monster parts (such as Octorok Eyeballs or Bokoblin Horns) and effect-conferring animals (such as a Restless Cricket). Elixir materials weigh 1 pound for each 500 rupees worth of materials.

During a long rest, you can use Alchemist's Supplies and materials to make one Elixir, or alchemical item (acid, alchemist's fire. antitoxin, oil, perfume, or soap), spending materials equal to one half the item's cost. Materials from more powerful monsters give access to longer-lasting Elixirs.

During a long rest, you can use a Herbalism Kit and plant-based materials to make an Enduring, Energising, or Healing Elixir, spending materials equal to one half the item's cost. Materials from more powerful monsters give access to longer-lasting Elixirs.

See Also: List of Monster Parts

Types of Elixir

Bright Elixir Confers necrotic resistance 1,000 rupees
Chilly Elixir Confers fire resistance 1,000 rupees
Electro Elixir Confers lightning resistance 1,000 rupees
Enduring Elixir Temporarily ignore Exhaustion 5,000 rupees
Energising Elixir Replenish a Hit Dice 1,000 rupees
Fireproof Elixir Confers fire immunity 2,000 rupees
Hasty Elixir Confers +10ft movemenet speed 1,000 rupees
Healing Elixir Heal 2d4+2 HP 800 rupees
Hearty Elixir Confers +1d6 temporary HP 2,000 rupees
Invulnerable Elixir Confers resistance to all damage 20,000 rupees
Mighty Elixir Confers +2 bonus damage 1,000 rupees
Sneaky Elixir Confers +5 stealth 1,000 rupees
Spicy Elixir Confers cold resistance 1,000 rupees
Tough Elixir Confers physical damage resistance 5,000 rupees

Durations

The default duration of an elixir is 1 minute. More powerful monster parts can create 10 minute, or 30 minute effects.

Cooking

Cooking allows you to create normal food, tasty meals, and food with special effects. Food with special effects requires one or more special ingredients (such as Mighty Bananas or Voltfin Trout). Special ingredients weigh 1 pound for each 500 rupees worth of materials.

During a long rest, you can use Cook's Utensils and ingredients to make one meal, spending ingredients equal to the meal's cost. One meal can feed up to five people. The meal confers its effects until the next main mealtime (whether or not a meal is eaten at that time). Meal effects are similar to Elixir effects, but of lower potency and longer duration.

For some effects (e.g. Tough), using additional ingredients confers a stronger effect. For every additional, different, ingredient conferring the same effect, double the cost, and increase the effect by one step (e.g. +1 to +2).

See Also: List of Foodstuffs

Types of Meal

Chilly Reduce fire damage taken by 1 500 rupees stacks
Electro Reduce lightning damage taken by 1 500 rupees stacks
Enduring Ignore one level of Exhaustion 500 rupees
Energising +1 HP recovered per Hit Dice used 100 rupees stacks
Fireproof Confers fire resistance 1,000 rupees
Hasty Confers +1ft movemenet speed 500 rupees stacks
Hearty Confers 1 temporary HP 400 rupees stacks
Mighty Confers +1 bonus damage 1,000 rupees
Sneaky Confers +1 stealth 500 rupees stacks
Spicy Reduce cold damage taken by 1 500 rupees stacks
Tasty +1 HP per Hit Dice spent while eating free
Tough Reduce physical damage taken by 1 800 rupees stacks

Spices

Spices (such as Rock Salt or Chickaloo Nuts) can be used as generic ingredients in any meal, but have no base effect on their own. Thus a meal made with Chillshroom and Salt counts as two ingredients, and will produce a level 2 Chilly meal. Only one spice counts in this way for any meal.