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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.

Foraging

Ability Check Result Number of Ingredients
5 or below 0 ingredients
6-10 1d4 common ingredients
11-15 2d4 common ingredients
16-20 1d4 rare ingredients
21+ 1d6 rare ingredients

To forage, spend a long rest (or 1 day) and test Nature or Survival (as appropriate).

If foraging during a short rest, collect half as much.

If foraging at sea, you must have a fishing kit.

If foraging from a corpse, gain advantage if you have Butcher's Tools.

Harvesting

Some bastion facilities can harvest monster parts or special ingredients, using a Harvest order. When you issue a Harvest: Materials order, the facility harvests 1d8 common or 1d6 rare ingredients (your choice), rolling on the approrpiate foraging tables.

Adventurer's Guild
Roll on the Monster Butchery table.
Fishing Shack
Roll on the River or Ocean forage table, depending on where the shack is located.
Garden
Roll on the forage table for the area in which the garden is located.
Greenhouse
Pick a region of Hyrule when you create the Greenhouse. When you harvest, harvest from that area. You can change the area by telling its hierling to change it from one region to another. This work takes 21 days, during which time no other activity can occur in the Greenhouse.

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).

During a rest you can make a meal with one or more ingredients. Make a Cook's Utensils check as follows:

Special Ingredients DC
110
215
320

A meal feeds 1 person. For each additional copy of the same special ingredient, or additional normal ingredient, add 1 serving. A portion of rations counts as one normal ingredient. Increasing the serving size does not raise the DC.

The effect of the meal depends on the ingredients used. Adding additional, different, ingredients, with the same effect, stacks those effects, for example a meal containing a Chillshroom and a Cool Safflina gives two stacks of Chilly. An effect marked does not stack means that only the highest bonus applies.

See Also: List of Ingredients, Zelda Wiki Foodstuffs

Types of Meal

Chilly Reduce fire damage taken by 1 per stack
Cooling Reduce DC of hot weather checks by 5 per stack
Electro Reduce lightning damage taken by 1 per stack
Enduring Ignore one level of Exhaustion per stack
Energising +1 HP per stack recovered per Hit Dice used
Fireproof Confers fire resistance does not stack
Hasty Confers +1ft movement speed per stack
Hearty Confers 1 temporary HP per stack
Lucky Gives inspiration does not stack
Mighty Confers +1 bonus damage per stack
Restorative Gain this many HP when eating
Sneaky Confers +1 stealth per stack
Spicy Reduce cold damage taken by 1 per stack
Sticky Confers +1 althetics per stack when climbing
Swimming Confers +1 athlethics per stack when swimming
Tasty +1 HP per Hit Dice spent while eating no special ingredient required
Tough Reduce physical damage taken by 1 does not stack
Warming Reduce DC of cold weather checks by 5 per stack
Water-Breathing Can breathe under water

Spices

Spices (such as Rock Salt or Chickaloo Nuts) can be used as a special ingredient that gives +1 stack of another ingredient in the meal without increasing the DC to cook it. For example a meal containing a Chillshroom and Rock Salt gives Chilly 2. Only one spice counts in this way for any meal.

Elixirs

Elixirs are one-shot potions with short term enhancing effects. Each elixir requires a minimum of 1 monster part (such as Octorok Eyeballs or Bokoblin Horns) and 1 effect-conferring material (such as a Restless Cricket). Additional monster parts or effect-conferrring items each count as 100 rupees worth of materials for figuring the cost.

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 2,500 rupees
Energising Elixir Replenish a Hit Dice 1,000 rupees
Fireproof Elixir Confers fire immunity 2,000 rupees
Hasty Elixir Confers +10ft movement speed 1,000 rupees
Healing Elixir Heal 2d4+2 HP 250 rupees
Greater Healing Elixir Heal 4d4+4 HP 1,000 rupees
Hearty Elixir Confers +1d6 temporary HP 500 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 4,000 rupees

Durations

The default duration of an elixir is 1 minute. More powerful monster parts can create longer effects:

  • 1 minute (ancient screw, bokoblin horn, chuchu jelly, hinox toenail, keese wing, lizalfos horn, octo balloon, octorok tentacle)
  • 10 minutes (ancient gear, ancient shaft, bokoblin/moblin fang, elemental keese wing, hinox tooth, lizalfos talon, octorock eyeball, chuchu jelly)
  • 30 minutes (ancient core, lizalfos tail, hinox gunts, moblin guts, bokoblin heart, lynel horn, )
  • 1 hour (giant ancient core, moblin heart, lynel guts, lynel heart, dragon parts)

Bastions

Branch Post Office

Level 9 Bastion Facility

Prerequisite: Contact with the Rito Postal Service

Order: Trade

A branch of the Rito postal service is located in your base. When you take a Bastion Turn while away from your base, but in a place with a Rito postal office, you can send an order to one of your facilities instead of having it take the Maintain order.

Trade. When you issue the trade order, the branch post office accepts deliveries of parcels and letters and collects the appropriate delivery fees. At the end of the seventh day, roll 1d10 and consult the following table to determine your portion of the fees collected.

1d8 Income
1-7 200r (20GP)
8-9 400r (40GP)
10 600r (60GP)

Fishing Shack

Level 5 Bastion Facility

Prerequisite: Located on a body of water

Order: Harvest

The fishing shack the base of operation for a fisherman who catches fish on a regular basis.

Harvest: Ocean's Bounty. When you issue the harvest order, the facility catches enough fish to make 50 pounds worth of dried fish. Each pound of dried fish counts as 2 pounds of rations. The work takes 7 days and costs no money.