This cloudy white crystal rod has meticulously placed holes bored through it.
If struck it makes a hollow thud, but when this crystal is within the area of an effect that deals Thunder damage it activates, reverberating with an eerie echo. The triggering effect is duplicated with the crystal at its center and the affected area is considered an extension of the original.
While attuned to this item you automatically succeed on saving throws for any effect that triggers this crystal.
This scroll has radiating lines originating from the edges of the parchment and a bold red border. When activated and then re-rolled for the next hour when any creature speaks through the scroll their voice is up to four times as loud. The tighter the scroll is rolled the quieter the sound.
This quarterstaff is made from an ancient wood that is graying from age but is still stout and stable. At the bottom it has an iron cap and near the top 8 roughly hewn bells of several sizes, sprouting out wildly at all angles. Wrapped around every bell is a ratty cloth, silencing it.
This quarterstaff weighs 6 pounds, does 1d8 bludgeoning damage, and has the Versatile(1d10) property.
When you attune to this quarterstaff you realize that the bells are more than a noisy addition that must be silenced, but that each holds a portion of magic power that is unleashed as they are unbound.
Unbinding
When you unbind the first bell you feel a small surge course through your body. Each bell rings out with a chorus of clanging as it is released from its wrappings, as if the sound itself was trapped within the binding. This quarterstaff has 1 charge for every bell it currently has unbound and it takes 1 action to unbind a bell. It regains 1d8 expended charges each day at dawn.
If you have any number of bells unbound you have disadvantage to stealth checks while holding the quarterstaff.
Toll the Bells
As an action you can strike this quarterstaff against the ground or against a nearby object, expending a charge as the bells peal. Any creature within 30 feet of you that can hear the bells has disadvantage on their first weapon attack against you on their next turn. Additionally, until the end of your next turn you have advantage on your first melee attack against any affected creature.
On a successful melee attack with this quarterstaff against an affected creature you can choose to gain temporary hit points equal to the damage you deal.
Curse. The first time each bell is unbound you lose 1d6-1 max hit points as you hear its discordant chime. These hit points can not be restored, even by
These two strings of polished silver bells tinkle merrily when shaken and can be heard up to 120 feet away. These bells have 4 charges, and regain one expended charge each time you use the Dash action while wearing them. Also, while wearing these bells your movement speed and jump distance increases by 5 feet.
Any ally creature that can hear these bells can choose to expend a charge to roll a d4 and add the number rolled to an ability check or attack roll of its choice. It can make this choice before or after making the initial roll. Once a creature has used this feature it can not do so again until its next turn.
This rod stands about 5 feet tall and is aptly named. It appears to be a young sparse tree that had all its leaves shaken off before being cast in metal.
While you are holding this rod if you take lightning damage the damage is reduced by 1d12 once per round.
As an action you can drive this rod into the ground. Once per round while the rod is in the ground if a creature within 120 feet of the Ironwood Sapling takes lightning damage that damage is reduced by 2d12 as the lightning arcs to the tree, sapping some of it’s power. When this happens all creatures within 10 feet of the rod take 1d8 thunder damage as a small concussive wave emits from the sapling.
This helmet has large semi-spheres that cup over your ears. These metal earmuffs are lined with wool and quite cozy.
Even while not attuned to the helmet, while you are wearing it you have disadvantage to any checks that involve hearing. However, you are immune to being Deafened and you gain advantage to saving throws against taking Thunder damage.
When you are attuned, as an action you can focus your hearing in another location. When you do this you create an invisible sensor within 1 mile in a location familiar to you (a place you have visited or seen before), or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place until you dismiss it and can’t be attacked or otherwise interacted with.
When you do this you can hear without the hearing disadvantage imposed by the helmet, but you can only hear as if you are in the sensor’s space.
A creature that can see the sensor (such as a creature benefiting from See Invisibility or truesight) sees a bulbous fleshy ear about the size of your palm.
This item is visibly sculpted to look like a humanoid heart. It has a large ruby depressed into its left side. When you attune to this heart a light within the ruby begins softly pulsating in time with your own pulse, and a soft thrumming can be heard coming from within the stone.
While attuned to this item you must fail 5 death saving throws to die instead of 3.
Additionally, once per day as an action you can choose to cast either
Curse. While attuned with this item you are vulnerable to thunder damage.
If you un-attune with this item or it is destroyed you immediately drop to 0 hit points and begin making death saving throws. Additionally, you gain 1d4 levels of exhaustion that lasts for 10 days and can only be removed by
This hammer is made of a single piece of metal, including the handle, and is hollow even though it weighs the same as any other hammer. It has a hole on each end of the head and when swung makes a sound akin to a muffled warcry.
On a successful hit with this weapon the target creature and all creatures within 5 feet except yourself take thunder damage equal to your proficiency modifier, as it creates a loud gong-like smash.
On a critical failure with this weapon the concussion vibrates through your arms and you take 1d10 thunder damage.
Other weapons of this type exist, such as Roaring Maul of Resonance, and Roaring Flail of Resonance, but warhammers are the most common.
This gnarled wooden staff has a bent branch at its top forming a hoop and contains 4 charges. While holding it you can use an action to expend a number of charges to cause a flurry of clear crystalline orbs to fly from the hoop. The orbs increase in number dramatically for each charge expended and create one 30-foot cone radiating from the staff per charge. Cones created in this way may not overlap. All creatures in the affected area must make a Constitution saving throw. A creature takes 3d6 thunder damage on a failed save, or half on a successful one as the orbs burst and create a violent concussion.
The staff regains 1d4 expended charges daily at dawn. If you expend the staff’s last charge roll a 1d20. On a 1, the staff releases a clap of thunder. All creatures within a 30-foot radius must make a DC 15 Constitution saving throw or take 3d6 thunder damage.
This small vial holds a clear foaming liquid, and has a wand of sorts attached to it by a string. As an action a creature can soak the wand in the liquid and blow on it, when they do so 10 airy crystalline orbs form at the end of the wand and gently float wherever the wind fancies. Using the vial in this way expends a charge. The orbs burst after traveling 100 feet, touching a creature, or bumping into a sharp object. When an orb bursts it deals 1d4 thunder damage to all creatures within 5 feet as a uncannily large concussion emanates from them that can be heard out to 100 feet. The vial is found with a number of uses equal to 2d10 or a number of the DM’s choosing and when all uses are expended it is empty and cannot be used again.