Name
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Type
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Effect
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Cacophony
|
Weapon (Quarterstaff)
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- Deals an extra 1d4Thunder.
- Thunderous Smite ()
- Cast as a level 1 spell ( Recharge: Short rest.)
|
Corpsegrinder
|
Weapon (Maul)
|
- Deals an extra 1d4Thunder
- Grand Slam ()
Slam your weapon into the ground, dealing additional Thunder damage equal to your proficiency bonus, thunderously impacting nearby foes and possibly pushing them away.
|
Hamarhraft
|
Weapon (Maul)
|
- Shockwave
- When the wearer Jumps, they deal 1d4Thunder damage in a 3 m / 10 ft radius upon landing.
|
Nyrulna
|
Weapon (Trident)
|
- Deals an extra 1d6Thunder.
- Zephyr Connection
- This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3d4Thunder damage in a 6 m / 20 ft blast centered on the target.
- Veil of the Wind
- You gain a + 3 m / 10 ft bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage.
- Nyrulna: Glowing
- This object shines with a glowing light in a radius of 6 m / 20 ft.
- Zephyr Flash ()
Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding.
- Zephyr Break ()
Zephyr Break imitates the effects of the spell Gust of Wind while dealing thunder damage.
|
Phalar Aluve
|
Weapon (Longsword)
|
- Phalar Aluve: Melody ()
The sword hums in anticipation, ready to Sing or Shriek.
|
Punch-Drunk Bastard
|
Weapon (Greatclub)
|
- Tippler's Rage
- While you are Drunk, you have Advantage on Attack rolls. You also create a blast with each attack, dealing 1d4Thunder for 3 m / 10 ft.
|
Hat of Storm Scion's Power
|
Headwear (Non-Armour)
|
- Thunderous Acuity
- Whenever the wearer deals Thunder damage, they gain Arcane Acuity.
|
Thunderpalm Strikers
|
Handwear (Non-Armour)
|
- Thunderwave ()
- Cast as a level 3 spell ( Recharge: Long rest.)
- Booming Blows
- Your unarmed attacks deal an additional 1d4Thunder damage.
|
Sentient Amulet (Rare)
|
Amulet
|
- Shatter ()
- Cast as a level 2 spell ( Recharge: Short rest.)
- Talk to the Sentient Amulet
- Speak with the consciousness lingering inside the Sentient Amulet.
- Ki Restoration ()
- Using the spiritual energy in the amulet, you restore 2 Ki Points. ( Recharge: Long rest.)
- High Spirits
- The amulet's spirit lingers, making everything seem a little more vibrant. Must succeed a Wisdom Saving throw (DC 10/15, see notes) when using the amulet's power, or become Hysterical (equivalent in effect to Tasha's Hideous Laughter with a duration of 1 turn).
|
Sentient Amulet (Very Rare)
|
Amulet
|
- Shatter ()
- Cast as a level 3 spell ( Recharge: Long rest.)
- Ki Restoration ()
- Using the spiritual energy in the amulet, you restore a number of Ki Points equal to your martial arts die. [See Notes] ( Recharge: Long rest.)
|
Ring of Absolute Force
|
Ring
|
- Thunderwave ()
- Cast as a level 1 spell ( Recharge: Short rest.)
- Absolute's Tempest
- If the wearer bears the Absolute's Brand, they deal 1 additional Thunder damage with Thunder damage spells and attacks.
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