Name
|
Slot
|
Effect
|

Cacophony
|
Main Hand Melee (Quarterstaff)
|
Thunderous Smite ( + + )
- Cast as a level 1 spell (
Recharge: Short rest.)
|

Corpsegrinder
|
Main Hand Melee (Maul)
|
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
|
Main Hand Melee (Maul)
|
Shockwave- When the wearer
Jumps, they deal 1d4 Thunder damage in a 3 m / 10 ft radius upon landing.
|

Hat of Storm Scion's Power
|
Headgear (Non-Armour)
|
- Thunderous Acuity
- Whenever the wearer deals
Thunder damage, they gain Arcane Acuity.
|

Nyrulna
|
Main Hand Melee (Trident)
|
- 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 3d4
Thunder 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
|
Main Hand Melee (Longsword)
|
Phalar Aluve: Melody ( )
The sword hums in anticipation, ready to Sing or Shriek.
|

Punch-Drunk Bastard
|
Main Hand Melee (Greatclub)
|
- Tippler's Rage
- While you are
Drunk, you have Advantage on Attack rolls. You also create a blast with each attack, dealing 1d4 Thunder for 3 m / 10 ft.
|

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.
|

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.)
|

Thunderpalm Strikers
|
Gloves (Non-Armour)
|
Thunderwave ( + )
- Cast as a level 3 spell (
Recharge: Long rest.)
- Booming Blows
- Your unarmed attacks deal an additional 1d4
Thunder damage.
|