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Shardspitter shield

Shield, rare (requires attunement)

This crystal-covered shield is passed down through the leaders of the Agrr tribe. Their knowledge of the crystal during their time underground has made them able to craft shield from specific powerful shards of crystal. While wearing this +1 shield, you can cause the crystal to shatter slightly on impact of a weapon. When you are missed with an attack, you can choose to block the attack with your shield, shattering part of its crystal layer. The attacking creature takes 1d4 piercing damage and must make a DC 15 Constitution saving throw. On a failed save, the creature is blinded until the start of its next turn. You can use this ability three times. After the last time, the crystal layer shatters completely and the shield loses its +1 bonus. The crystal layer regenerates 1 use each night.

Soulcutter Weapon

Weapon (any weapon that deals slashing damage), rare (requires attunement)

Strikes with this crystal weapon leave psychic wounds on the victim. This weapon deals 1d6 psychic damage in addition to the damage the weapon would normally do. Additionally, once you hit a creature with a weapon attack, you may force it to make a DC 15 Constitution saving throw or become frightened of you for one minute or until it takes any damage. You regain the use of this ability when you finish a long rest.

Sparkleweave

Clothing , uncommon

This sparkling cloth is inlaid with tiny fragments of crystal. While wearing this cloth, you have advantage on Charisma (Persuasion) checks.

Tremorfinder Boots

wondrous item, rare

While wearing these boots, you feet can feel the vibrations in the earth. You gain 30 feet tremorsense.

Venomstealer

Dagger, rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with natural venom or poison with this dagger, you attempt steal one use of its poison and store it in the dagger. The creature must succeed on a DC 14 Constitution saving throw or have some of its venom stolen. You can use your bonus action to coat the dagger with the stolen poison, dealing its effects until the end of its turn. The poison is then consumed at the end of your turn, and any following attacks can be used to steal new poison.

Tribal Instruments

Agrr Rockwrecker

Lute, very rare (requires attunement by a bard)

The Agrr use music to bring rythm into their work; although most do not enjoy the melancholic working songs of the mines. Instead, they listen to more primal forms of music that contain grunting and screaming. The band Rockwreckers combined the two worlds and started to perform their music inside of the mines. Only there did it unleash its fullest potential. The lute grants its wielder the following properties;

  • The attuned creature’s singing voice becomes gruff, and has proficiency with the “Primal Singing” style.
  • Music played on this lute sounds distorted.
  • The lute has 5 charges, and it regains 1d4+1 charges at dawn. As an action you can expend a number of charges to cast a spell at its lowest level without requiring material components, using your spellsave DC and spellcasting ability modifier: shatter (1 charge), meld into stone (2 charges), stone shape (4 charges) and conjure elemental (earth) (5 charges).
  • While or after playing the lute for Agrr tribesmembers or other enjoyers of rough music, you have advantage on charisma checks to deal with such creatures for 10 minutes after your performance ends.

Solodt Deathsinger

Flute, very rare (requires attunement by a bard)

For the Solodt, their focus on science and death has caused their enjoyment to come from melancholic music. Some bards are even invited to play at an autopsy of a dangerous or rare animal. The deathsinger’s music enhances this process. The flute grants its wielder the following properties;

  • The attuned creature’s singing voice sounds depressing, and they gain proficiency in the “Tragic Singing” style.
  • The flute has 5 charges, and it regains 1d4+1 charges at dawn. As an action you can expend a number of charges to cast a spell at its lowest level without requiring material components, using your spellsave DC and spellcasting ability modifier: gentle repose (1 charge), speak with dead (2 charges), blight (4 charges), antilife shell (5 charges)
  • While or after playing the flute for Solodt tribesmembers or other enjoyers of tragic music, you have advantage on charisma checks to deal with such creatures for 10 minutes after your performance ends.

Kreeg Rallydrum

Viol, very rare (requires attunement by a bard)

The viol has for long been a communication method to be used over mediocre distances. The high pitches of the viol can be easily mistaken for the sound of a creature or bird. The Spoak, however, are able to distinguish these sounds with ease. When their enemies started to catch up on their trick, few viols were made of the wood of a tree of transportation (chapter 3). The viol, dubbed Spoak deepviol, grants the following abilities.

  • When this instrument is played, the creature that plays it can change the music’s point of origin to any location within 60 feet they can see. The location can be moved to a different location as a bonus action.
  • The viol has 5 has charges, and it regains 1d4+1 charges at dawn. As an action you can expend a number of charges to cast a spell at its lowest level without requiring material components, using your spellsave DC and spellcasting ability modifier: pass without trace (1 charge), nondetection (2 charges), hallucinatory terrain (4 charges), tree stride (5 charges)
  • While or after playing the viol for Spoak tribesmembers or other enjoyers of “Melodic” music, you have advantage on charisma checks to deal with such creatures for 10 minutes after your performance ends.

Spoak Deepviol

Viol, very rare (requires attunement by a bard)

The viol has for long been a communication method to be used over mediocre distances. The high pitches of the viol can be easily mistaken for the sound of a creature or bird. The Spoak, however, are able to distinguish these sounds with ease. When their enemies started to catch up on their trick, few viols were made of the wood of a tree of transportation (chapter 3). The viol, dubbed Spoak deepviol, grants the following abilities.

  • When this instrument is played, the creature that plays it can change the music’s point of origin to any location within 60 feet they can see. The location can be moved to a different location as a bonus action.
  • The viol has 5 has charges, and it regains 1d4+1 charges at dawn. As an action you can expend a number of charges to cast a spell at its lowest level without requiring material components, using your spellsave DC and spellcasting ability modifier: pass without trace (1 charge), nondetection (2 charges), hallucinatory terrain (4 charges), tree stride (5 charges)
  • While or after playing the viol for Spoak tribesmembers or other enjoyers of “Melodic” music, you have advantage on charisma checks to deal with such creatures for 10 minutes after your performance ends.

Karthuk Silverstring

Harp, very rare (requires attunement by a bard)

The harp has been used for ages in the karthuk tribe. Its sound has a calming effect on the insects around them; some of the better bards even play for the ant queen. The silverstring harp’s magic enhances what the harp already does, and improves the bond between the Karthuk and ants.

  • When playing the harp, for example while casting a spell, your movement speed becomes 0 this turn. You can only play the harp if you have not moved in your turn. While playing the harp, any creature that attacks you with a melee attack must succeed on a DC 16 Wisdom saving throw or attack another creature within its attack range. If no other creatures can be attacked, the attack is lost.
  • The harp has 5 has charges, and it regains 1d4+1 charges at dawn. As an action you can expend a number of charges to cast a spell at its lowest level without requiring material components, using your spellsave DC and spellcasting ability modifier: animal messenger (1 charge), plant growth (2 charges), giant insect (5 giant worker ants only) (4 charges), insect plague (5 charges)
  • While or after playing the harp for Karthuk tribesmembers or other enjoyers of “Soothing” music, you have advantage on charisma checks to deal with such creatures for 10 minutes after your performance ends.

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