_A massive arcane instrument and bludgeon, used to smash foes and conduct the flow of battle through resonant magic._ --- _Martial melee weapon, very rare (requires attunement)_ **Damage:** 1d10 bludgeoning **Properties:** Heavy, two-handed, special, resonant **Weight:** 12 lb ### Core Mechanic: Notes & Melodies The Hunting Horn uses **Notes** generated by attacks to create **Melodies** and **Echo Fields**. - You can hold up to **3 Notes** at a time. - Notes last for **1 minute** or until spent. - You gain Notes by hitting creatures with the horn. - Different melodies consume different combinations of notes. ### Resonant Strikes Whenever you hit a creature with a melee attack using the Hunting Horn, choose one: - Deal normal damage and gain **1 Note** - Deal normal damage and create a **Vibration Hit** ### **Vibration Hit** The target takes an additional **1d4 thunder damage**. At higher tiers: - Character level 11+: 1d6 thunder - Character level 17+: 1d8 thunder ### Performing Melodies You can expend Notes to perform powerful effects. Unless stated otherwise, performing a melody requires a **bonus action** and affects creatures of your choice within **15 ft** who can hear you. Your **Melody save DC** = **8 + proficiency bonus + STR or CHA modifier** ## **Melody List** ##### **Song of the Iron March** (1 Note) - You and affected allies gain **+1 AC** - Lasts **1 minute** ##### **Song of the Raging Pulse** (1 Note) - Affected creatures deal **+1d4 damage** on their next weapon hit before the end of their next turn. ##### **Song of the Swift Step** (1 Note) - Affected creatures gain **+10 ft movement speed** - Opportunity attacks against them are made at **disadvantage** - Lasts **1 round** ##### **Song of the Vital Echo** (2 Notes) - Affected creatures regain **1d6 + your proficiency bonus** hit points. ##### **Song of the Steeled Mind** (2 Notes) - Affected creatures gain **advantage on saving throws** against being charmed, frightened, stunned, or paralysed - Lasts **1 minute** ##### **Resonant Break** (2 Notes) - Creatures of your choice within 10 ft must make a **Constitution save**. - On a failure: - Take **2d8 thunder damage** and are **pushed 10 ft** and **knocked prone**. - On a success: half damage, not knocked prone. ## Echo Bubbles: Signature Hunting Horn Feature You may only have **one Echo Field active at a time**. As an **action**, you may expend **2 Notes** to place an **Echo Field** at a point you can see within 30 ft. The field creates a **10-ft-radius zone** that lasts **1 minute**. Choose one Echo type when created: ##### **Echo of War** - When a creature enters the field or starts its turn there, it gains: - **+1d4 thunder damage** on all weapon attacks. - The first time each turn a creature deals damage while in the field, the target takes an extra **1d4 thunder damage**. ##### **Echo of Fortitude** - Creatures in the field gain: - **+1 AC** - **Advantage on Constitution saves** - At the start of their turn, they gain **temporary hit points equal to your proficiency bonus.** ##### **Echo of Restoration** - Creatures in the field regain **1d6 hit points** at the start of their turn. - Once per round, when a creature casts a spell or hits with an attack in the field, another ally in the field regains **1d4 hit points.** ### Grand Performance (High-Power Ability) If you have **3 Notes**, you may expend all of them as an **action** to unleash a Grand Performance. Choose one: ##### Cataclysm Chorus** - Creatures of your choice within **20 ft** take **6d8 thunder damage**. - Constitution save for half damage. - Structures and objects automatically take max damage. ##### **Maestro’s Refrain** For 1 minute: - You project a **20-ft aura**. - Allies in the aura gain: - +2 AC - +1d6 damage on all attacks - Advantage on one saving throw of their choice each round When this ends, you gain **1 level of exhaustion**. ##### **Symphony of Life** - All allies within 20 ft: - Regain **4d8 + your proficiency bonus** hit points - End one charm, fear, paralysis, or stun effect on them - Hostile creatures must make a Con save or be **deafened and stunned until the end of their next turn.**