_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.**