The bell is a large object, made of heavy brass. A medium or smaller creature can occupy the bell’s space, a large creature must be prone to occupy the bell's space, and a huge or larger creature cannot occupy the bell’s space. A rope dangles down from the bell, reaching the bottom-most floor.
Any creature within 5 ft of the rope or within the bell’s space can use their action to pull the rope or swing the bell’s clapper. Alternatively, a creature can attack the bell with a weapon that has the heavy property (AC 10). Any creature within 5 ft or occupying the bell’s space must make a DC 20 Constitution Saving Throw. On a failed save, a creature takes 10d6 thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half damage and isn’t incapacitated.
A creature within 5 ft of the rope can deal slashing damage to the rope (AC 10, 5 hit points), causing the bell to fall. The bell crashes through all floors, before coming to a stop at the bottom-most floor. Any creature within 5 ft or occupying the bell’s space on any level must make a DC 20 Dexterity Saving Throw. On a failed save, a creature takes 6d10 bludgeoning damage and is knocked prone and restrained by the bell. On a successful save, a creature takes half damage and isn’t knocked prone or restrained. A restrained creature can make either a DC 20 Strength Check or a DC 20 Dexterity Check to escape the bell.
What do you think of this object? I imagine that this could be used in a church, bell tower, or any other battle map you can conceive. Damage and DC can easily be adjusted, so feel free to use it wherever you like.
I think the any weapon should be able to damage the Bell, I think it needs hit points, I think ringing it should have the same effect as striking it with a weapon, I think the rope needs more hit points, but ought to be immune to Bludgeoning damage. I don't think the Bell should restrain people, and if you save to avoid the bell hitting you on the way down you should take no damage. You might want to suggest 4 versions of the Bell, one for each Tier, rather than just saying that DMs' can change the DCs. The one as presented would be a pretty powerful magic item and would be at Tier 3 at the least.
I think the any weapon should be able to damage the Bell, I think it needs hit points, I think ringing it should have the same effect as striking it with a weapon, I think the rope needs more hit points, but ought to be immune to Bludgeoning damage. I don't think the Bell should restrain people, and if you save to avoid the bell hitting you on the way down you should take no damage. You might want to suggest 4 versions of the Bell, one for each Tier, rather than just saying that DMs' can change the DCs. The one as presented would be a pretty powerful magic item and would be at Tier 3 at the least.
True. But remember that this is a battlefield object, not something that someone can pick up and carry around. But I see your point. I will make a revised version in the future.
If you wanted to lower the threat level, you could swap out the incapacitated condition with the deafened condition upon ringing the bell. Or, if you wanted to increase the threat level, you could keep the incapacitated condition for one turn and also add the deafened condition for 1d4 hours.
Sounds fun. The AC should be higher. Iron or steel objects have an AC of 19. I don't know if bronze would be different, but probably harder than stone (17) and weaker than mithral (21).
Instead of only allowing heavy weapons to damage it, I'd make it immune to piercing and slashing damage. You can also give it a damage threshold if you don't want people to wear it down with 100 punches. There are probably some other immunities or resistances to give it too. All objects are immune to poison and psychic by default. Maybe it's also immune to radiant. It could be resistant to fire and cold. And it might be vulnerable to acid and thunder.
The bell should deal a maximum of 1 Thunder damage if you're too close to it. At present, any commoner (who make up about 99% of all humanoids) who stands near the bell is instantly killed when it's rung. 10d6 damage is the equivalent of 6 peasants running up and thrusting spears into your body, or being hit by 6 shortbow arrows.
Compare this to a bell in our world. Nobody has ever been killed by, or incapacitated by, a ringing bell, though I think that the effect could stun or disorientate them. What it will do is burst your ear drums, though, and that should be its most potent effect.
I would change that section:
Any creature within 5 ft of the rope or within the bell’s space can use their action to pull the rope or swing the bell’s clapper. Alternatively, a creature can attack the bell with a weapon that has the heavy property (AC 10). Any creature within 5 ft or occupying the bell’s space must make a DC 15 Constitution Saving Throw. On a failed save, a creature takes 1 point of thunder damage and is permanently deafened, until a greater restoration or similar magic is used to restore their hearing. If it fails the saving throw by 5 or more, it is also stunned for 1 minute. A stunned creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Bell
The bell is a large object, made of heavy brass. A medium or smaller creature can occupy the bell’s space, a large creature must be prone to occupy the bell's space, and a huge or larger creature cannot occupy the bell’s space. A rope dangles down from the bell, reaching the bottom-most floor.
Any creature within 5 ft of the rope or within the bell’s space can use their action to pull the rope or swing the bell’s clapper. Alternatively, a creature can attack the bell with a weapon that has the heavy property (AC 10). Any creature within 5 ft or occupying the bell’s space must make a DC 20 Constitution Saving Throw. On a failed save, a creature takes 10d6 thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half damage and isn’t incapacitated.
A creature within 5 ft of the rope can deal slashing damage to the rope (AC 10, 5 hit points), causing the bell to fall. The bell crashes through all floors, before coming to a stop at the bottom-most floor. Any creature within 5 ft or occupying the bell’s space on any level must make a DC 20 Dexterity Saving Throw. On a failed save, a creature takes 6d10 bludgeoning damage and is knocked prone and restrained by the bell. On a successful save, a creature takes half damage and isn’t knocked prone or restrained. A restrained creature can make either a DC 20 Strength Check or a DC 20 Dexterity Check to escape the bell.
What do you think of this object? I imagine that this could be used in a church, bell tower, or any other battle map you can conceive. Damage and DC can easily be adjusted, so feel free to use it wherever you like.
EDIT: There is a new version of the bell here.
I think the any weapon should be able to damage the Bell, I think it needs hit points, I think ringing it should have the same effect as striking it with a weapon, I think the rope needs more hit points, but ought to be immune to Bludgeoning damage. I don't think the Bell should restrain people, and if you save to avoid the bell hitting you on the way down you should take no damage. You might want to suggest 4 versions of the Bell, one for each Tier, rather than just saying that DMs' can change the DCs. The one as presented would be a pretty powerful magic item and would be at Tier 3 at the least.
<Insert clever signature here>
True. But remember that this is a battlefield object, not something that someone can pick up and carry around. But I see your point. I will make a revised version in the future.
If you wanted to lower the threat level, you could swap out the incapacitated condition with the deafened condition upon ringing the bell. Or, if you wanted to increase the threat level, you could keep the incapacitated condition for one turn and also add the deafened condition for 1d4 hours.
Sounds fun. The AC should be higher. Iron or steel objects have an AC of 19. I don't know if bronze would be different, but probably harder than stone (17) and weaker than mithral (21).
Instead of only allowing heavy weapons to damage it, I'd make it immune to piercing and slashing damage. You can also give it a damage threshold if you don't want people to wear it down with 100 punches. There are probably some other immunities or resistances to give it too. All objects are immune to poison and psychic by default. Maybe it's also immune to radiant. It could be resistant to fire and cold. And it might be vulnerable to acid and thunder.
The bell should deal a maximum of 1 Thunder damage if you're too close to it. At present, any commoner (who make up about 99% of all humanoids) who stands near the bell is instantly killed when it's rung. 10d6 damage is the equivalent of 6 peasants running up and thrusting spears into your body, or being hit by 6 shortbow arrows.
Compare this to a bell in our world. Nobody has ever been killed by, or incapacitated by, a ringing bell, though I think that the effect could stun or disorientate them. What it will do is burst your ear drums, though, and that should be its most potent effect.
I would change that section:
Any creature within 5 ft of the rope or within the bell’s space can use their action to pull the rope or swing the bell’s clapper. Alternatively, a creature can attack the bell with a weapon that has the heavy property (AC 10). Any creature within 5 ft or occupying the bell’s space must make a DC 15 Constitution Saving Throw. On a failed save, a creature takes 1 point of thunder damage and is permanently deafened, until a greater restoration or similar magic is used to restore their hearing. If it fails the saving throw by 5 or more, it is also stunned for 1 minute. A stunned creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.