Wondrous Item, legendary (requires attunement by a artificer, bard, cleric, or warlock)

Bandolier of Sealing Bells
Wondrous Item, Legendary, requires attunement by a bard, cleric, warlock, or artificer

This bandolier is a simple, worn leather strap with six pouches, ranging in size from about an inch to nearly eight inches in diameter. As an action, you can remove an ancient, rune -inscribed silver bell from one of the pouches and ring it. When you do so, roll a d6. If the number you roll is less than the number of the bell you rang, you suffer the effects of a penalty as described by the options below, but still use the bell as normal. Once you ring a bell, you cannot ring that bell again until the end of a long rest.

1st Bell: Daserai, the Revealer. When you ring this bell, for the next minute, you know the location and type of all undead within one mile of you, although not any specific information about their identities. Undead cannot be magically hidden from you, and blindness does not cause you to have disadvantage on attacks against undead.
Daserai has no penalty.

2nd Bell: Phex, the Force. When you ring this bell, all undead within 30 feet of you are pushed directly away from you until they are at least 30 feet from you. For the next minute, undead within 30 feet of you must expend 4 feet of movement for every 1 foot they travel.
Phex's penalty: Your speed becomes 0, and you can't benefit from any bonus to your speed, until the end of your next turn.

3rd Bell: Shig, the Trickster. When you ring this bell, you become undetectable to undead for the next minute. Regardless of what type of senses (tremorsense, blindsight, etc.) an undead has, it cannot see or hear you, although it might guess at your location. Once per turn, an undead with truesight can make a Wisdom (Perception) check with DC 18 to detect you until the end of its turn. If you make an attack or cast a harmful spell on an undead, that undead can detect you until the end of its next turn.
Shig's penalty: You gain disadvantage on all Wisdom ability checks for the next hour.

4th Bell: Larut, the Deflector. When you ring this bell, you and any creatures of your choice within 60 feet become wreathed in shimmering magic for the next minute. All undead take a -4 penalty on any attack rolls made against affected creatures, and affected creatures gain advantage on all saving throws against spells cast by an undead. If an undead misses an attack against an affected creature by 5 or more, that undead takes 1d6 radiant damage.
Larut's penalty: You may not make spell attacks against undead or cast any harmful spell that would affect an undead. As an action, you may make a DC 15 Wisdom saving throw to end this effect. This effect also ends when you finish a long or short rest.

5th Bell: Demolex, the Voice. When you ring this bell, an undead you can see within 60 feet of you is pierced with a shard of radiant light. It must make a DC 20 Wisdom saving throw or fall under your influence. You can use your action to give the affected undead a command. The undead will continuously follow basic commands like attacking a creature or guarding an area but will use only basic actions and will not directly harm itself. If the undead can cast spells, you must use your action to command it to cast a specific spell on its next turn as well as expend a spell slot of the appropriate level or higher. You know what spells the undead can cast and how many times it can do so. At the end of each of its turns, it can repeat the wisdom saving throw to end the effect.
Demolex's penalty: The undead worms its way into your mind as you do into its. You cannot take reactions. Instead, at the end of the affected undead's turn, it commands you to do something. An undead does not need to be intelligent to command you, but an intelligent undead might command you in craftier ways. The undead can force you to do one of the following things:
-Move up to your movement speed in any direction, unless that puts you in immediate danger.
-Make an attack on a creature within 5 feet.
-Cast a cantrip or spell that you know and have prepared with a casting time of 1 action or 1 bonus action. The spell must be of a level no more than half the undead's CR rounded down, and it cannot force you to directly harm yourself with a spell.
This effect ends when your control over the undead ends.

6th Bell: Abhorus, the Sealer. When you ring this bell, a wave of thunderous silence rolls from you. Any undead within 100 feet of you with a CR of 6 or lower is destroyed instantly. Additionally, the ground in a mile radius from where you rang the bell becomes hallowed. No undead can be created there until you ring this bell again, or you die.
Abhorus' penalty: Your soul is cast into a random place in the astral plane as if under the effect of the astral projection spell, except you cannot use your action to end the spell, and if either your astral or physical body drops to 0 hit points, you die instantly.

Notes: artificer, bard, cleric, or warlock

HipsterCthulu

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