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Thunder set

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The Thunder Set is a set of equipment that helps the user deal Thunder⁠Thunder damage. Synergizes with items from the Reverberation set and Elemental set, which are not duplicated here. It consists of the following pieces :

Name Slot Effect

Cacophony
Main Hand Melee Main Hand Melee (Quarterstaff)
Thunderous Smite Thunderous Smite (Action + Bonus Action)
Cast as a level 1 spell (Recharge: Short rest Recharge: Short rest.)

Corpsegrinder
Main Hand Melee Main Hand Melee (Maul)
Grand Slam Grand Slam (Action)
Slam your weapon into the ground, dealing additional Thunder⁠Thunder damage equal to your proficiency bonus, thunderously impacting nearby foes and possibly pushing them away. (Recharge: Short rest Recharge: Short rest.)

Hamarhraft
Main Hand Melee Main Hand Melee (Maul)
ShockwaveShockwave
When the wearer Jumps Jumps, they deal 1d4⁠Thunder⁠Thunder damage in a 3 m (10 ft) radius upon landing.

Hat of Storm Scion's Power
Headgear Headgear (Non-Armour)
Thunderous Acuity
Whenever the wearer deals Thunder⁠Thunder damage, they gain Arcane Acuity Arcane Acuity.

Nyrulna
Main Hand Melee Main Hand Melee (Trident)
Zephyr Connection
This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3d4⁠Thunder⁠ThunderDRS damage in a 6 m (20 ft)⁠6 m (20 ft) blast centered on the target.
Veil of the Wind
You gain a +3 m (10 ft) bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage.
Nyrulna: GlowingNyrulna: Glowing
This object shines with a glowing light in a radius of 6 m (20 ft)⁠6 m (20 ft).
Zephyr Flash Zephyr Flash (Action)
Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding Bleeding. (Recharge: Short rest Recharge: Short rest.)
Zephyr Break Zephyr Break (Action)
Zephyr Break imitates the effects of the spell Gust of Wind Gust of Wind while dealing thunder damage. (Recharge: Short rest Recharge: Short rest.)

Phalar Aluve
Main Hand Melee Main Hand Melee (Longsword)
Phalar Aluve: Melody Phalar Aluve: Melody (Action)
The sword hums in anticipation, ready to Sing Sing or Shriek Shriek (see bugs on their respective pages). (Recharge: Short rest Recharge: Short rest.)

Punch-Drunk Bastard
Main Hand Melee Main Hand Melee (Greatclub)
Tippler's Rage
While you are Drunk Drunk, you have Advantage Advantage on Attack Roll Attack Rolls. You also create a blast with each melee hit landed, dealing 1d4⁠Thunder⁠Thunder damage to all creatures and objects in a radius of 3 m (10 ft), excluding yourself.

Ring of Absolute Force
Ring Ring 
Thunderwave Thunderwave (Action)
Cast as a level 1 spell (Recharge: Short rest Recharge: Short rest.)
Absolute's Tempest
If the wearer bears the Absolute's Brand, they deal 1 additional Thunder damage with Thunder damage spells and attacks.

Sentient Amulet (Rare)
Amulet Amulet 
Shatter Shatter (Action)
Cast as a level 2 spell (Recharge: Short rest Recharge: Short rest.)
Talk to the Sentient Amulet Talk to the Sentient Amulet
Speak with the consciousness lingering inside the Sentient Amulet.
Ki Restoration Ki Restoration (Action)
Using the spiritual energy in the amulet, you restore  2 Ki Points. (Recharge: Long rest Recharge: Long rest.)
High Spirits High Spirits
The amulet's spirit lingers, making everything seem a little more vibrant. Must succeed a Wisdom Wisdom Saving Throw Saving Throw (DC 10/15, see notes) when using the amulet's power, or become Hysterical Hysterical (equivalent in effect to Tasha's Hideous Laughter Tasha's Hideous Laughter with a duration of 1 turn).

Sentient Amulet (Very Rare)
Amulet Amulet 
Shatter Shatter (Action)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Ki Restoration Ki Restoration (Action)
Using the spiritual energy in the amulet, you restore a number of  Ki Points equal to your martial arts die. [See Notes] (Recharge: Long rest Recharge: Long rest.)

Thunderpalm Strikers
Gloves Gloves (Non-Armour)
Thunderwave Thunderwave (Action)
Cast as a level 3 spell (Recharge: Long rest Recharge: Long rest.)
Booming Blows
Your unarmed attacks deal an additional 1d4⁠Thunder⁠Thunder damage.