Thunder Rod
Wondrous Item, uncommon, Pathway® (air)
This handheld device emits controlled bursts of thunderous energy. It can hold up to 5 charges and requires a single air Pathway® charge to function. While holding the Thunder Rod, you can use an action to expend 1 charge to release a pulse of thunderous energy at a point you can see within 30 feet. Each creature in a 10-foot radius centered on that point must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage and has disadvantage on the next attack roll or ability check it makes before the end of its next turn. On a success the creature takes half damage and suffers no additional effects.
This handheld device emits controlled bursts of thunderous energy. It can hold up to 5 charges and requires a single air Pathway® charge to function. While holding the Thunder Rod, you can use an action to expend 1 charge to release a pulse of thunderous energy at a point you can see within 30 feet. Each creature in a 10-foot radius centered on that point must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage and has disadvantage on the next attack roll or ability check it makes before the end of its next turn. On a success the creature takes half damage and suffers no additional effects.