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Feedback on first homebrew magic item: Bell of Deafening

5.5e

Hello. I am DMing for a party of 3 lvl. 3 adventurers and I tried my hand at homebrewing this magic bell and would like to have some feedback on if it makes sense and if I should change something.

Bell of deafening:

This item looks like a regular handbell with a handle. If you ring it with the opening facing down it functions as a normal bell.

Disorienting Toll:

The bell has 2 charges. The bell regains all expended charges at dawn.

You can use a utilize action to ring it with the opening facing up expending a charge. If you do this the bell rings with a deafening sound that can be heard for 100ft.

Every creature that can hear the bell including you in a 10ft emanation originating from you must make a DC15 constitution saving throw. If they fail they take 2D4 thunder damage, have the deafened condition, movement speed is halved and the next attack roll or ability check they make has disadvantage. They take half damage and are deafened if they succeed.

Every creature within a 30ft emanation originating from you must make a DC12 constitution saving throw. On a fail they have disadvantage on their next attack roll or ability check and half movement speed. On a success nothing happens.

All effects last until the end of your next turn.

Plants, undead and constructs are immune to the effects.

I'm currently unsure if the distance the bell can be heard makes sense. Also not sure if the DCs I chose are ok. Does the disorienting Toll cause too many effects making the bell too complicated? I would appreciate some feedback :)

Posted Aug 27, 2026, 1:06 PM UTC

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