Artifacts of the Terrarian

Legends tell of a lost layer of the Abyss so horrid that it was abandoned by even the demon lords. One of the Great Old Ones, the Moon Lord, rules with a tyrannical fist that makes life a living hell for its inhabitants. They are pit against each other in struggles to survive everyday life. Only the humans of the plane banded together in an effort to survive.

Life was sullen in the Moon Lord's domain. That is, until a kindly tiefling bard by the name of Ornath made his way there from the Underdark through mysterious circumstances. Seeing the state of the plane, he pitied the humanoid inhabitants and took up residence there, promising to perform to keep them both safe and happy. All night, every night, he would play his instruments. Surely enough, the myriad of instruments the bard played somehow kept many of the Moon Lord's creations at-bay, allowing the people of the plane to live peacefully (however peacefully one could live in the Abyss).

At the end of his life, Ornath gathered his closest friends from the settlement he lived in and gave each of them one of his magnificent instruments. As they too passed onto the next life, they gave the instruments to their children, and thus a cycle was formed. In the stories passed down with the instruments, it was said the legendary Terrarian (dubbed such for his most favored of instruments) was the first person to ever make the Abyss a hospitable place to live. As time went on some of the instruments made their way to the Underdark, and even further beyond, carrying with them the tales of the Terrarian.

Antlion Maracca Wondrous item, rare (requires attunement by bard) This striped yellow maracca sounds like the chittering of desert-dwelling insects when shaken. The maracca weighs 1 pound. While attuned, you know the spells dust devil and Maximilian's earthen grasp, and can cast them using spell slots as normal. If you already knew these spells from another source, then the saving throw DC for them when cast by you is increased by 1. Rude Sandstorm. The maracca also has 3 charges, and recovers 1d4-1 charges daily at dawn. As an action, you may expend a charge and sweep the maracca in an arc to create a buffet of sand that assaults your enemies. Each creature in a 20-foot cone must succeed on a Dexterity saving throw against your spell save DC or take 2d6 bludgeoning damage and 2d6 piercing damage or become blinded until the start of your next turn. On a successful save, they take half as much damage and are not blinded.

Hell's Bell Wondrous item, very rare (requires attunement by bard) This obsidian hand bell has veins of crimson that run throughout its surface, and echoes deeply when rung despite its small size. The bell weighs 3 pounds. While attuned, you know the spells heat metal and Melf's minute meteors, and can cast them using spell slots as normal. If you already knew these spells from another source, then the saving throw DC for them when cast by you is increased by 1. Hellflame Echo. The bell also possesses 5 charges, and regains 1d4+1 charges daily at dawn. As an action, you may expend one or more charges and ring the bell to envelop a creature of your choice within 30 feet of you in flames. That creature must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage, plus 1d6 fire damage for each charge expended after the first, and begin burning for 1 minute. On a successful save, they take half as much damage and the effect ends. While burning, they must repeat the saving throw at the start of each of their turns, taking the fire damage again on each failure. On a successful save, the effect ends. These magical flames can’t be extinguished through nonmagical means. If damage from this effect kills a target, the target and all of their equipment (excluding magical items) is turned to ash.

Chrono Ocarina Wondrous item, very rare (requires attunement by bard) This wooden ocarina is painted a deep blue, and has dreamlike imagery of mythical beasts fighting great heroes carved into its surface. When sounded, those that hear it are filled with feelings of nostalgia. The ocarina weighs 1 pound. While attuned, you know the spells spirit guardians and spiritual weapon, and can cast them using spell slots as normal. If you already knew these spells from another source, then the saving throw DC or spell attack bonus for them when cast by you is increased by 1. Precognitive Tune. The ocarina possesses 3 charges, and regains 1d4-1 charges daily at dawn. As a bonus action, you may expend a charge and play a quick tune that invokes premonitions of the future for one allied creature of your choice within 60 feet that can hear you for 1 minute. Once per round (starting at the beginning of each of its turns), that creature may add 1d6 to an attack roll or saving throw of its choice. The creature can wait until after it rolls the d20 before deciding to add the bonus, but must decide before the DM says whether the roll succeeds or fails.