Necromancer's Bells

Seven bells, rumored to have been forged in the river of Death itself during the Age of Arcanum, these magical items grant the wielder power to control the Dead and the Living. The necromancer Opash was easily recognizable by the bandolier worn across his chest, with leather pouches that range from the size of a pill box to the size of a jar.

The Bells of Opash

Wondrous Item, Very Rare - Long lost is the name of the necromancer who forged these bells in the river of Death. Made of polished silver and rich ebony, the bells choose their wielder with purpose. The wielder must come to understand each one, awakening and eventually exalting this Vestige to use its full power. In its dormant state, only the Sleeper and the Binder may be used. Once awakened, the Walker, the Speaker, and the Thinker will allow themselves to be wielded. As an Exalted Vestige, all seven bells may be used.

The Sleeper - When you use your Action to ring this bell, you cast Sleep at 1st level. When cast through this bell, the radius of the spell always originates from the bell itself, and the wielder cannot be affected. The bell has 4 charges, and regains 1d4 charges each day at dawn.

The Waker - When you use your Action to ring this bell, you may choose to cast the spell Animate Dead at 6th level, without the need for components (meaning you may create seven undead servants at once, and must follow the rules for reasserting control of the undead creatures), or Hallow at 5th level, with the extra effect of Everlasting Rest. Wielders must succeed a WIS skill check (DC of 20 minus current player level) in order for the intended spell to be cast. Upon a failed roll, the bell will cast the opposite, unintended spell. The bell has one charge, which resets each day at dawn. When the player reaches level 11, the DC becomes static (DC:9)

The Walker - When you use your Action to ring this bell, you may choose to cast the spell Freedom of Movement at 4th level or Hold Person at 4th level (one of the three targets is always the wielder, and it lasts for one minute). Wielders must succeed a WIS skill check (DC of 16 minus current player level), in order for the intended spell to be cast. Upon a failed roll, the bell will cast the opposite, unintended spell. The bell has three charges, and regains 1d3 charges each day at dawn. When the player reaches level 7, the DC becomes static (DC:9)

The Speaker - When you use your Action to ring this bell, you may choose to cast the spell Speak with Dead at 3rd level or Silence at 2nd level (the radius of the spell always originates from the bell, and it last for ten minutes). Wielders must succeed a WIS skill check (DC of 14 minus current player level) in order for the intended spell to be cast. Upon a failed roll, the bell will cast the opposite, unintended spell. The bell has three charges, and regains 1d3 charges each day at dawn. When the player reaches level 5, the DC becomes static (DC:9)

The Thinker - When you use your Action to ring this bell, you cast Modify Memory at 5th level. Wielders must succeed a WIS skill check (DC of 18 minus current player level) in order for the spell to be cast properly. Upon a failed roll, the bell induces intense migraines, causing the wielder to take 2d6 psychic damage and be stunned for 1d4 rounds. The bell has one charge, which resets each day at dawn. When the player reaches level 9, the DC becomes static (DC:9)

The Binder - When you use your Action to ring this bell, you cast Suggestion at 2nd level. The bell has four charges, and regains 1d4 charges each day at dawn.

The Weeper - When you use your Action to ring this bell, you cast Circle of Death at 6th level. Wielders must succeed a WIS skill check (DC of 20 minus current player level) in order for the spell to be cast properly. When cast through this bell, the radius of the spell always originates from the bell, and the wielder is affected. Upon a failed roll, the bell deals 5d10 necrotic damage to the wielder. The bell has one charge, which resets each day at dawn. When the player reaches level 11, the DC becomes static (DC:9)

Opash's Bandolier

Wondrous Item, Very Rare, Reqires Attunement by Bard, Cleric, Paladin, Sorceror, Warlock, or Wizard

This leather bandolier is worn across the chest. It has seven pouches, sized to fit each of the seven Necromancer's Bells. When a bell is properly secured in the pouch intended for it, it cannot be rung accidentally, and it can be drawn and readied to ring, or secured again, as a bonus action. You must still use an Action to ring a bell.

A bell unsecured is quite dangerous. You must be attuned to the bandolier in order to wield any of the bells associated with it.