Call of the Hunt
Wondrous item, uncommon (requires attunement)
This horn is said to have once been in the possession of Heme the Hunter, who was a mortal that crafted a hunting horn that summoned the Wild Hunt. When the Hunt arrived, Heme was swept up into it and led the hunt for years before he fell from it. Whether it is truly Heme's horn is a matter of debate, but it is at the very least crafted to resemble his horn.
As a bonus action on your turn, you can sound the Call of the Hunt. When the horn sounds, it is answered by the barks and howls of hunting dogs in the distance. Any allied creatures other than yourself within 60 feet who can hear you are inspired as you seem to borrow the mantle of the Wild Hunt. Each creature gains one inspiration die, a d6.
Once within the next 10 minutes, a creature with an inspiration die can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time. Furthermore, as long as a creature holds their inspiration die, they are immune to the frightened condition.
Once within the next 10 minutes, a creature with an inspiration die can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time. Furthermore, as long as a creature holds their inspiration die, they are immune to the frightened condition.
History
This horn was given to Rivariin by his mentor and fellow member of the Oath of the Ancients, Talshond, after Talshond journeyed into the Autumn Court on one of his expeditions. Talshond rarely, if ever, spoke about how any particular item was obtained, but it was gifted to Rivariin.
The horn was then passed to Bolvaic who now possesses it.
A similar horn was found in the possession of Ulfr, the apex werewolf. He had discovered that the horns had once been in possession of riders in The Wild Hunt, used to signal to the other riders when quarry was found. These horns, now in mortal hands, still have a chance to call the Hunt to their sound, though Ulfr had discovered in his research that different factors contributed to the likelihood of the call including location, time of year, proximity to a moonwell, as well as other factors. After the party defeated Ulfr, they claimed the second Call of the Hunt for themselves.
The horn was then passed to Bolvaic who now possesses it.
A similar horn was found in the possession of Ulfr, the apex werewolf. He had discovered that the horns had once been in possession of riders in The Wild Hunt, used to signal to the other riders when quarry was found. These horns, now in mortal hands, still have a chance to call the Hunt to their sound, though Ulfr had discovered in his research that different factors contributed to the likelihood of the call including location, time of year, proximity to a moonwell, as well as other factors. After the party defeated Ulfr, they claimed the second Call of the Hunt for themselves.
Significance
Cerunnos the Hunter was one of the leaders of the Wild Hunt, which is considered to be one of the protectors of the isles. The Hunt is a chaotic force that hails from the Court of Hoof and Claw in the Autumn Court and enters the isles to protect the lands from its enemies.
Call of the Hunt
Wondrous Item
Uncommon Requires Attunement
As a bonus action on your turn, you can sound the Call of the Hunt. When the horn sounds, it is answered by the barks and howls of hunting dogs in the distance. Any allied creatures other than yourself within 60 feet who can hear you are inspired as you seem to borrow the mantle of the Wild Hunt. Each creature gains one inspiration die, a d6. Once within the next 10 minutes, a creature with an inspiration die can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time. Furthermore, as long as a creature holds their inspiration die, they are immune to the frightened condition.
Weight: 1 lb.