Thundersmith’s Helm
Wondrous item, rare (requires attunement)
Elemental air and lightning are folded into the steel of this ancient helmet. While wearing it, you can use a bonus action to detect the electric fields that living creatures emanate. For 10 minutes, you know the location of any creature within 30 feet of you, as long as it is not behind total cover. Undead, some constructs and some elementals are not detectable by this ability (refer to your GM). The range of this ability extends to 60 feet underwater. This sense is disrupted by powerful electrical bursts, and it ends early if you take 10 or more lightning damage on a single turn. Once this property is used, it cannot be used again until the next dawn.
Additionally, while wearing this helmet, you can greatly amplify your voice to be clearly understood up to 500 feet away.
This helmet has 3 charges. As an action, you can expend 1 charge to shout thunderously in a 30 foot cone. Creatures in this area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 10 feet away from you. If a creature fails this save by 5 or more, it also falls prone. On a successful save, the creature takes half as much damage and isn't pushed. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area of effect. The helmet regains all expended charges daily at dawn.
The ancient thundersmiths wove their elemental magics into ingots of steel for crafting weapons and armor of mythic might. A being decked out in such finery gained the powers of a storm god.