Thunderstone

At a Glance
| Equipment | Thunderstone — nonmagical alchemical distraction |
|---|---|
| Effect | Impact on a hard surface creates a deafening sound; it does not deal damage |
| Price and weight | 30 gp; 1 lb. in Pathfinder 1e and D&D 3.5e; suggested for modern campaign adaptations |
| Pathfinder 1e and D&D 3.5e | DC 15 Fortitude; 10-foot-radius spread; Deafened for 1 hour on a failed save |
| D&D 2024 and 2014 | Original campaign adaptation; DC 13 Constitution; 10-foot radius; Deafened for up to 1 minute |
| Risk | Allies inside the blast can suffer the same hearing loss as enemies |
Strike the stone against a hard surface and it cracks like thunder. A distracted sentry may miss the sound of a gate opening, but the thrower can deafen nearby companions as readily as pursuers. The stone is a tool for escape, ambush and confusion—not a source of explosive damage.
What Is Happening Right Now?
A stone cracks against the cobbles beside Padua’s southern gate. A courier ducks into the crowd as the pursuing watch staggers, unable to hear its captain’s orders. Two bystanders are caught by the blast, and the city guard now knows something is wrong. The characters can protect the wounded, help the courier escape or seize the chance to question the alchemist who supplied the device.
The thunderstone buys confusion, not cover. It makes no smoke, deals no direct damage and cannot stop anyone who can still see the fugitive. A well-placed throw also risks deafening the very allies the courier needs.
Thunderstone Rules by Edition
Thunderstone — D&D 2024 (Original Campaign Item)
Nonmagical alchemical consumable · Suggested price 30 gp · Weight 1 lb. · No attunement
Utilize action: Throw this one-use stone at a hard surface or a point you can see within 20 feet. Each creature within a 10-foot radius of the impact makes a DC 13 Constitution saving throw.
Failure: The creature has the Deafened condition for up to 1 minute. It may repeat the save at the end of each of its turns, ending the condition on a success. Success: No deafness. The stone is expended after use.
Deafened: A creature cannot hear and automatically fails ability checks that require hearing. There is no damage, extra spell-failure chance, initiative penalty or automatic loss of Concentration.
Availability. This is an original alchemical item, not an official 2024 equipment entry. Alchemists familiar with the preparation may offer it for the listed price. Its Deafened condition follows the published 2024 rules.
Thunderstone — D&D 2014 (Original Campaign Item)
Nonmagical alchemical consumable · Suggested price 30 gp · Weight 1 lb. · No attunement
Action: Throw the stone at a hard surface within 20 feet. Creatures within a 10-foot radius make a DC 13 Constitution saving throw.
Failure: Deafened for up to 1 minute. Repeat the save at the end of each affected creature’s turns; a success ends the condition. Success: No deafness. The stone breaks and cannot be reused.
A deafened creature cannot hear and automatically fails ability checks requiring hearing. There is no damage or additional D&D 3.5e spell-failure percentage.
Availability. This is an original campaign item, not a published 2014 equipment entry. A trained alchemist may prepare it for sale at the listed price.
Pathfinder 1e — Published Rules
Alchemical item · Price 30 gp · Weight 1 lb. · Craft (alchemy) DC 25
Throw this stone as a ranged attack with a 20-foot range increment. It produces a deafening sonic report when it strikes a hard surface. You can target a chosen 5-foot square (AC 5) instead of a creature.
Every creature in a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. The Pathfinder deafened rules include a –4 penalty on initiative and a 20% chance to lose a spell with a verbal component when attempted. The blast deals no direct damage; there are no repeat saves specified.
Alchemical Power Components
These extra uses are from Adventurer’s Armory and apply only to Pathfinder 1e. (M) means the thunderstone is expended as a material component; it does not also produce its ordinary effect when used in this way.
- Alarm (M): A mental alarm can also give an audible warning. An audible alarm can instead make a thunderstone-like report, affecting creatures within 10 feet as if a thunderstone had detonated.
- Glyph of Warding (M): Creatures failing their save against a blast glyph are also deafened as by a thunderstone.
Sources: Pathfinder Core Rulebook equipment, Craft (alchemy), and Adventurer’s Armory (alchemical power components).
D&D 3.5e — SRD Rules
Alchemical substance · Cost 30 gp · Weight 1 lb. · Craft (alchemy) DC 25
Throw the stone as a ranged attack with a 20-foot range increment; it bursts with a sonic report against a hard surface. A specific 5-foot square (AC 5) can be chosen as the target.
Each creature in a 10-foot-radius spread makes a DC 15 Fortitude save or is deafened for 1 hour, suffers a –4 initiative penalty, and has a 20% chance of losing a spell with a verbal component when trying to cast it. There is no direct damage. No repeat save is listed.
Crafting: Craft (alchemy) DC 25. The crafting character must also be a spellcaster to manufacture alchemical substances under these rules. The stone is an alchemical consumable, not a magic item.
Source: D&D 3.5e SRD special substances and Craft. Pathfinder’s Adventurer’s Armory options do not automatically apply to 3.5e.
The Price of a Deafening Escape
A thunderstone gives a pursued party a moment of confusion, not an invisible exit. The noise may prevent orders being heard or alarm anyone beyond the gate. Friends within the burst are at risk too. A disciplined guard can still see, fight and block an exit after losing their hearing.
Using a Thunderstone
During an escape: Throw one against the stones behind you. Pursuers who fail their saves may struggle to hear shouted instructions, giving the party a chance to get away. But the bang can also alert other guards, and anyone within the burst—including an ally—can be affected. It does not hide you or stop anyone from seeing you.
As an alarm: A thunderstone lock can turn a failed attempt to pick a lock into a loud warning. For other useful substances and tools, browse Alchemical Items.
Rules Sources
Pathfinder 1e: Core Rulebook and Adventurer’s Armory. D&D 3.5e: System Reference Document (Open Game License). D&D 2014 and 2024: optional adaptations written for this site, not official thunderstone rules. Artwork: NightCafe Creator.
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