The few visual things we use to supplement the audio

Season 2 Supplementals:

THE GONDIAN WEAPONS (Episode 61):

Dane

Soul Axe: +3 to hit, damage 1d12 per 1d4 HP MAX 2d6 sets per swing. Damage is both magical slashing and psychic. Example: roll 2d6 and get a total of 7, then roll 7d4 to determine HP lost (17), then roll 7d12+STR+Profeciency to determine damage from weapon (50 damage)

Target must succeed a DC15 INT save or take additional ½ damage of attack (25 from example)

If axe is used more than once per turn, add 1 level exhaustion.

Rey

Soul Arrow – pure energy drawn from quiver and shot like normal arrow. (min dex 18) +5 Hit – 2d8 force damage per 1d4 HP MAX 2d6 of sets per shot. Damage is both piercing and Psychic. Example: roll 2d6 and get a total of 9, then roll 9d4 to determine HP lost (22), then roll 18d8+DEX+Profeciency to determine damage from weapon (81 damage)

Target must succeed a DC15 INT save or take additional ½ damage of attack (40 from example)

If arrow is used more than once per turn, add 1 level exhaustion.

Casros

Druid’s Collar (cost is split between wildshape and base stats or halved in standard form) – Channel lifeforce through collar and into claws, staff, or other item (like Gambit from X-Men). Must be an extension of self or permanently held item. Adds to attack +1d4 to hit, 2d4 per 1d4 HP MAX 3d6 of 1d4s.

Example: roll 3d6 and get a total of 10, then roll 10d4 to determine HP lost (25) {Half of which go to you and half to your wildshape}, then roll 20d4+DEX+Profeciency to determine damage from weapon (62 damage)

Target must succeed a DC15 CON save after 2 consecutive hits or be knocked prone

If attack is used more than once per turn, add 1 level exhaustion to wildshape only. Or if in base form roll DC15 CON save and take 1 level exhaustion on failed save.

Alpha

Bracers of Rock Lee – Must be worn for at least one day to attune. Can be dropped as bonus action. Upon drop roll 1d4; Apply haste (AC+2, DEX save advantage, additional action). Roll determines additional DEX +1 and level of exhaustion applied after effect time is concluded (maximum of 3). Ki focus bonus – at the beginning of your turn, before performing any actions, roll a 2d10+1 and immediately take that damage upon attack completion. Combine all your attack actions for the round into a single blow with advantage and +3 to hit (roll all actions as normal and sum their damage amounts), total damage is doubled and target is knocked back 1d10+3 feet.

Blow carries with it all effects or attributes of a regular attack.