Pipes of Haunting

2014 SRD2014
2024 SRD2024

1 field differ · 18 identical

Description

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.

18 identical fields
Armor Class
Base
Bonus
Dex Modifier
No
No
Max Dex Bonus
Shield
No
No
Attunement Requirement
Category
Wondrous Item
Wondrous Item
Charges
Contents
Cost
Unit
gp
gp
Value
400
400
Damage
Dice
Type
Equippable
Yes
Yes
Mastery
Name
Pipes of Haunting
Pipes of Haunting
Proficiency
Properties
Rarity
Uncommon
Uncommon
Requires Attunement
No
No
Speed
Unit
Value
Stealth Disadvantage
No
No
Strength Requirement
Weight
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