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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