Wondrous Item, uncommon (requires attunement by a Performance Requirement: The user must be proficient with wind instruments or bagpipes to use the charge effect, or DM may allow an active Performance check to extend the passive effect into combat without taking up full actions every turn.)

Bagpipes of Haunting

Wondrous Item, uncommon (requires attunement)

Crafted from dark, weathered leather and bone drones that whisper when the wind blows, these bagpipes produce a haunting, discordant melody when played.

Passive Effect: Eerie Resonance

While you play these bagpipes, any creature within 60 feet that can hear you feels a deep, unnatural dread. A creature affected this way cannot willingly move closer to you. A creature can still be moved closer against its will (such as by being pushed, pulled, or subjected to a spell like Thorn Whip).

  • Hag Affinity: Hags are uniquely immune to this effect. In fact, they find the jarring melody delightfully soothing and pleasant.

Active Effect: Wail of Terror

The bagpipes have 3 charges and regain all expended charges daily at dusk.

As an action while playing the bagpipes, you can expend 1 charge to force each creature of your choice within 30 feet that can hear you to make a DC 17 Charisma saving throw:

  • Success: The creature is unaffected by this ability (though it remains subject to the passive Eerie Resonance while you continue playing).

  • Failure: The creature becomes Frightened of you for 1 minute and must immediately use its turn to move away from the sound by the fastest available means for 1d4 rounds.

At the end of the flee duration (or at the end of each of its subsequent turns after the fleeing ends), the target can repeat the DC 17 Charisma saving throw. On a successful save, the Frightened condition ends for that creature. On a failed save, the creature remains Frightened, but is no longer forced to flee.

  • Performance Requirement: The user must be proficient with wind instruments or bagpipes to use the charge effect, or DM may allow an active Performance check to extend the passive effect into combat without taking up full actions every turn.

  • Hag Interaction: When playing for a Hag, you gain Advantage on Charisma (Persuasion or Deception) checks made to negotiate with them.

Notes: Performance Requirement: The user must be proficient with wind instruments or bagpipes to use the charge effect, or DM may allow an active Performance check to extend the passive effect into combat without taking up full actions every turn.

OceanBlueDM

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