Weapon (whip), artifact (requires attunement by a The pipes must be custom attached)

Bagpipes of Phil 

Weapon (bagpipes), artifact (requires attunement by a creature who is proficient with bagpipes)

Silver and gold bagpipes with emerald green trim that when played, in addition to sound perfectly on key and smooth, emits a fragrant smell that makes those around you calm and for prolonged exposure, sleepy or any emotion you want to invoke. If you play these bagpipes around someone for 4 hours or more they begin to fall asleep unless they can rouse themselves. When attuned to the bagpipes you learn all songs that Phil knew.

 

Songs

Phil's Mercy When playing this song, every turn it is playing, those who can hear it (of your choosing) heal 5d12 hitpoints.

Phil's' Hope When playing this song,  every turn it is playing, those who can hear it (of your choosing) are immune to being frightened.

Phil's Joy When playing this song, those who hear it are happier and more joyful, they may be more eager to fight or do certain actions in line with the party.

Phil's' Rage When playing this song, upon reaching the chorus, a jet of intense flames fly out of the bagpipes for 120 feet in a 20-foot cone.

Phil's Sorrow When playing this song,  every turn it is playing, those who can hear it (of your choosing) don't have the will to fight and take no action. On a WIS save DC 20 they are unaffected.

Phil's Fun When playing this song a random effect will occur of the DM's choice, it has to be something fun for the majority of the listeners, so it relies on alignment somewhat. If you roll a natural 20, something of your choice happens instead.

Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Damage: Piercing, Ranged Weapon Attack: Piercing, Bonus: Ability Checks, Bonus: Hit Points per Level, Bonus: Ranged Attacks, Bonus: Ranged Spell Attacks, Bonus: Spell Attacks, Bonus: Melee Attacks, The pipes must be custom attached, Finesse, Reach, Slow

Stevenskyy

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