A musical instrument made of hardwood, roughly 2 to 2 1/2 hands in length, flaring sharply at the end. A double-reed is is used to play the instrument. When played normally, it is similar to a shawm, if a bit harsher.
Using an action, you may play the zurna to disrupt those around you. Roll a d20, add your Charisma modifier, and add your proficiency bonus if you are proficient in Performance or with the shawm musical instrument. If a nearby ally who is proficient with drums may use their Help action, in which case you roll the d20 with advantage. The resulting number becomes the save DC. All non-allied creatures within a 60 foot radius must make a Wisdom saving throw against that save DC, and all who fail become frightened of you. Frightened creatures may roll another Wisdom saving throw at the end of any subsequent turns to be released from this condition. Creatures that are deaf are immune from this instrument's effects.
Using the zurna in this way requires significant pressure to be placed on the reed and the instrument itself. Therefore, you may only use this effect once every short or long rest, during which you perform basic maintenance such as replacing the reed or clearing the barrel of the instrument.
Notes: Frightened, Debuff, Instrument
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