This basson is crafted with love from a tree blessed by Lanaria. While holding the bassoon, you are immune to thunder damage. While this bassoon is on your person but not held, you have resistance to thunder damage. This Bassoon may also be used as a cl
The bassoon has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the bassoon regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the bassoon gives you. If you expend the bassoon’s last charge, roll a d20. On a 1, it becomes a nonmagical bassoon. However, if you make a Charisma (Performance) check while playing the nonmagical bassoon, and you roll a 20, the passion of your performance rekindles the item’s power, restoring its properties and giving it 1 charge. Or recharges on The Three Full Night. (Full moons and Comet)
Deafness: You can expend 2 or more of its charges as an action to cast the blindness/deafness spell, using your spell save DC. You can only deafen a creature with this spell. For each additional charge you spend, you can affect one additional creature.
Thundering Smash Hits: If the bassoon has at least 1 charge, you can grip it by the bell joint and use it as a club. You are considered proficient with this bassoonclub even if you lack proficiency with clubs. If the bassoon has 2 or more charges, you can use a bonus action to enlarge the bassoon. If you do so, the magic club that deals an extra 2d6 thunder damage when you hit with it.
If you are hit by a melee attack while using the bassoon as a club, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn’t pushed. The bassoon emits a thunderous boom audible out to 300 feet.
Thunderwave. You can expend 1 or more of its charges as an action to cast the thunderwave spell from it, using your spell save DC. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
Notes: Bard