Weapon (greatclub), artifact (requires attunement by a A bard must play this instrument in a packed inn for four hours.)

This lute was created to rally the valkyries in battle. This lute is shaped like a double bladed battle axe and can be wielded as a magical greatclub. A bard can use this instrument as a focus. Once attuned, the user’s Charisma score is 25 (unless it is already higher).

While an attuned user is playing this lute, the user automatically casts Dancing Lights. No concentration is required for this effect. While the attuned user plays this lute, there is a 10% chance every minute that the user must make a Dexterity saving throw or be Blinded for 1 round as a random piece of clothing hits the user in the face. If the user plays the instrument for more than 30 minutes, there is a 10% chance that a goblin will appear and attack the iser for 1 round then disappear.

Once attuned to this item a bard can play the lute to cast the following spells, but the user must succeed on a Performance (Charisma) check versus 25 before casting the spell. If the user fails with a roll of 20 or below, Stinking Cloud is cast with the user as the target with no concentration required; the user attempts his/her save with Disadvantage. If the user fails with a roll of 15 or below, he or she is under the effect of the Banishment spell for a duration of one minute. If the user succeeds with a roll of 35 or greater, the user casts Pyrotechnics (Fireworks only) in addition the spell cast. For each spell cast by using this instrument, the user adds 1 to the next Performance (Charisma) check to cast using this item; this effect is cumulative until a Performance (Charisma) check failure or the user stops playing the lute. If the Performance (Charisma) check roll is ever greater than 40, all subsequent Performance (Charisma) checks by the user are made with Advantage until a Performance (Charisma) check is failed by the user.

Spells (50 charges per day; all charges restored at dawn)

Animate Dead at Level 5. Cost: 10 charges; only zombies may be created.

Blindness/Deafness at Level 9 at will. User can only cause the Deafened effect. User must also make a Constitution saving throw vs DC 21 or be Deafened. All further attempts by the user to use the instrument while Deafened is made at Disadvantage.

 Charm Person at Level 5. Cost: 5 charges.

Charm Monster at Level 5. Cost: 5 charges.

Command at Level 9. At will.

Confusion at Level 9. Cost: 9 charges.

 Dissonant Whispers at Level 5. Cost: 5 charges.

Divine Word. Cost: 7 charges.

Earthquake. Cost: 7 charges.

Enthrall. At will.

Lightning Bolt at Level 5. (Recharge 6 on a d6)

 Mental Prison. Cost:  6 charges.

Psychic Scream. Cost: 9 charges.

 Raise Dead. Cost: 50 charges. No Material Components required.

Shatter at Level 5. Cost: 5 charges.

The spell attack modifier is +13 and the DC is 21. All charges are restored at dawn. The user can restore all charges before dawn by playing the instrument at top volume for 30 minutes; the user gains two levels of exhaustion at the end of the 30 minute period.

In order to destroy this item, a Solar must play this instrument on stage in a four hour long concert. The Solar can then smash the instrument on the stage.

Proficiency with a Greatclub 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.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Set: Charisma Score, A bard must play this instrument in a packed inn for four hours., Bane, Focus, Two-Handed, Push

Item Tags: Bane Focus

EyeObserve

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