This unique instrument appears to be a fusion of a banjo and a tambourine. The body is beautifully crafted from polished, dark wood, adorned with intricate silver inlays. The zills, or jingles, of the tambourine part are razor-sharp, giving the Banjo-Tam a dangerous edge. When played skillfully, it can produce haunting melodies that evoke magical effects.
-
As an action, the wielder can play the Banjo-Tam to cast one of the following spells without expending a spell slot or material components: Thunderwave (1st level) Cost one charge, Shatter (2nd level) Cost two charges , or Fear (3rd level) Costs three charges. Charges recharge on a long rest. The spell save DC for these spells is 8 + your proficiency bonus + your Charisma modifier.
-
When used as a melee weapon, the Banjo-Tam functions as an improvised weapon that deals 1d4 slashing damage on a successful hit. If proficient with improvised weapons, the wielder can add their proficiency bonus to the attack roll.
-
The razor-sharp zills can also be used as a ranged weapon. As an action, the wielder can remove up to three zills and throw them at one or multiple targets within 30 feet. Each zill is treated as a thrown weapon with the finesse property, dealing 1d4 slashing damage on a hit. The wielder can add their Dexterity modifier to the attack and damage rolls. The Banjo-Tam regenerates the removed zills after a long rest.
-
TLC: When the wielder uses their Bardic Inspiration feature while playing the Banjo-Tam, they can choose one creature within 60 feet that can hear the performance. That creature gains an additional 1d4 bonus to their Bardic Inspiration die. This effect can be used once per short or long rest.
-
Razor Crescendo: Once per long rest, as an action, the wielder can play a powerful tune on the Banjo-Tam that sends the razor-sharp zills flying in a 15-foot cone. Creatures in the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, they take 4d6 slashing damage and are afflicted with the Bleeding condition for 1 minute. On a successful save, they take half damage and are not afflicted with the Bleeding condition. The Bleeding condition causes a creature to take 1d4 damage at the start of each of their turns. A creature can end the Bleeding condition by using an action to make a DC 10 Wisdom (Medicine) check or by receiving magical healing.
Notes: Weapon Property: Finesse, Bonus: Spell Attacks, Proficiency: Lute, Bard, Creation, Deception, Instrument, Bard
Comments