This masterwork banjo has magical ability imbued within it. Whenever you perform with the Banjo for more than 5 minutes, if there is an audience of 8 or more creatures (yourself excluded) that can hear the performance, make a Charisma (Performance) check. The Banjo regains or charges based on the check total, using the table below. You may make this check once every hour.
|
Check Total |
Charges Gained |
|
1-9 |
+0 |
|
10-14 |
+1 |
|
15-19 |
+2 |
|
20-24 |
+3 |
|
25-29 |
+4 |
|
30+ |
+5 |
As long as the Banjo has at least two charges, you gain the following benefits:
Biting Words. When you cast vicious mockery, you deal an extra 1d4 psychic damage.
Inexorable Tune. Your spell save DC and spell attack bonus increase by 1 each.
You may expend one charge and play on the Banjo for five minutes (do not roll to gain charges for this performance). At the end of this time, any creatures you choose that heard the entirety of your performance gain temporary hit points equal to your Bard level. As long as a creature has these temporary hit points, they gain advantage on saving throws to resist charm and fear effects.
You may also cast any of the following spells from the Banjo by expending the necessary charges, as shown on the table below.
|
Charge(s) |
Spells |
|
1 |
fly, invisibility, levitate, protection from evil and good |
|
2 |
protection from energy, protection from poison |
|
4 |
stone shape, wall of fire, cure wounds (3rd level), dispel magic |
|
7 |
confusion, charm monster |
|
10 |
dominate person, cure wounds (5th level) |
|
15 |
power word: pain, glibness |
Notes: by a bard
Comments