You take 1 action to blow into the Barbaric Bagpipes.
On your next turn, as an action, you let a blast of magical, sonic power out of the wondrous instrument; the cacophony spreads in a 120-foot-radius sphere around you. All creatures within range (including the piper) must make a DC 16 Constitution saving throw. A creature must take 6d8 psychic damage on a failed save or half as much on a successful one. Additionally, creatures who fail the save become incapacitated for one round.
If the piper is interrupted after blowing into the bagpipes and before playing the sound, the blast has no effect as the pipes deflate slowly. They must be recharged before they can be used again (by taking another action to blow into them).
Magic users: a magic user can use a spell slot to increase the damage by 1d8 per slot level. This must be declared as part of the blowing action. For example, if a bard blows into the Barbaric Bagpipes and burns a third-level spell slot during the blowing action, the psychic damage would be 9d8 during the release action.
Deaf creatures are immune to the damage as they cannot hear the noise.
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