Wondrous Item, legendary (requires attunement by a bard)

While playing this banjo you can use your action to inflict one of the following effects on any one creature you can see within 60 feet. Roll a d100 and use the table below to determine the outcome. If a spell requires concentration the banjo can not be used for additional attacks while concentrating and you must continue playing it to maintain concentration. Add your performance modifier to any damage dealt.

Roll (d100)

Result

01

Roll a d20, on a 1, the Banjo is destroyed.

02

You take 1d6 water damage.

03

You deal 1d8 water damage to your target.

04 - 07

You deal 2d8 water damage to your target.

08

You deal 3d8 water damage to your target.

09

On a hit, your target takes 3d8 water damage and must make a DC 13 Constitution saving throw. On a fail, water gushes from the wound in every direction and fills 5ft per round. This continues until the character saves, up to 10 rounds or until you end concentration. As long as the effect is active the area covered by water is considered difficult terrain.

10

You take 1d6 earth damage.

11

You deal 1d8 earth damage to your target.

12 - 15

You deal 2d8 earth damage to your target.

16

You deal 3d8 earth damage to your target.

17

Your target is affected by the Flesh to Stone spell. This effect can last for up to 10 rounds or until you end concentration. A creature can not be petrified forever by the banjo. In addition, a 5 ft. radius circle around your target becomes difficult terrain as the ground ruptures.

18

You take 1d6 fire damage.

19

You deal 1d8 fire damage to your target.

20 - 23

You deal 2d8 fire damage to your target.

24

You deal 3d8 fire damage to your target.

25

You cast Fireball on your target. The save DC is 13.

26

You take 1d6 air damage.

27

You deal 1d8 air damage to your target.

28 - 31

You deal 2d8 air damage to your target.

32

You deal 3d8 air damage to your target.

33

The target takes 3d8 air damage. Gust of Wind is cast towards the target from the location of the banjo.

34

You heal 1d6 hit points to yourself.

35

You heal 1d8 hit points to your target.

36 - 39

You heal 2d8 hit points to your target.

40

You heal 3d8 hit points to your target.

41

As you play your song, up to six creatures of your choice that you can see within range regain 1d8 hit points. This effect harms undead and does not affect constructs.

42

You take 1d6 necrotic damage.

43

You deal 1d8 necrotic damage to your target.

44 - 47

You deal 2d8 necrotic damage to your target.

48

You deal 3d8 necrotic damage to your target.

49

A 15ft sphere of dark energy forms around your target. Any creature within the sphere takes 3d8 necrotic damage. If any creatures die in this way, you may choose to use your action the following round to turn the corpses into zombies which you control. They must succeed a DC 13 Constitution saving throw or be controlled by you, provided you maintain concentration. When you lose concentration the zombies return to corpses.

50

You take 1d6 ice damage.

51 - 52

You deal 2d8 ice damage to your target.

53

Ice spreads around your target and up their body. A 15ft. cube centered on your target becomes difficult terrain. Your target takes 3d8 ice damage and must succeed a DC 13 Dexterity saving throw or be restrained by ice and take an additional 1d4 ice damage for every turn they are restrained.

54

You take 1d6 ooze (acid) damage.

55 - 56

You deal 2d8 ooze damage to your target.

57

A stream of bubbling acid flows from your banjo, taking the form of a large serpent that you command. It has a number of hit points equal to three times your level, and an AC of 13. The serpent takes its turn immediately after yours and you can spend your action playing your banjo to command the snake. If you do not use your action to command it, the serpent takes the dodge action. You can command the snake on the turn it is summoned. You can command it to move up to 30 ft. and make an attack (Listed below)

Bite: The snake deals 3d8 acid damage to it's target.

Coil: The snake attempts to wrap itself around it's target. The target must succeed a DC 13 Strength saving throw or be grappled and restrained. While grappled, a target takes 2d6 acid damage on each of the snakes turn. The snake can still bite while grappling a creature.

58

You take 1d6 magma damage.

59 - 60

You deal 2d8 magma damage to your target.

61

The ground below the target turns to magma. The target must make a successful Dexterity DC 13 saving throw to move to an unoccupied adjacent spot. On a failed save they take 4d8 magma damage. Every round they are in the affected area they continue to take 4d8 magma damage. The magma hardens after 10 rounds.

62

You take 1d6 smoke damage.

63

You deal 2d8 smoke damage to your target.

64

You play the best song in the world. Your target takes 8d8 force damage.

65

You deal 2d8 smoke damage to your target.

66

A swirling cloud of smoke shot through with white-hot embers appears in a 15-foot-diameter sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for up to 10 rounds if you concentrate on it or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a DC 13 Dexterity saving throw. A creature takes 3d8 smoke damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the cloud for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

67

You take 1d6 steam damage.

68 - 69

You deal 2d8 steam damage to your target.

70

A burst of superheated steam appears in a 10ft. radius sphere centered on your target. Any creature in the area takes 5d8 steam damage, or half as much damage on a successful DC 13 Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet.

71

You take 1d6 salt damage.

72 - 73

You deal 2d8 salt damage to your target.

74

A 1 inch wide line of salt forms on the ground at the edges of a 15 ft. diameter circle centered on you. Any hostile creature in the circle must make a DC 18 Constitution saving throw or be pushed out of the circle. It is impossible for any hostile creature to enter the circle for the duration of the spell. This lasts for as long as you concentrate on it.

75

You take 1d6 mineral damage.

76 - 77

You deal 2d8 mineral damage to your target.

78

Your target must succeed a DC 13 Wisdom saving throw or shrink to a height of 1 inch and be imprisoned inside of a small gemstone. The target can make the saving throw again on each of their turns inside the gemstone. This effect lasts as long as you maintain your concentration (up to 1 minute) or until your target succeeds the saving throw.

79

You take 1d6 dust damage.

80 - 81

You deal 2d8 dust damage to your target.

82

Your target must make a DC 13 Dexterity saving throw as dust swirls from your banjo towards them. On a failed save the target takes 4d8 dust damage. If this attack reduces the creature to 0 hit points, the creature disintegrates.

83

You take 1d6 radiance damage.

84 - 85

You deal 2d8 radiance damage to your target.

86

A beam of brilliant light flashes out from your banjo in a 5-foot-wide, 60-foot-long line, pointing towards your target. Each creature in the line must make a DC 13 Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded. Undead and oozes have disadvantage on this saving throw.

87

You take 1d6 ash damage.

88 - 89

You deal 2d8 ash damage to your target.

90

A 10 ft. radius sphere of ash appears centered on your target, and remains as long as you concentrate on it, up to 1 minute. Any creature in the area when the sphere is created must make a DC 13 Constitution saving throw or take 3d8 ash damage and be blinded. If you are concentrating, a creature must also make this saving throw if it ends it's turn in the sphere.

91

You take 1d6 lightning damage.

92 - 93

You deal 2d8 lightning damage to your target.

94

A 15-foot-diameter sphere of whirling air springs into existence centered on your target. The sphere remains as long as you concentrate on it, up to 1 minute. The sphere’s space is difficult terrain.

Until the effect ends, you can use an action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a range attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

95

You take 1d6 vacuum damage.

96 - 97

You deal 2d8 vacuum damage to your target.

98

You create a 15ft. diameter vacuum centered on your target. Each creature in the area must succeed on a Constitution saving throw or have the air in its lungs sucked out. On a successful save, a creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). On a failed save, a creature has its breath sucked out and it begins to suffocate. The vacuum remains as long as you concentrate on it, up to 1 minute

99

Roll again and halve the effect if applicable.

00

Roll again and double the effect if applicable.

Notes: bard, Damage, Combat, Instrument, Bard

Previous Versions

Name Date Modified Views Adds Version Actions
9/3/2023 7:35:28 PM
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2
1.1
Coming Soon

Item Tags: Damage Combat Instrument Bard

Ivy_Cage

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