An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Confusion, and Fire Storm. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Curse. This instrument is cursed, creating unease among creatures unfamiliar with magic. Creatures who witness a spell cast while using the harp must make a DC 15 Arcana check or be superstitious of the harp and hostile towards its owner. All charm spells fail against superstitious creatures and confusion changes to attack randomly on a roll of 7-10. Superstitious creatures must make a DC 15 Wis saving throw each time the harp is played or go berserk.
While berserk, a creature must use its action each round to attack the harp owner is visible otherwise the nearest creature. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, you attack the harp owner first otherwise one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Notes: bard, Healing, Damage, Control, Buff, Utility, Combat, Cursed, Instrument







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