Played alone, this bassdrum omits a mundane rhythmic sound of no significance. Played along with a Lute or another handheld instrument, however, the combination of the two instruments omits a much more vibrant and appealing sound with the potential to liven up the souls of nearby listeners. Once per Long Rest, during downtime, you can play the Bassdrum of the Bard along with any other handheld instrument and possibly inspire yourself and allies up to 30 feet away. You will have to play for at least 20 minutes to achieve an adequate result.
Roll 2d20s that determines how well you perform on either instrument and read the results on the Bassdrum of the Bard chart..:
Dice combination = effect
≤ 14 / ≤ 14 = No one is encouraged by your performance
≥ 15 / ≤ 15 = A maximum of 1 ally is awarded with 1 Encouragement Die
16 / ≥ 16 = Up to 2 allies are awarded with 1 Encouragement Die each
17 / ≥ 17 = Up to 3 allies are awarded with 1 Encouragement Die each
18 / ≥ 18 = Up to 4 allies are awarded with 1 Encouragement Die each
19 / ≥ 19 = Up to 5 allies are awarded with 1 Encouragement Die each
20 / 20 = You and up to 5 allies are awarded with 1 Encouragement Die each
One Encouragement Die is equal to 1d6 that can be added to any Skill Check or Saving Throw as a one time use.
If you perform poorly on either of the instruments, there's a risk of you getting heavily demotivated from your own inadequacy. If you roll a natural or dirty 1, you have disadvantage on your next Skill Check or Saving Throw. If you roll two natural or dirty 1s, you have disadvantage on your next 2 Skill Checks or Saving Throws.
If you are not proficient with the handheld instrument, with which you combine the Bassdrum of the Bard, you will need to add a -4 penalty to each d20.
The sound from this downtime action is audible in a 300 feet radius. Walls and other obsticles may mute or lower the sound at the DMs discretion.
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