This pastel white acoustic guitar radiates divine power and must be attuned to by a non-undead or non-necrotic creature. Undead or necrotic creatures attempting to attune to this guitar suffer 4d8 psychic damage for each attempt. If a creature is not undead or necrotic, they can attune to Archangel by playing and practicing with the guitar for one hour.
Upon attunement, a golden holy halo appears around the tuners, and the guitar grants the following abilities:
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Bash: As a melee weapon attack, you can bash a creature with the guitar. This attack deals 1d8 bludgeoning damage plus 1d4 lightning damage. The attack is considered magical for the purpose of overcoming resistances and immunities.
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Guitar Combo (Recharge 5–6 Or Dawn): As a bonus action, you teleport up to 30 feet in front of a target you can see and bludgeon the target with a flurry of strikes. The enemy is hit multiple times as you and the target are moved forward up to 10 feet. The target takes 2d8 bludgeoning damage and 1d6 lightning damage. Both you and the target are moved forward in the direction of the strikes by up to 10 feet.
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King's Rule (Recharge on Long Rest): You strum the guitar, calling upon the divine deity that blessed this instrument. Sound waves radiate in a 30-foot radius, compelling all creatures within range to grovel before you. Affected creatures must succeed on a DC 17 Wisdom saving throw or spend their turn groveling (falling prone and becoming incapacitated). This effect lasts for 1 minute with concentration, and affected creatures can repeat the saving throw at the end of each of their turns.
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Divine Cord (Recharge 5–6 Or Dawn): As an action, you strike a powerful chord, sending out a wave of thunderous energy. All creatures within a 30-foot radius must make a DC 17 Strength saving throw, taking 4d6 thunder damage, being knocked prone, and pushed back 10 feet on a failed save, or half as much damage and no other effects on a success.
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Heaven’s Harmony (Recharge on Long Rest): You play a gentle lullaby, and all creatures within 30 feet must make a DC 17 Charisma saving throw or be charmed for 1 minute. The creatures may repeat the saving throw at the end of each of their turns. If they take damage, the charm effect ends immediately.
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Holy Smite (Recharge on Long Rest): You call down holy lightning to strike a target you can see within 30 feet. The target must make a DC 17 Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much on a successful one.
Attunement Requirements: You must spend an hour playing and practicing with the Archangel guitar to attune to it. Once attuned, the guitar gains its holy halo, and the abilities described above become available.
Indestructibility: As a magical item, Archangel cannot be damaged by its own bludgeoning attacks or by ordinary means. It can only be harmed if it loses its magical properties and becomes a normal item.
Divine Repulsion: Necrotic and undead creatures have disadvantage on all attack rolls made against you while you are holding Archangel. These creatures also feel an overwhelming compulsion to avoid the guitar, instinctively recoiling from its divine presence.
Holy Aversion: If a necrotic or undead creature attempts to pick up Archangel, it must make a DC 17 Wisdom saving throw. On a failure, the creature is forced to drop the guitar due to a violent withdrawal effect. Even on a success, the creature suffers 1d6 psychic damage from its intense aversion to the instrument.
Purifying Presence: While holding Archangel, you are immune to the poisoned condition. Any effects that would cause you to become poisoned are suppressed.
Notes: Poisoned, You must spend an hour playing and practicing with the Archangel guitar to attune to it. Once attuned, the guitar gains its holy halo, and the abilities., Combat, Instrument
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