Antimagic Susceptibility.
The instrument is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the instrument must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Construct Nature.
The instrument doesn’t require air, food, drink, or sleep.
False Appearance
While the instrument remains motionless and isn’t flying, it is indistinguishable from a normal musical instrument.
Trouble Clef. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 3) piercing damage.
Orchestra Hit. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 5 (1d6 + 2) thunder damage.
Spirited Solo (Recharge 5–6). The instrument improvises a tune to draw listeners into entrancing thought. Each creature within 30 feet of the animated instrument that can hear the song must make a DC 12 Wisdom saving throw. On a failure, a creature is incapacitated until the end of its next turn. On a success, a creature has an epiphany and gains advantage on Charisma (Performance) checks for 1 day.
Courageous Anthem (1/Day). The instrument plays a song that bolsters its allies. Each friendly creature within 30 feet of the animated instrument that can hear the song has a +1 bonus to attack rolls, ability checks, and saving throws until the song ends. The animated instrument must take a bonus action on subsequent turns to continue playing the song. It can stop playing at any time. The song ends if the animated instrument is incapacitated. A creature can benefit from only one Courageous Anthem at a time.
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