You fire a multicolor sphere or dart of energy using a winds instrument to enchant a target with a random condition. The target must succeed on a Dexterity (DEX) saving throw or become affected. If using a Winds 1 each other affected target gets advantage on its saving throws.
The target then rolls a d100 to see how it is affected:
- 0-2 Target gains advantage on its next roll.
- 3-5 Target gains disadvantage on its next roll.
For following effects, the creature must fail on a DEX save, on a fail, it is affected until your next turn.*
- 6-8 Target becomes Blinded
- 9-11 Target becomes Charmed by you
- 12-14 Target becomes Deafened
- 15-17 Target becomes Frightened of you
- 18-20 Target becomes Grappled by you
- 21-23 Target gets Incapacitated
- 24-26 Target turns Invisible
- 27-29 Target gets Paralyzed
- 30-32 Target gets Petrified
- 33-35 Target falls Prone
- 36-38 Target becomes Restrained
- 39-41 Target gets Stunned
- 42-44 Target gets Poisoned
The following effects damage the target and do not require a save.
- 45-47 1d4 Poison damage
- 48-50 1d4 Acid damage
- 51-53 1d4 Cold damage
- 54-56 1d4 Fire damage
- 57-59 1d4 Lightning damage
- 60-62 1d6 Radiant damage
- 63-65 1d6 Necrotic Damage
- 66-68 1d8 Psychic damage
- 69-71 1d8 Thunder damage
- 72-74 1d8 Force damage
The following effects do nothing.
- 75-77 Bubbles!
- 78-80 Confetti!
- 81-83 A splash of water.**
The following effects heal the target.
- 84-86 Heal target 1d4
- 87-89 Heal target 1d6
- 90-92 Heal target 2d4
- 93-95 Heal target 2d6
- 96-98 Add 5 to the targets AC.
- 99 Roll 2 d100 to have 2 effects happen.
*Unless the condition can be resolved by the target before then (at DM's discretion).
**If the target is fire-related (at DM's discretion), do 1d4 cold damage to it.
* - (Winds 1 or 2 instrument)Previous Versions
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5/31/2023 7:11:14 AM
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Coming Soon
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