Twice per long rest, you can summon a magical instrument. It appears in your hand and disappears after 1 turn.
Rat Swarm (Flute only)
20 rats appear in front of you, before attacking every creature in a 30 foot cone originating from you. Every creature makes a dexterity saving throw DC 13. On a failed save the targets get 2d6 piercing damage. On a successful one, only half as much. The rats disappear along with the flute.
Cleira's Inspiration (Drum only)
You choose up to 6 creatures in a range of 120 ft that can hear the drums. They all get advantage on saving throws and ability checks for 1 round.
Dendar's melody (Viol only)
Every creature in a range of 80 ft that can hear the viol falls asleep and have the unconscious condition. Every creature affected makes a wisdom saving throw DC 15. On a failed save, while they are asleep, they are trapped in a nightmare, taking 1d10 psychic damage for every turn they end in the nightmare. On a successful one, they take 1d4 psychic damage before waking up.
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