Flute of Fates: Art (PNGs)
🕑 Added 2021-07-13 19:00:04 +0000 UTCGreetings All!
Happily back with a musical instrument, which was one of the top requested item types of recent months. I should have another this week as well.
Flutes are always interesting, so basing this around some of the functions of ‘Countercharm’ it has the potential in circumstances to really become worth giving up sustained actions. However, it's a heft trade off for a potential battlefield changer. Due to this trade off, it's a lower tier item even if it has the potential to get some high end mileage.
As alway, thoughts and input are very welcome in the making of these!
Updates: Small tweak for Bane with DC and rules.
I hope you enjoy this one! Truly, as always and ever sincerely, Thank You.
- Hos (Dungeon Scribe)
Description:
This appears at first glance to be an aged woodwind as a wimple carved wooden flute. Longer than an average wooden flute, it is carved from a single source with sections of the original bark intact. Small notes of use and craft show it was lovingly used, from a soft wrapping of leaves and the signs of wearing over the notes and carved etchings. Only upon playing does the sad tune give a hint of its dormant power.
Tabs:
- The user must be proficient in Flutes to properly utilize this item.
- Tune of Fate: As an action, the user can start a performance that lasts until the end of their next turn. During this time, creatures while within 30ft are granted the following effects depending on the alignment of the attuned user. The user is able to sustain the effects by spending an action to continue the tune over consecutive rounds. The user can invoke (sustaining for free) this property a number of times equal to their Proficiency Bonus between Long Rest.
- Good Aligned: Cast the effects of the Bless spell onto friendly creatures within the radius.
- Neutral: Use a 1d2 to determine the outcome effects while playing.
- 1: Good Effects.
- 2: Evil Effects.
- Evil Aligned: Any hostile creature enters the area for the first time on a turn or starts its turn there, it must make a DC:13 Charisma Saving Throw suffering the effects of the Bane Spell on Failure. Affecting the creature until the performance ceases.