Pipes of Haunting

You must be proficient with wind instruments to use these pipes.

They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 ft of you that hears you play must succeed on a DC 15 WIS saving throw or become frightened of you for 1 min. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours.

The pipes regain 1d3 expended charges daily at dawn.

Pipes of Haunting

Aversten Zenkall Zenkall