[Tavern Mimic] Headbanger Lute (Patreon)
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Club or greatclub, uncommon (requires attunement)
The shapechanging abilities of the mimic infuse this musical instrument, a lute, with the propensity to subtly alter its shape and produce excellent acoustics. It also exudes a corrosive acid that can be a useful addition when the musician’s plan to charm a foe with a sweet serenade doesn’t go to plan.
This magic weapon deals an additional 1d8 acid damage to the first target that it hits on a turn. If you have proficiency with lutes, you’re considered proficient with this weapon as well.
Ventriloquism. As a bonus action while holding the lute, you can command it to mimic simple sounds it has been exposed to, such as a person whispering, swords clashing, or simple melodies. You can choose for the sounds to originate from any point within 30 feet of you that you can see. A creature that hears the sounds can tell they’re imitations with a successful DC 13 Intelligence (Investigation) check.
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Very rare variant: Increase the DC to 16. The lute has the Club Music property.
Club Music. As an action while holding the lute, you can play one of two brief but powerful songs. Once a song has been played, you can’t play that song again until the next dawn.
Panic! at the Tavern. You let loose a fast, chaotic melody that sows panic in the minds of your foes, forcing each creature of your choice that can hear you within 15 feet of you to make a DC 16 Wisdom saving throw. On a failed save, a creature takes 6d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn’t frightened. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Mithrallica. You unleash an ear-shattering power chord that blows your foes away, forcing each creature in a 25-foot cone to make a DC 16 Strength saving throw. On a failed save, a creature takes 6d6 thunder damage and is thrown back 20 feet, knocked prone, and deafened for 1 minute. On a successful save, a creature takes half as much damage and suffers no other effects. A creature can repeat this saving throw at the end of each of its turns, ending the deafened condition on itself on a success.
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