Pipes of Haunting
You must be proficient with wind instruments to use this. It has 3 charges and regains 1d3 at dawn. As an action; expend 1 charge to play an eerie tune. Each creature within 30 feet that hears you play take a DC 15 WIS saving throw or become frightened of you for 1 minute. If you wish, all friendly creatures automatically succeed. Failed saving throws can repeated at the end of each turn, ending the effect on a success. A successful saving throw grants immunity to these pipes for 24 hours.
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