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Loremaster's Lute

Wondrous Item, legendary (requires attunement by a bard)

Credit: shop-heroes, #HomebrewThursday

Many great bards have used this fine instrument over the centuries; Mozarius, Leekhaven, Gro'Pin and Footel, to name but a few. Each added new features to the lute, imparting into it some of their own creative genius.

The wood is said to come from an Eldar Tree of the Parayan Jungles, and the strings formed of Sphinx gut. Nobody recalls who first made this exquisite instrument, but rumour has it that whispering the maker's name will unlock untold powers hidden within the lute.


Dormant

A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

This magic lute has 7 charges, and regains 1d6+1 charges daily at dawn. If the last charge is used, roll 1d20. On a 1, the lute becomes detuned, and loses its magical properties. Only awakening the lute can fix this flaw.

You can use an action to expend charges using the lute. When you do, choose one of the following effects:

Lullaby (1 charge) You strum a soothing melody, and cast sleep. You may choose a number of creatures up to your Charisma modifier to protect from the spell's effects. You may expend additional charges to cast the spell at a higher level.

Psychic Strum (2 charges) You play a tune so complex and quick that even the keenest minds are left speechless. any creature within 30 feet of you that can hear the lute must make a Wisdom saving throw against your spell save DC. On a failed save, creatures take 4d6 psychic damage, and are stunned until the end of your next turn. On a successful save, creatures take half the damage and are not stunned. You may choose a number of creatures up to your Charisma modifier to protect from the spell's effects. You may expend additional charges to add an additional damage dice.

I am your Captain Now (3 charges) Your melodic presence is overwhelming, and causes creatures to bow to your will. You cast dominate person using the lute. While you are playing the lute, you have advantage on concentration checks to maintain the spell, but disadvantage on any Stealth checks you make. You may expend additional charges to cast the spell at a higher level.

Awakened

If the name of the lute's creator is whispered to it, the lute awakens and gains the following additional properties.

  • The lute has 13 charges, and regains 1d12+1 charges daily at dawn. There is no risk of the lute becoming detuned if all charges are expended.
  • The sleep and dominate person spells are cast at one spell level higher than their normal level without using additional charges. You can still expend additional charges to further increase the level of the spell.
  • You gain the additional option when expending charges:

Angel of Music (6 charges) You play the first tune ever played on this lute, and summon the spirit of its creator. The spirit uses the specter stat block (MM pg. 279), however it's Charisma score, proficiency bonus, Spell Save DC and Spell Attack Bonus are equal to yours. The Angel of Music appears with a spectral copy of the Loremaster's Lute, fully charged, and can use any of the Dormant abilities of the lute.
When the Angel appears, roll initiative for it. You may issue instructions to it as a free action, which it will follow. It will protect you if it has no other instructions. The Angel lingers for 1 minute, or until its lute is out of charges. Expending an additional slots will provide the Angel's lute with 2 additional charges per charge expended.