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Sep 14th, 2018
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  1. An otherworldy looking violin inhabited by the spirit of a dead musician, a captured demon, a playful fairy or a divine presence. It will damage anyone who tries to play it that isn’t a bard or doesn't have proficiency with violins using Dissonant Whispers (which it can cast defensively as long as that person is touching it), and will try to get into the hands of a talented bard as quickly as possible. When a proficient bard is playing the violin, the bard can control who can hear the melody as ghostly, ethereal streams of music notes flow from the violin which float through the air around those affected by the melody.
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  3. As a bonus action, you may begin a musical melody with this instrument and then let go of the instrument. The instrument will appear to become ethereal and remain floating in the air, optionally following the bard, with what looks like a ghostly, ethereal figure continuing to play the melody without pause until you end it. Once finished with the melody, it will float towards you if your hands are available or gently float towards your back if not.
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  5. In the hands of a bard, the bard gains +1 to Performance, and an extra bardic inspiration die, also this instrument can be used as a Spellcasting Focus and as a Concentration Medium for a spell that requires Concentration. Roll a Performance Ability Roll with Violin Proficiency to determine the success of this process. DC is spell level times 2. If failed, the Concentration spell ends immediately. Additionally, it grants the wearer a +1 bonus to spell attack rolls and spell's saving throw and when you cast a spell that requires the target to make a saving throw, you may roll one of your Bardic Inspiration die, and add the number rolled to the spell's saving throw.
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  8. By invoking the power of the spirit in the violin, you can expend a bardic inspiration die to play a magical melody for those within range of you. Only one melody can be played at a time.
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  10. Oratorio of Mending (1 Turn)
  11. The violin begins to play a jovial melody that causes every creature of your choice (yourself included) within 60 feet of you to regain 2d6 + Cha mod hit points.
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  13. Inspiring Rhapsody (1 Turn)
  14. The violin begins to play a ebullient melody that causes every creature of your choice (yourself included) within 60 feet of you to gain +2 to its ability checks, attack rolls, and saving throw it makes for one hour.
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  16. Expedius March (Continuous)
  17. The violin begins to play a brisk melody that inspire and invigorates every creature of your choice (yourself included) within 60 feet of you to move faster, gaining 10ft of movement, and also able to take the Dash action as a bonus action, as well as able to march without suffering from exhaustion.
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  19. Lament of the Fallen (Continuous)
  20. The violin begins to play a sombre melody that causes every unconcious creature of your choice within 60 feet of you to stablize and gain advantage on death saving throws.
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  22. Sonata of Valour (Continuous)
  23. The violin begins to play a resonant melody that causes every creature of your choice (yourself included) within 60 feet of you to become immune to being frightened and suspress any effect causing them to be charmed as well as gain temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the song ends, the target loses any remaining temporary hit points and any suppressed effect resumes, provided that its duration has not expired.
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  25. Ballade of Force (Continuous)
  26. The violin begins to play a raucous melody that causes the ethereal notes to form a wall within 60 feet of you of your choosing. You can make the wall up to 10 feet long, 10 feet high, and 5 feet thick. The wall lasts for the duration of the song. Each creature of your choice that moves into, starts it's turn in or adjacent to the wall must make a Constitution saving throw. A creature takes 2d6 + Cha mod psychic damage on a failed save, or half as much damage on a successful one.
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  28. Nocturne of Surreptitious (Continuous)
  29. The violin begins to play a enigmatic melody that causes every creature of your choice (yourself included) within 60 feet of you to move without making noise as well as gain +10 to Stealth checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no traces of its passage.
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  31. Etude of Disruption (Continuous)
  32. The violin begins to play a radical melody that causes every creature of your choice within 30 feet of you to struggle casting spells. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it's a spell of 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell is interrupted.
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  34. Dissonant Chord (1 Turn)
  35. The violin begins to play a haunting melody that causes every creature of your choice within 30 feet of you to make a Constitution saving throw (DC10 + Cha mod), or take 2d6 + Cha mod psychic damage and be stunned for 1 round. Any creature who succeeds takes only half damage and is not stunned.
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  37. Unearthly Melody (Continuous)
  38. The violin begins to play a mesmerizing melody that causes every creature of your choice within 60 feet of you to make a Charisma save. If you're attacking it, it automatically passes. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour after. You make Deception and Persuasion checks against creatures made friendly by this song with advantage.
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