Bartender's Armistice (Patreon)
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Bartender's Armistice
Wondrous item, rare
A bartender's armistice is a magical coaster typically kept by wary tavernkeepers for cases of extreme danger. When found, a bartender's armistice comes in a set of 1d3 + 1 coasters. Each coaster is 4 inches across, and its weight is negligible.
As an action, you can speak the coaster's command word and throw it at a point on the ground you can see within 30 feet of you. When you do, the coaster becomes fixed in place at the point and emits a magical field in a 30-foot-radius, 15-foot-high cylinder that's centered on it. Each creature within the area must make a DC 15 Charisma saving throw when the field appears or when it enters the area for the first time on a turn or starts its turn there. A creature can choose to fail this saving throw if it wishes. On a failed save, a creature is charmed by you while it remains within the field. A charmed creature is indifferent about creatures it can see that it's hostile toward. This indifference ends if the target is attacked or harmed by a spell, or if it witnesses any of its friends being harmed. If you or your companions harm a charmed creature or its friends, the charm ends. When the charm or field ends, the creature becomes hostile again, unless the GM rules otherwise.
When a creature makes an attack or casts a harmful spell that either affects a target within the field or enters or leaves the field's area, that creature must first make a DC 15 Wisdom saving throw. On a failed save, the attack or spell fails and is expended, and the action is wasted.
Each creature within the field has advantage on any Charisma (Persuasion) check it makes to deescalate a violent situation. In addition, if a creature in the area is unconscious when the field appears, it immediately stabilizes if it has 0 hit points.
The coaster has AC 15 and 25 hit points. The field remains for 10 minutes or until the coaster drops to 0 hit points, at which point the coaster is destroyed and the field ends. If the field ends after the full duration, there is a 10 percent chance that the coaster remains magical and can be used again. Otherwise, the coaster becomes nonmagical.
"Shut up and sit down. Stop breaking my stuff. Talk it out like adults."