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Coralborn Harp

Wondrous item, rare (requires attunement)

Coralborn have two genres of music; diurnal and nocturnal. The diurnal celebrates the reef’s colour, community, and biodiversity; it is often uplifting and joyful. The nocturnal illustrates the hunt, when sharks prowl, and the millions of tiny medusozoa that make up the coral feed. Though this harp can play any type of music, the time of day can accentuate its magical capabilities.

Diurnal Dream. As an action during the day, you can play one of the following tunes, targeting one creature that can hear you within 30 feet, which must make a DC 14 Wisdom saving throw. If the effect ends at the start of your next turn and you immediately use your action at the start of your turn to continue playing the same tune, the effect continues, no saving throw required.

  • Charming Melody. On a failed save, the creature is charmed until the start of your next turn. The effect ends early if you or any of your allies harm the creature. When the effect ends, the creature knows it was charmed by you.
  • Gentle Lullabye. The creature falls asleep until the end of your next turn. A creature that has legs falls prone when it falls asleep (at the GM’s discretion). The effect ends early if the creature takes damage or if someone uses an action to shake the creature awake.
  • Mesmerising Canon. The creature is incapacitated until the start of your next turn, using all its movement to follow you. If it is unable to follow the harpist, or if doing so would result in the creature being harmed, it remains motionless until the effect ends. The effect ends early if the creature takes damage or is ever more than 30 feet from you.

Nocturnal Nightmare. As an action during the night, you strike a dissonant chord that scrapes at the hearing organs and cochlear nerves of all creatures in a 30-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a creature takes 4d6 psychic damage and is frightened of you until the end of your next turn. On a success it takes half as much damage and is not frightened of you. After you use this feature, roll a d4. On a 1, all the small feeding medusozoa retreat back into the coral and you can’t use this feature again until the next sunset.

Very rare version: Increase the DCs to 16, and increase Nocturnal Nightmare’s damage to 8d6.

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