The Pale Violin (5e Equipment)

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Wondrous item, legendary (requires attunement)

The Pale Violin appears to be made of polished white wood and sounds eerie the longer you listen to it. However, upon first becoming attuned, or using a spell such as identify, you will find out it is really in fact, a horrific, practically insectile creature, bloated with the blood of those it has consumed. The secret to its power is a sliver of power from an ancient being (DM discretion, default is Hastur (The King in Yellow). If a spell such as detect evil and good is cast, the violin will be identified as evil. This item has 10 charges and it regains 1d6 + 2 expended charges daily at dawn.

Mind Pierce. As an action, the violin can be played and it reaches into the minds of those its wielder determines to be enemies within 30 feet of the user. Each target within range must make a DC 19 Intelligence saving throw. On a failed save, the targets take 6d10 psychic damage. On a successful save, they take half as much. This effect may be used 3 times, and this item regains all expended uses at dawn.

Soul Absorption. Whenever you kill a non-undead, non-construct creature, you may absorb their soul into the violin which gives you a burst of energy. You gain a number of temporary hit points equal to the CR or level of the creature (minimum of one).

Spells. While holding the item, you can use an action to expend some of its charges to cast one of the following spells from it. Spells cast this way have a spell save DC of 19. Confusion (4 charges), dream (5 charges), feeblemind (8 charges), hypnotic pattern (3 charges), phantasmal force (2 charges), phantasmal killer (4 charges), or power word kill (9 charges).

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