Arcane Empires:Five Families of Enchanted NewYork world illustration - Urban Fantasy, Historical Fiction theme
Urban Fantasy, Historical Fiction

Arcane Empires:Five Families of Enchanted NewYork

k
kidrock

1946 NYC: Five magical crime families vie for power in a noir-fantasy world.

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351 days ago
Last Updated
37 days ago
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Pipes of Haunting
Pipes of Haunting
Gear
Details
TypeGear
CategoryWondrous Items
RarityUncommon
Weight2.00 lb.
Cost0 Credits
Description

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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