MAGICAL INSTRUMENTS FOR BRUTAL SPECIES
As you know, we are publishing weekly content on our newsletter: The Open Tome. One of our discord members (where you can also join to get in contact with us!) Kevv asked if there are conch shell horns that Sahuagin use as magical instruments and bardic instruments.
We thought about adding it to the already existing content and updating the files, but it would take only a few pages at most and would be more work than it was worth to update, announce and expect people to update their already downloaded files. So we decided to give it openly here, in our blog.
Here the BRUTAL INSTRUMENTS are:
Bugbear – War Gong of Subjugation
Instrument (gong), uncommon (requires attunement)
This enormous gong, forged from scavenged iron and adorned with jagged carvings, is struck with a bone mallet to intimidate foes and rally Bugbear warbands.
- Commanding Echo. As an action, you can strike the gong, choosing either allies or enemies within 30 feet. Allies gain advantage on melee attack rolls until the start of your next turn, while enemies must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. This feature can be used once per short rest.
Gnoll – Flute of the Hunt
Instrument (wind), uncommon
Crafted from the hollowed femur of a prey animal, this flute emits haunting tones that embody the hunt’s primal intensity.
- Predator’s Note. While playing this flute, you can use your bonus action to grant yourself or an ally within 30 feet advantage on their next attack roll. This feature can be used a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Goblin – Chaos Chime
Instrument (percussion), common (no attunement required)
This small hand-held chime is cobbled together from shards of metal and glass. Its chaotic jingles reflect the erratic nature of Goblins.
- Chaotic Beat. Whenever you play this chime during combat, roll a d6 at the start of your turn.
- 1–2: You gain a +1 bonus to your AC until the start of your next turn.
- 3–4: You gain a +1 bonus to your attack rolls until the start of your next turn.
- 5–6: You and an ally within 10 feet gain temporary hit points equal to your proficiency bonus.
Kobold – Emberfang Whistle
Instrument (wind), uncommon (requires attunement by a kobold)
This whistle, carved from a dragon’s tooth, glows faintly with ember-like heat. When played, it mimics the hissing sounds of draconic language, striking fear into foes and emboldening allies.
- Draconic Cunning. While holding this whistle, you gain advantage on Dexterity (Stealth) checks in dim light or darkness.
- Hiss of Fire. As an action, you can blow the whistle to unleash a sharp, fiery hiss. Creatures of your choice within 15 feet must succeed on a DC 13 Constitution saving throw or take 2d6 fire damage. This feature can be used once per short rest.
Hobgoblin – Ironmarch Horn
Instrument (wind), rare (requires attunement by a hobgoblin)
This heavy, iron-forged horn is engraved with the insignia of long-forgotten legions. Its deep notes inspire order and discipline among those who hear it.
- Martial Formation. While holding this horn, you and allies within 10 feet cannot be flanked, and opportunity attacks made by creatures in the area have disadvantage.
- Legion’s Call. As an action, you can blow the horn to rally your allies. All friendly creatures within 30 feet gain a +1 bonus to attack rolls and saving throws for 1 minute. This feature can be used once per short rest.
Lizardfolk – Reeds of the Marshcaller
Instrument (pipes), uncommon (requires attunement)
These pipes are crafted from sturdy swamp reeds and adorned with carved symbols representing the primal spirits of the marsh. When played, they create deep, resonating tones that mimic the sounds of the wild wetlands.
- Marshcaller’s Song. As an action, you can play the pipes to summon the spirits of the swamp. For 1 minute, all non-magical difficult terrain within 30 feet of you becomes normal terrain for you and your allies. Additionally, creatures of your choice within the area must succeed on a DC 14 Strength saving throw or have their movement speed reduced by 10 feet until the end of their next turn. Once you use this ability, you cannot do so again until you finish a short or long rest.
Troglodyte – Fetid Drum
Instrument (percussion), uncommon
Made from a hollow stalagmite and stretched with pungent hides, this drum creates a rhythmic, nauseating hum.
- Stinking Beat. As an action, you can play the drum, releasing a wave of foul energy. Creatures of your choice within 15 feet must make a DC 12 Constitution saving throw or have disadvantage on attack rolls until the end of their next turn.
Minotaur – Maze-Harp
Instrument (string), rare (requires attunement)
This massive harp is carved from bone and strung with sinew, designed to echo through labyrinthine halls.
- Guiding Melody. While playing this harp, you and your allies cannot become lost except by magical means. In addition, you have advantage on Intelligence (Investigation) checks made to navigate mazes or labyrinthine structures.
- Labyrinthine Terror. As an action, you can play a discordant note that forces creatures within 20 feet to make a DC 14 Wisdom saving throw. On a failed save, they are frightened for 1 minute. Once you use this ability, you cannot do so again until you finish a long rest.
Orc – Horn of Bloodlust
Instrument (wind), uncommon (requires attunement)
This jagged horn, adorned with tribal carvings and war trophies, amplifies the Orcs’ ferocity in battle.
- Fury of the Horde. As a bonus action, you can blow the horn to grant all allies within 30 feet a +2 bonus to melee weapon damage rolls for 1 minute. Once you use this ability, you cannot do so again until you finish a short or long rest.
Sahuagin – Abyssal Lyre
Instrument (string), rare (requires attunement by a sahuagin)
Crafted from dark coral and shark bones, this lyre produces a sound like the echoing currents of the deep.
- Song of the Abyss. While playing this lyre, you can use an action to create a 20-foot-radius sphere of water around you. Creatures within the sphere have disadvantage on Dexterity saving throws. The sphere lasts for 1 minute or until you stop playing. This feature can be used once per short rest.
BARDIC MAGICAL INSTRUMENTS
As you know, we are publishing weekly content on our newsletter: The Open Tome. One of our discord members (where you can also join to get in contact with us!) Kevv asked if there are conch shell horns that Sahuagin use as magical instruments and bardic instruments.
We thought about adding it to the already existing content and updating the files, but it would take only a few pages at most and would be more work than it was worth to update, announce and expect people to update their already downloaded files. So we decided to give it openly here, in our blog.
Here the BRUTAL INSTRUMENTS are:
Bloodbeat Drum
Instrument (percussion), rare (requires attunement by a bard)
This drum is made from reinforced bone and thick hide, its sound deep and resonating like a heartbeat.
- Drumbeat of Endurance. While playing this drum, you and allies within 30 feet gain advantage on saving throws against exhaustion and effects that reduce speed.
- Pounding Echo. As an action, you can strike the drum to create a wave of force. All creatures within 15 feet must succeed on a DC 15 Strength saving throw or be knocked prone. This ability can be used once per short rest.
Bonecaller’s Horn
Instrument (wind), rare (requires attunement by a bard)
Carved from the horn of a massive beast and adorned with battle scars, this instrument carries a deep, mournful tone.
- Echo of the Fallen. When you use your Bardic Inspiration, you can choose one creature within 30 feet to reroll a death saving throw, using the higher result.
- Resonance of Power. As a bonus action, you can blow the horn to amplify your presence. For 1 minute, your Bardic Inspiration die increases by one size (e.g., from d6 to d8). This feature can be used once per long rest.
Warrior’s Call Gong
Instrument (gong), rare (requires attunement by a bard)
This beaten iron gong is adorned with crude carvings and emits an intense reverberation when struck.
- Rallying Chime. When you use your Bardic Inspiration, all allies within 10 feet of the recipient gain a +1 bonus to AC for 1 minute.
- Clang of Battle. As an action, you can strike the gong to bolster your allies. Creatures within 20 feet gain a +2 bonus to damage rolls for their next attack. This feature can be used once per short rest.
Shatterpipe
Instrument (wind), rare (requires attunement by a bard)
This crude pipe is made from hollowed bone and reinforced with iron bands, emitting sharp, dissonant notes.
- Sonic Disruption. When you use your Bardic Inspiration, the recipient can impose disadvantage on one attack roll made against them within the next minute.
- Bursting Note. As an action, you can play a sharp, piercing tone. All creatures in a 15-foot cone must succeed on a DC 14 Constitution saving throw or take 2d6 thunder damage. This feature can be used once per long rest.
Sinew Rattle
Instrument (percussion), uncommon (requires attunement by a bard)
This crude rattle is made of bone shards and sinew, its rhythmic shake evoking the spirits of the wild.
- Rhythm of Protection. When you use your Bardic Inspiration, the recipient gains resistance to bludgeoning, piercing, or slashing damage (your choice) for 1 minute.
- Rattle of Resolve. As an action, you can shake the rattle to grant all allies within 20 feet advantage on their next saving throw. This feature can be used once per short rest.
Howlwhistle
Instrument (wind), rare (requires attunement by a bard)
This rugged whistle, carved from jagged bone, produces an echoing, wolf-like howl.
- Crescendo of the Wild. When you use your Bardic Inspiration, the recipient’s walking speed increases by 10 feet for 1 minute.
Piercing Howl. As an action, you can blow the whistle to disrupt foes. All creatures of your choice within 15 feet must succeed on a DC 15 Wisdom saving throw or have disadvantage on their next attack roll. This feature can be used once per short rest.