Frenzy Drum

Wondrous item, major, very rare (requires attunement by a bard or a spellcaster with proficiency in drums)

This wood and leather drum is decorated with fragments of bones and small animal skulls, and at first appears to be of crude make. Granted as a gift to a powerful orc tribe by its patron deity, it has the power to incite bloodlust in your allies and instill fear in the hearts of your enemies. While holding it, you gain a +2 bonus to spell attack rolls.

   The drum has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the drum loses its properties and becomes a nonmagical drum.

   Battle Rhythm. As an action, you can expend 1 charge to beat out an aggressive rhythm on the drum, affecting all creatures within 20 feet of you that can hear. Choose any number of creatures in range. Until the end of your next turn, chosen creatures have advantage on attack rolls against creatures as long as one of their allies is within 5 feet of their target and that ally is not incapacitated. Creatures within range that are not chosen to gain this effect must instead succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on success. If a creature succeeds on its saving throw or the effect ends for it, the creature is immune to the drum’s Battle Rhythm for the next 24 hours.

   Spells. You can use an action to expend a number of the drum’s charges to cast one of the following spells from it, using your spell save DC: bane (1 charge), heroism (1 charge), enthrall (2 charges), hold person (2 charges), fear (3 charges), confusion (4 charges), or hold monster (5 charges).

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Captain Shineheart's Gold © 2021, The Eldritch Press; Authors Fletcher Haug and Guy Corey

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