Instrument of the Bards
varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Many different types of these instruments exist, many of them named after a legendary bard college. Each instrument has a different set of spells the bard may cast through it as an action; once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
If you are casting a spell using your bardic spellcasting ability, and that spell would cause targets to save against charm, you can play the instrument while casting to impose disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Each (known) instrument type and its spells are listed below:
Instrument | Rarity | Spells |
---|---|---|
Deerross lute | uncommon | invisibility, levitate, protection from evil and good, psychic shield, animal friendship, protection from energy (fire only), protection from poison |
Freyshearmean bandore | uncommon | invisibility, levitate, protection from evil and good, psychic shield, entangle, faerie fire, shillelagh, speak with animals |
Kulrisian mandolin | uncommon | invisibility, levitate, protection from evil and good, psychic shield, cure wounds (3rd level), nightmare lullaby |
Niglean cittern | uncommon | invisibility, levitate, protection from evil and good, psychic shield, barkskin, cure wounds, fog cloud |
Sanhameran mandolin | rare | invisibility, levitate, protection from evil and good, psychic shield, cure wounds (3rd level), dispel magic, protection from energy (lightning only) |
Shasin lyre | rare | invisibility, levitate, protection from evil and good, psychic shield, stone shape, wall of fire, wind wall |
Anstruth harp | very rare | invisibility, levitate, protection from evil and good, psychic shield, control weather, cure wounds (5th level), wall of thorns |
Ollamh harp | legendary | invisibility, levitate, protection from evil and good, psychic shield, confusion, control weather, fire storm |
A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.