User:
DCI:
Character:
Ylvira
Name:
Pipe of the Sewers (Piper's Pipe)
Rarity:
uncommon
Location:
Table:
Result:
Included in Count?:
true
Notes:
Wondrous Item, uncommon
You must be proficient with wind instruments to use these
pipes. While you are attuned to the pipes, ordinary rats and
giant rats are indifferent toward you and will not attack
you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action,
you can use a bonus action to expend 1 to 3 charges, calling
forth one swarm of rats with each expended charge,
provided that enough rats are within half a mile of you to be
called in this fashion (as determined by the DM). If there
aren't enough rats to form a swarm, the charge is wasted.
Called swarms move toward the music by the shortest
available route but aren't under your control otherwise. The
pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another
creature's control comes within 30 feet of you while you are
playing the pipes, you can make a Charisma check contested
by the swarm's Wisdom check. If you lose the contest, the
swarm behaves as it normally would and can't be swayed by
the pipes' music for the next 24 hours. If you win the
contest, the swarm is swayed by the pipes' music and
becomes friendly to you and your companions for as long as
you continue to play the pipes each round as an action. A
friendly swarm obeys your commands. If you issue no
commands to a friendly swarm, it defends itself but
otherwise takes no actions. If a friendly swarm starts its
turn and can't hear the pipes' music, your control over that
swarm ends, and the swarm behaves as it normally would
and can't be swayed by the pipes' music for the next 24
hours.
Language. The bearer can speak and understand the Sylvan
language while the item is on the bearer’s person. The
bearer can also understand the language of rats and mice.