Siren Song Lute
Gleaming Black Allure
Polished, shining black with golden filigree and decorations form the body of this enchanting item. Strings plucked, according to legend woven from the hair of slain sirens, produce a haunting sound that echoes on after the string falls silent to create a chorus from a single instrument. It's easy to become lost in its music, unaware of the world around you.
Enchantments
- This items requires Attunement to use its enchantments
- Attunement allows the bearer to cast the following spells once per day, recharging at dawn: Animal Friendship, Charm Person, Enthrall, Suggestion. If the spell requires a Saving Throw, the DC is 13.
Animal Friendship
1st Level Enchantment
- Casting Time: 1 Action
- Range: 30 Feet
- Target A beast you can see within range
- Components: V, S, M (morsel of food)
- Duration: 24 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range that can see and hear you. If their Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
Charm Person
1st Level Enchantment
- Casting Time: 1 Action
- Range: 30 Feet
- Target A humanoid you can see within range
- Components: V, S
- Duration: 1 Hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Enthrall
2nd Level Enchantment
- Casting Time: 1 Action
- Range: 60 Feet
- Target All Creatures of my choice within range who can hear me
- Components: V, S
- Duration: 1 Minute
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Suggestion
2nd Level Enchantment
- Casting Time: 1 Action
- Range: 30 Feet
- Target A visible creature within range who can hear and understand me
- Components: V, M (snake tongue and honeycomb or sweet oil)
- Duration: Concentration, up to 8 Hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.