Master of the Melody

Unknown level, Unknown school

  • Casting time: Trait
  • Range: Varies
  • Components: Unknown
  • Duration: Until removed

Whenever a creature fails a saving throw against the Piper’s musical magic, or is hit by certain of his abilities, it gains 1 Melody Mark, to a maximum of 5. Marks remain until removed.

  • ♪ One Mark: The Song Begins. The Piper always knows the creature’s location within 120 feet.
  • ♪♪ Two Marks: Follow the Rhythm. The creature’s Speed is reduced by 10 feet. The Piper may move it an additional 5 feet whenever one of his abilities forces it to move.
  • ♪♪♪ Three Marks: Your Body Remembers. The creature has Disadvantage on Wisdom saving throws against the Piper. He deals an extra 1d8 Psychic damage once per turn when he damages it.
  • ♪♪♪♪ Four Marks: Dance for Me. The creature can’t make Opportunity Attacks against the Piper. Whenever he moves it against its will, it must use its Reaction, if available, to make one weapon attack or cast one cantrip against a target he chooses.
  • ♪♪♪♪♪ Five Marks: Part of the Orchestra. The creature is Charmed by the Piper. At the start of each of its turns, it makes a DC 20 Wisdom saving throw. On a success, it removes 2 Melody Marks. On a failure, the Piper chooses whether the creature:
    • Moves up to its Speed.
    • Makes one attack.
    • Casts one cantrip.
    • Takes the Help action for the Piper.

The Piper can’t force a creature to expend a spell slot or limited-use class feature with this trait.

Sources

Homebrew. A trait of The Piper. In 14-The Piper three marks meant Charmed and being Deafened gave Advantage on the saves; the version above is from 16-Killing The Piper.