Dulcimer of the Dead, Wondrous Item, Sentient Instrument, Attunement Required, Cursed
Can only be attuned to by Nightshade, however if another creature attempts to attune to the dulcimer, it then breaks Nightshade's attunement.
This magnificent dulcimer appears to be made of darkest ebony, polished to a mirror finish. The scroll, fingerboard, and soundboard are all intricately inlaid with milky ivory and iridescent mother of pearl, in patterns that give the vaguest impression of grinning, horned skulls. The Dulcimer of the Dead is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must make a DC 15 Wisdom save or suffer 2d6 necrotic damage, as their very life force is siphoned away from them through their fingertips.
Once attuned, you can play the instrument while casting a spell that causes any of its targets to become charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or material component.
In addition, the Dulcimer of the Dead carries up to 3 arcane charges which can be spent on the following spells, using your spellcasting ability and DC:
Charm Person (1 charge): As an action, you may cast Charm Person.
Invisibility (2 charges): As an action, you may cast Invisibility.
Levitate (2 charges): As an action, you may cast Levitate.
Wind Wall (2 charges): As an action, you may cast Wind Wall.
Fly (3 charges): As an action, you may cast Fly.
Shadow of Moil (3 charges): As an action, you may cast Shadow of Moil.
Stoneskin (3 charges): As an action, you may cast Stoneskin.
Sentience: This wondrous instrument has been inhabited by a powerful, otherworldly, and neutral evil spirit with an Intelligence of 16 (+3), Wisdom of 20 (+5), and Charisma of 24 (+7). It has hearing and darkvision out to 60 feet, and can speak telepathically to any creature within 30 feet. It comprehends and is able to speak in any language except celestial. At any time, the spirit may choose to speak directly into your mind, usually compelling you to commit atrocities in its name. You may also attempt to speak verbally or telepathically to the spirit, but it is not obligated to respond. While your relationship with the spirit is at least neutral, you may use the features of the Dulcimer of the Dead as normal, but if your relationship becomes strained, the spirit may cause the dulcimer to ignore your commands or even use its features against you.
Curse: Once attuned to the Dulcimer of the Dead, you cannot part with it unless you are targeted by the Remove Curse spell or similar magic. Otherwise, if another creature is in possession of the Dulcimer of the Dead, if you are more than 30 feet away from it, or if you are on a separate plane of existence, you will then begin to suffer a slow, agonizing death. For each hour that you are not in possession of the dulcimer, you must make a DC 15 Wisdom save. On a failed save, you immediately suffer 2d12 necrotic damage and your Constitution score is reduced by 1. On a successful save, you suffer half as much damage and your Constitution score is unaffected. If your Constitution score or hit points are reduced to 0 while suffering from this curse, then you immediately die and can only be returned to life by a True Resurrection or Wish spell. Once the dulcimer is back in your possession, you stop suffering from this curse, and your Constitution score is returned to normal.
Unlike other magic items imbued with arcane charges, the Dulcimer of the Dead does not recharge at dawn. Instead, you gain access to the following cursed feature:
Evil Appetite: If a creature you can see within 60 feet of you is reduced to 0 hit points, and if the dulcimer is not fully charged, you may then use your reaction in an attempt to steal the creature's soul. If the creature is of good or neutral alignment, or if the creature has no soul, then nothing happens. Otherwise, the creature must make a death saving throw with disadvantage or be instantly killed. A creature killed in this way can only be returned to life by a True Resurrection or Wish spell, and its soul is consumed by the dulcimer, causing the instrument to regain 1 arcane charge. Once you have used this feature 3 times, you can't use it again until you complete a long rest.