Jugglejinx Balls

Uncommon Wondrous Item

Hypnotic Performance. You require two free hands to juggle these balls. As an action you can start juggling the balls by making a successful Performance check (DC 10). When you do, each creature of your choice within 20ft. of you that can see you must make a Wisdom saving throw. The DC of this saving throw is equal to 5 plus your Performance check divided by 2. On a failed save, the creature becomes Charmed as long as you keep juggling the balls as an action on each of your turns. You do not need to make any subsequent Performance checks to continue juggling the balls. While Charmed in this way, a creature is incapacitated and has a speed of 0. The effect ends when you stop juggling, when a creature takes any damage or if someone else uses an action to shake the creature out of its stupor.

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