Pipes Of The Sewers Uncommon Dmg 185minew

A list of Dungeons & Dragons 5th Edition (D&D 5e) SRD magic items order by rarity.

The Thieves Guild >Magic Items > Pipes of the Sewers

  1. Orangeburg sewer pipe is worth replacing if you have the ground opened up, even if the Orangeburg appears to be in good shape. Even older homes might have newer plastic sewer pipe. As the years wear on, sewer systems deteriorate. When replacement happens, it typically will happen with plastic pipe.
  2. Sewer worker Roberto Sanchez may not be squeamish about what flows below us, but he is worried about the cracks above our heads. In Detroit, there are 3,500 miles of sewer lines, some of them.
Wondrous item, uncommon (requires attunement)
Pipes

Weight: 0.05 lb.
Estimated Value: 2,000 gp

You must be proficient with wind instruments to use these pipes. Slaves shall serve drum tabs. 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 GM). 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. Heroine prologues release: december 15th horoscope.

Source: DMG p185

Pipes Of The Sewers D&d

Wondrous item, uncommon (requires attunement)

Windows

Pipes of the sewers pathfinderPipes of the sewersSewers

Pipes Of The Sewers 3.5

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 GM). 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.