You must be proficient with wind instruments to use
these pipes. They have 3 charges. You can use an action
to play them and expend 1 charge to create an eerie,
spellbinding tune. Each creature within 6m of you
that hears you play must succeed on a DC 15 Wisdom
saving throw or become frightened of you for 1 minute.
If you wish, all creatures in the area that aren't hostile
toward you automatically succeed on the saving throw.
A creature that fails the saving throw can repeat it at the
end of each of its turns, ending the effect on itself on a
success. A creature that succeeds on its saving throw
is immune to the effect of these pipes for 24 hours. The
pipes regain 1d3 expended charges daily at dawn.