Choose your preferred print settings and click the "Save as Image" button to save the content as an image. Alternatively you can use the browser's print functionality to print the content as a PDF.
You can use the global controls, or the controls for each item.
NB! This works best in Chrome.
Global controls
Horn of Hilarity
wondrous item, rare (requires attunement)
This polished brass horn, fashioned in the likeness of a unicorn, emits a faintly shimmering sound when blown. Without attunement, attempts to play this horn result in an incessant and discordant noise, always remaining out of tune.
Contagious Laughter
You can use an action to blow the horn and play a magical note. All creatures within 60 feet that can hear you (including you) must make a DC 15 Wisdom saving throw. On a failed save, the affected creatures fall under the effects of the spell. Once you use this feature, you must finish a long rest before you can use it again.
Soothing Tune
As an action you can blow the horn and to play soothing, melodious music. All creatures within 60 feet that can hear you (including you) must make a DC 15 Wisdom saving throw. On a failed save, the affected creatures fall under the effects of the spell. Once you use this feature, you must finish a long rest before you can use it again.
Illustration: AI generated by Timmmi
Horn of Hilarity
wondrous item, uncommon (requires attunement)
This polished brass horn, fashioned in the likeness of a unicorn, emits a faintly shimmering sound when blown. Without attunement, attempts to play this horn result in an incessant and discordant noise, always remaining out of tune.
Contagious Laughter
You can use an action to blow the horn and play a magical note. All creatures within 30 feet that can hear you (including you) must make a DC 13 Wisdom saving throw. On a failed save, the affected creatures fall under the effects of the spell. Once you use this feature, you must finish a long rest before you can use it again.
Soothing Tune
As an action you can blow the horn and to play soothing, melodious music. All creatures within 30 feet that can hear you (including you) must make a DC 13 Wisdom saving throw. On a failed save, the affected creatures fall under the effects of the spell. Once you use this feature, you must finish a long rest before you can use it again.
Horn of Hilarity
wondrous item, rare (requires attunement)
This polished brass horn, fashioned in the likeness of a unicorn, emits a faintly shimmering sound when blown. Without attunement, attempts to play this horn result in an incessant and discordant noise, always remaining out of tune.
Contagious Laughter
You can use an action to blow the horn and play a magical note. All creatures within 60 feet that can hear you (including you) must make a DC 15 Wisdom saving throw. On a failed save, the affected creatures fall under the effects of the spell. Once you use this feature, you must finish a long rest before you can use it again.
Soothing Tune
As an action you can blow the horn and to play soothing, melodious music. All creatures within 60 feet that can hear you (including you) must make a DC 15 Wisdom saving throw. On a failed save, the affected creatures fall under the effects of the spell. Once you use this feature, you must finish a long rest before you can use it again.
Horn of Hilarity
wondrous item, very rare (requires attunement)
This polished brass horn, fashioned in the likeness of a unicorn, emits a faintly shimmering sound when blown. Without attunement, attempts to play this horn result in an incessant and discordant noise, always remaining out of tune.
Contagious Laughter
You can use an action to blow the horn and play a magical note. All creatures within 60 feet that can hear you (including you) must make a DC 17 Wisdom saving throw. On a failed save, the affected creatures fall under the effects of the spell. Once you use this feature, you must finish a long rest before you can use it again.
Soothing Tune
As an action you can blow the horn and to play soothing, melodious music. All creatures within 60 feet that can hear you (including you) must make a DC 17 Wisdom saving throw. On a failed save, the affected creatures fall under the effects of the spell. Once you use this feature, you must finish a long rest before you can use it again.
Resonant Empowerment
Once per day, as an action, play a captivating tune. All allies within the 60-foot radius gain temporary hit points equal to + your Charisma modifier (minimum 0). While these temporary hit points persist, affected creatures are immune to the charmed condition.