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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 Tasha's Hideous Laughter (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or falls into fits of laughter, fall prone and becoming incapacitated.

View on dndbeyond.com
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 Calm Emotions (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents.

View on dndbeyond.com
spell. Once you use this feature, you must finish a long rest before you can use it again.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

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 Tasha's Hideous Laughter (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or falls into fits of laughter, fall prone and becoming incapacitated.

View on dndbeyond.com
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 Calm Emotions (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents.

View on dndbeyond.com
spell. Once you use this feature, you must finish a long rest before you can use it again.
background image

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 Tasha's Hideous Laughter (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or falls into fits of laughter, fall prone and becoming incapacitated.

View on dndbeyond.com
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 Calm Emotions (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents.

View on dndbeyond.com
spell. Once you use this feature, you must finish a long rest before you can use it again.
background image

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 Tasha's Hideous Laughter (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or falls into fits of laughter, fall prone and becoming incapacitated.

View on dndbeyond.com
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 Calm Emotions (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents.

View on dndbeyond.com
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.

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