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Using Pipes of Haunting with Beguiling Twist
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<blockquote data-quote="ECMO3" data-source="post: 8998417" data-attributes="member: 7030563"><p>I found an interesting phenomenon when using Pipes of Haunting with a Fey Wanderer Ranger. The Fey Wanderer gets beguiling twist which reads in part:</p><p></p><p><em>In addition, whenever you or a creature you can see within 120 feet of you <u>succeeds on a saving throw</u> against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC.</em></p><p></p><p>Pipes of Haunting has a unique ability that lets all non-hostile creatures automatically succeed on their save:</p><p></p><p><em>You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet 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 <u>automatically succeed on the saving throw.</u> 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.</em></p><p></p><p>The pipes don't say you can have them not affect creatures not hostile but rather that such creatures "automatically succeed" RAW I think this would cause a trigger for beguiling twist every time you use the horn as long as there is an ally within 30 feet of you. So I could blow the horn frightening an enemy and then immediately use beguiling twist off an allies "automatic succes" to charm him too. Also if they save against the pipes they are immune to the piopes, but not to beguiling Twist. So if an enemy makes the initial save against the pipes. I could make them save against being frightened again by using Beguiling Twist triggering off of an allies automatic save.</p><p></p><p>Is this a correct interpretation? Would you allow it?</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8998417, member: 7030563"] I found an interesting phenomenon when using Pipes of Haunting with a Fey Wanderer Ranger. The Fey Wanderer gets beguiling twist which reads in part: [I]In addition, whenever you or a creature you can see within 120 feet of you [U]succeeds on a saving throw[/U] against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC.[/I] Pipes of Haunting has a unique ability that lets all non-hostile creatures automatically succeed on their save: [I]You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet 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 [U]automatically succeed on the saving throw.[/U] 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.[/I] The pipes don't say you can have them not affect creatures not hostile but rather that such creatures "automatically succeed" RAW I think this would cause a trigger for beguiling twist every time you use the horn as long as there is an ally within 30 feet of you. So I could blow the horn frightening an enemy and then immediately use beguiling twist off an allies "automatic succes" to charm him too. Also if they save against the pipes they are immune to the piopes, but not to beguiling Twist. So if an enemy makes the initial save against the pipes. I could make them save against being frightened again by using Beguiling Twist triggering off of an allies automatic save. Is this a correct interpretation? Would you allow it? [/QUOTE]
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