Lute of Stormangard

While playing this item during a storm you have advantage on Charisma (Performance) checks. The lute’s body has been inlaid with three gems. When first attuned to by a new creature, the lute is in the Inert state. While in this state a single gem glows. Each time the lute ascends to a new level, an additional gem begins to glow.

##### Inert

In its Inert state, the lute has the following properties. When you hover your hand over the instrument, harmless electricity arcs between your fingertips and the strings, which begin to hum with a low, thunderous resonance. The lute has 3 charges for the following properties. It regains all expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the lute is struck by intangible lightning and turns to ash.

***Thunder Snap.*** As an action, you can expend 1 charge as you pluck a string. Make a spell attack roll against a creature you can see within 60 feet. If you are proficient with lutes, you add your proficiency bonus to the attack roll. On a hit, the target takes 3d8 thunder damage.

***Spells.*** While holding this lute, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: call lightning (3 charges) or thunderwave (1 charge).

##### Enlightened

When the lute reaches its Enlightened state, it gains the following properties:

* The lute’s maximum number of charges increases to 6. It regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the lute vanishes with a flash and appears in a location within 100 miles determined by the GM.
* When you use Thunder Snap, you can expend an additional charge to increase its damage by 2d8.
* You can expend additional charges to cast this lute’s spells at a higher level. You can increase the spell slot level of call lightning and thunderwave by one for each additional charge you expend, up to a maximum of 4 charges.
* As a bonus action, you can summon the lute into your hands, so long as it is within 120 feet of you and on the same plane of existence.
* You can use the Lightning Burst property, as detailed below.

***Lightning Burst.*** As you strum the lute, it fires 1d6 + 1 arcs of lightning, expending a charge for each arc. Each arc strikes a creature of your choice that you can see within 120 feet, dealing 4d6 lightning damage to each target. If more charges are expended than are available, the lute vanishes in a flash of lightning, and you take 8d8 lightning damage. The vanished lute then appears in a location within 100 miles determined by the GM. After using Lightning Burst, you are stunned until the end of your next turn.

##### Ascended

When the lute reaches its Ascended state, it gains the following properties:

* The lute’s maximum number of charges increases to 12. It regains 1d12 expended charges daily at dawn. You no longer need to roll a d20 when the last charge is expended.
* When you use Thunder Snap, you can expend additional charges to increase its damage by 2d8 per charge, up to a maximum of 7d8.
* You can expend additional charges to cast this lute’s spells at a higher level. You can increase the spell slot level of call lightning and thunderwave by 1 for each additional charge you expend, up to a maximum of 5 charges.
* Lightning Burst now fires 1d12 +1 arcs of lightning and each arc deals 6d6 lightning damage.

Part of: Aizendore's Vault of Tragic Treasure