The Silent Orchestra: Gift given by an all powerful being for being knocked out for more than 25 times. This came from another world, from a being called the Silent Orchestra made into a wand of sorts to be used by a mortal. When used, a very faint sound of an orchestra playing can be heard to the user, to everyone else you look stupid waving that stick around
First Movement. When a creature enters or starts their turn within 30 feet of the Conductor they must make a Spell DC Constitution saving throw or take 4d8 + 10 bludgeoning damage
Second Movement. When a creature enters or starts their turn within 45 feet of the Conductor they must make a Spell DC Intelligence saving throw or take 4d8 + 10 force damage
Third Movement. When a creature enters or starts their turn within 60 feet of the Conductor they must make a Spell DC Wisdom saving throw or suffer from short-term madness. This effect can stack multiple times on a target
Fourth Movement. When a creature enters or starts their turn within 90 feet of the Conductor they must make a Spell DC Wisdom saving throw or have their Constitution temporarily reduced by 2 points until the creature takes a Long Rest. Creatures that are reduced to 0 or less Constitution die
Final Movement. Every creature within 30 feet of the Conductor must make a CON saving throw, allies have advantage on the saving throw. On failure, you are instantly killed, leaving no body behind. All creatures within 120 feet of the Conductor must make a WIS saving throw or suffer Long-term madness
Effects
For the First turn of Usage, you are weak against Cold Damage
For the Second turn of Usage, you are weak against Necrotic Damage
For the Third turn of Usage, you are weak against Radiant Damage
For the Fourth turn of Usage, you are weak against Force Damage
For the Final turn of Usage, you are immune against Cold, Necrotic, Radiant, Force Damage