# Instrument of the Bards, Doss Lute *Wondrous item, instrument ([lute](/Rules/Source/items/lute-xphb.md)), uncommon (requires attunement by a bard)* ![](/Rules/Source/items/img/doss-lute.webp#right) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take `dice:2d4|noform|noparens|avg` (`2d4`) Psychic damage. You can play the Doss [Lute](/Rules/Source/items/lute-xphb.md) to cast one of the following spells: [Fly](/Rules/Source/spells/fly-xphb.md), [Invisibility](/Rules/Source/spells/invisibility-xphb.md), [Levitate](/Rules/Source/spells/levitate-xphb.md), [Protection from Evil and Good](/Rules/Source/spells/protection-from-evil-and-good-xphb.md), [Animal Friendship](/Rules/Source/spells/animal-friendship-xphb.md), [Protection from Energy](/Rules/Source/spells/protection-from-energy-xphb.md) (Fire damage only), and [Protection from Poison](/Rules/Source/spells/protection-from-poison-xphb.md). Once the Doss [Lute](/Rules/Source/items/lute-xphb.md) has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. *Source: Dungeon Master's Guide (2024) p. 272*