![]() I think that this is balanced due to the pretty substantial effects of each gem. Additionally, the helm loses its magic once all the gems are used. The only thing to keep in mind is that they crumble into dust as you use the gems. There are a lot of other benefits as well. For instance, as long as you have a ruby, you have resistance to fire damage! ![]() Opals can cast daylight, fire opals can cast fireball, diamonds cast prismatic spray, and rubies cast wall of fire! These are some powerful gems! But not only that, just having the jewels in the helm give innate effects to the wearer. The helmet has several gems inlaid, and as you pull them from the helm, you can expend them to gain the advantages of multiple effects depending on the gem used. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. It has a TON of different uses, many of which you can see Sam Reigal’s character, Tarryon Darrington, use in campaign one in Critical Role. This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. The helm and its gems are then destroyed.The Helm of Brilliance is an excellent very rare item in DND 5th Edition. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. Helm of comprehending languages Helm of telepathy Immovable rod Instrument of the bard (Doss lute) Instrument of the bard (Fochlucan bandore) Instrument of the bard (Mac-Fuirmidh cittern) Javelin of lightning Rare Items Ammunition +2 Amulet of health Armor +1 Armor of resistance Armor of vulnerability Arrow-catching shield Bag of beans Bead of. On a roll of 1, the helm emits beams of light from its remaining gems. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames are harmless to you and the weapon. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames.As long as the helm has at least one ruby, you have resistance to fire damage.Any undead that starts its turn in that area takes 1d6 radiant damage. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. ![]() The gem is destroyed when the spell is cast and disappears from the helm.
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