The helm and its gems are then destroyed. The setting has a monster called a Wishing Imp, a magical statue that you CANNOT get rid of. 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. Romulan starships are frequently named Rheas Helm. 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. Just for everyone's reference, the 'helms' mentioned in the DMG (and SRD) are the Helm of Brilliance (very rare, requires attunement), the Helm of Comprehending Languages (uncommon), the Helm of Telepathy (uncommon, requires attunement), and the Helm of Teleportation (rare, requires attunement). He’s tried to part it, but it’s too long and hangs down in his face, so. Well I mean, it’s dark brown and straight. Wait a minute, says I, smelling the opportunity for obnoxiousness. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. He’s gangling and shy, with unkempt hair. 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.
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