Helm of Brilliance
Helm of Brilliance
Equipment
Attunement 20,000 gp 5 lbs Stone

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. Any undead that starts its turn in that area takes 1d6 radiant damage.

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. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. 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. The helm and its gems are then destroyed.

  • Item Charges:
  • Max item charges: 30
  • Recharges: 0d0 + 0 / Never

  • Item Abilities:
  • 3  |   Illumination
    3 Druid Circle of the Land (Grassland)
  • 3  |   Fireball
    3 Sorcerer Patron of The Devil
  • 7  |   Prismatic Spray
    7 Sorcerer
  • 4  |   Wall of Fire
    4 Druid Patron of The Devil

  • Damage Type Resistances(s):
  • Fire

  • Bright Light (Dim Light): 15

d100
Mod
ADV/DIS

-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information