Hamund Handbook Volume 1
Celestial Helm
Adventuring Gear
Legendary Requires Attunement
This helm has 9 charges and regains 1d8 charges at dawn.
While wearing this helm, you spend an action to expend 1 or
more charges to do any of the following:
- You, and any equipment you are wearing or carrying,
teleport up to 120 feet to an unoccupied space you can
see. (1 charge)
- You emit a magical, divine energy. Each creature of your
choice in a 10-foot radius centered on yourself must make
a DC 20 Dexterity saving throw, taking 4d6 fire damage
plus 4d6 radiant damage on a failed save, or half as much
on a successful one. (1 charges)
- You target one creature you can see within 30 feet. If the
target can see, it must succeed on a DC 15 Constitution
saving throw or be blinded until magic such as the lesser
restoration spell removes the blindness. (2 charges)
- You release your held melee weapon to hover magically in
an unoccupied space within 5 feet of you. If you can see
the melee weapon, you can mentally command it as a
bonus action to fly up to 50 feet and either make one
attack against a target or return to your hands. If the
hovering sword is targeted by any effect, you are
considered to be holding it. The hovering weapon falls if
you die or take off the helmet. Otherwise, this effect lasts
for 1 minute. This ability may only be used on one melee
weapon at a time, any attempt to use it on another while
one is already under its effect causes the original one to
fall to the ground. (2 charges)
Cost: 225000