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Celestial Helm

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

Manufacturing process

  • Cost 75000 gp
  • Points 6000
Item type
Magical
Rarity
Legendary
Base Price
225000
Raw materials & Components
Required:
Tools
Armorsmithing Tools

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