Description
Made from Bahamut’s cast-off platinum scales, this helmet is made of dragonhide leather covered with overlapping pieces of platinum dragon scales. A minor illusion permanently cast on the helmet gives off the visual effect of a human scale dragon’s maw extending from the mouth.
Attunement
Upon attuning to this item, you must select one of your attributes to which the item’s features are linked. This attribute will be referred to as the, “linked attribute.”
Bite.
A shimmering, platinum-scaled dragon’s maw of pure force energy, edged with wickedly sharp, adamantine-like teeth, instantaneously manifests in the air. The mouth originates from the mouth of the mask extending in a 20-foot inverted cone, striking everything within its path with a combination of platinum teeth and pure force. Make a single attack action against all targets within the cone. Damage increases with your proficiency bonus. A creature wearing this mask may only make one bite attack per round.
- PB +2 = (2d4 + Linked Attribute Bonus piercing) + (2d4 force damage)
- PB +3 = (2d6 + Linked Attribute Bonus piercing) + (2d6 force damage)
- PB +4 = (2d8 + Linked Attribute Bonus piercing) + (2d8 force damage)
- PB +5 = (2d10 + Linked Attribute Bonus piercing) + (2d10 force damage)
- PB +6 = (2d12 + Linked Attribute Bonus piercing) + (2d12 force damage)
Skills.
You gain the following skills as your proficiency bonus increases. These skills are connected to your linked attribute.
- PB +2 = Expertise in History
- PB +3 = Expertise in Perception
- PB +4 = Proficiency in Stealth
- PB +5 = Expertise in Insight
- PB +6 = Expertise in Persuasion
Senses.
You gain the following senses as your proficiency bonus increases.
- PB +2 = Truesight 5ft.
- PB +3 = Truesight 10ft.
- PB +4 = Truesight 20ft.
- PB +5 = Truesight 40ft.
- PB +6 = Truesight 60ft.
Languages.
- Common
- Draconic
Aspect of Bahamut
Attunement
While a single creature is attuned to three of the Seven Canaries of Bahamut, this creature may continue to attune to the other four Canaries of Bahamut to become an, “Aspect of Bahamut.”
Aspect of Bahamut
As an Aspect of Bahamut you gain the following additional benefits:
- Legendary Resistances increases to 5/day
- Platinum Brilliance (Recharges after a Long Rest). If the aspect would be reduced to 0 hit points, they would immediately receive all of the benefits of a long rest.
- Exalting Breath (Recharge 6). The aspect exhales the restoring winds of Mount Celestia in a 150-foot cone. Each creature in that area of the aspect’s choice regains 6d10 hit points, and each creature in that area of the aspect’s choice that has been dead for no longer than 1 hour is restored to life with half its hit points.
- Platinum Breath (Recharge 6). The aspect exhales radiant platinum flames in a 150-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d10 radiant damage on a failed save, or half as much damage on a successful one.
- Legendary Actions - The aspect can take a number of legendary actions equal to half its proficiency bonus (rounded down), choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aspect regains spent legendary actions at the start of his turn.
- Attack. The aspect makes one Claw or Tail attack.
- Furious Bite (Costs 2 Actions). The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a Wisdom saving throw or become frightened of the aspect until the end of the target’s next turn.
- Mythic Actions - If the aspect’s Platinum Brilliance trait has activated in the last hour, he can use the options below as legendary actions.
- Celestial Shield (Costs 2 Actions). The aspect manifests seven spectral ancient gold dragons around himself that protect him; he gains 35 temporary hit points until the start of his next turn.
- Celestial Lances (Costs 3 Actions). The aspect conjures four enormous lances of magical force that plummet to the ground at four different points he can see within 75 feet of him and then disappear. Each creature in a 10-foot-radius, 50-foot-high cylinder centered on each point must succeed on a Dexterity saving throw or take 4d6 force damage. A creature in the area of more than one lance is affected only once.






