This bronze helmet depicting the face of an ancient warlord, has an eerie shimmer about it. Once you put it on and attune, you may take the following actions using this helmet. It holds 15 charges that refill every day at dawn. These charges can be expended to perform the following actions
Assertion - (1 charge) You can use Thaumaturgy for 1 minute.
Influence - (3 charges) Tap into the dormant psychic power within the helmet and affect a creature's mind. The creature must make a Wisdom saving throw (DC 18). On a failure, the target is Charmed. The Charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. Requires Concentration.
Barrage - (3 charges) You burden a creature in range (60 feet) with the terrible chorus of voices that plague you. The target must make a Wisdom saving throw (DC 18). On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Subjugate - (5 charges) You can use your action to cast Dominate Person (DC 18).
Annihilate - (10 charges) You unleash the full power of Bashri's influence onto 5 creatures of your choice that you can see within range (80 feet). Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw (DC 18). On a failed save, a target takes 14d6 psychic damage and is Stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Curse: You are unable to block out the voices of those previously slain. Even while you are not wearing it, you become paranoid and distrustful. Every time you make use the spells you must make a DC 14 Wisdom saving throw. On a failure, you suffer Short-Term Madness. On a Critical Failure, you suffer Long-Term Madness.
Notes: Upon placing the helmet on your head, you must beat a DC 16 Charisma saving throw. On a success, you are attuned to the helmet. On a failure, Bashri's spirit dominates your mind and now controls your every action until the helmet is removed by another Player.
Previous Versions
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7/3/2024 1:50:36 PM
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3/12/2026 10:24:58 PM
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