Wondrous Item, artifact (requires attunement by a by a Sorcerer, Wizard, or Artificer above level 10)

Prototype Reality Anchor
While wearing this helmet, You are immune to Enchantment and Transmutation spells. You also have advantage on any Dunamancy spell effects that requires a check or save.

Mass Molecular Movement
While wearing this helmet, You can cast the following spells without material components and with the added benefits an unlimited amount of times as long as the helmet is worn and attuned to.
(Only one of the three actions below can be used once in a round with the helmet being Inert the next round)
Telekinesis. If you move a Creature to a wall, You can choose to make it a Slam attack dealing 2d8 + your spell attack bonus in Force Damage. If you move an Object or Construct, you can make a Slam attack dealing 4d8 + your spell attack bonus in Force Damage
Heat Monster. As an action, you can cast Hold Monster on any creature in sight. If the creature is Paralysed due to Hold Monster, the caster can choose to cast Heat Metal on their being, sharing concentration with Hold Monster and dealing 2d8 Fire Damage at the start of the creatures turn until they break free of Hold Monster.
Hardlight. As an Action, You can cast Wall of Force, The wall however is not immune to all damage, and instead has 40 hitpoints. The casting of Wall of Force does not use Concentration, allowing more than one instance

Stat Boosts
Your AC increases by 2 and you have advantage on Intimidation checks. 

Notes: by a Sorcerer, Wizard, or Artificer above level 10

Asthma_Noob

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