While wearing the helmet you are immune to being frightened. You gain +1 bonus on Charisma/Intimidation checks.
Familiar faces: When a creature within 30ft of you makes an attack roll that targets only you, you can use your reaction to take on the appearance of the creature the attacker most loves or fears. The attacker must make a Wisdom saving throw (DC 8 + you Charisma modifier + your proficiency bonus) or make the attack and any subsequent attacks against you on that turn at disadvantage.The helmet has three charges and regains these on a long rest.
The helmets magic is potent and results in the following side effects: while attuned, you are unwilling to take off the helmet and have a -1 penalty on Charisma/Persuasion checks. Your sense of self is blurred and your recollection of core memories is affected; you may have trouble recalling names of family members, places you grew up or meaningful conversations in your past.
Attempting to use the helmet without attuning results in the wearer being cursed. The DM rolls 1D100 and determines curse effect.
Notes: Immunity: Frightened, Bonus: Intimidation, Bonus: Persuasion, Combat, Shapechanging, Cursed, Headwear
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