Wondrous Item, artifact (requires attunement by a by a Paladin, Wizard, or Cleric.)
Kas's helm radiates a mind of villainy, wickedness, and eagerness to take what's yours. After the betrayal against Vecna, the helm traveled the multiverse seemingly at its whim. It has the following traits;
- Burdened Senses. While attuned to the helm, you have the blinded and deafened when more than 10 ft. from it.
- Charming Influence. You can cast one of the following per day at 6th level; Command, Compelled Duel, Fear, Sleep.
- Deception Guard. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can succeed instead once per day.
- Kas Command. While attuned to the helm, your moral alignment becomes Neutral Evil. When you cast a spell or use a condition granted by the helm, the helm casts the Suggestion on you (save DC 18; no concentration required). On a fail, the helm compels you to commit an evil act of treachery.
- Menacing Eyes. Your eyes glow a terrifying red and you gain Truesight up to 120 feet.
- Readied Betrayer. You add 1d6 to your initiative rolls. You have an advantage on attack rolls against any creature with the frightened condition.
- Shadow Blend. While in dim light you have the Blur, and in darkness the invisible condition. These last unless you are hostile in bright light, or are incapacitated. These effects return to you at nightfall.
- Unnatural Abandonment. When you no longer want to be attuned to this item, roll a DC 23. On a success, you can successfully remove it from your head. On a fail, the item clamps into your skull for 24 hours and deals 25 (5d10) necrotic damage.
- Vampire's Hunger. You can cast Vampiric Touch at the 5th level once per day, without the need to physically melee but must roll within 5ft. of the target.
Notes: by a Paladin, Wizard, or Cleric.
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