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Returning 20 results for 'touch helm'.
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Monsters
Spelljammer: Adventures in Space
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Spelljamming. The esthetic has the properties of a spelljamming helm (see the Astral Adventurer’s Guide), but only its reigar creator can attune to it.
Unusual Nature. The esthetic doesn’t
spacefaring vessel, it uses a magical vibration to disable the ship’s spelljamming helm. The reigar then commands the esthetic to grapple members of the ship’s crew and dissolve their flesh with
spells
Spelljammer: Adventures in Space
Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm.
Magic Items
Dragonlance: Shadow of the Dragon Queen
helm is maintaining concentration, the citadel remains motionless in its space.
Transfer Attunement. You can use an action or a bonus action to touch a willing spellcaster, whereupon that creature
destroyed if reduced to 0 hit points.
The sensation of being attuned to a flying citadel helm is akin to the pins-and-needles effect one experiences after one’s arm or leg falls asleep, but not as
Magic Items
Spelljammer: Adventures in Space
your choice aboard it.
Transfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends.
COST
ship is built for such travel. The ship in question must weigh 1 ton or more.
The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, you can create two additional globes of fresh air for each slot level above 2nd. Create Spelljamming Helm 5th-Level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a crystal
rod worth at least 5,000 gp, which the spell consumes) Duration: Instantaneous Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm (see “Magic Items” below).
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
action to touch a willing spellcaster, whereupon that creature attunes to the flying citadel helm immediately, and your attunement to the flying citadel helm ends. Crash. Should the flying citadel helm
Flying Citadel Helm Wondrous Item, Very Rare (Requires Attunement by a Spellcaster) The function of this ornate chair is to propel and maneuver a flying citadel on which it has been installed. The
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Spelljamming Helm Wondrous Item, Rare (Requires Attunement by a Spellcaster) The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It
can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more. Three Examples of a Spelljamming Helm The
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
another spacefaring vessel, it uses a magical vibration to disable the ship’s spelljamming helm. The reigar then commands the esthetic to grapple members of the ship’s crew and dissolve their flesh
with a touch. An esthetic can survive indefinitely on the Astral Plane, provided its creator is alive. If the esthetic’s creator dies, the esthetic sickens over a period of 1d12 days and then expires
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Regaining Control of the Helm A creature occupying the Helm crew station of an airship typically requires the Mark of the Storm to access the station’s actions (see chapter 7 of Eberron: Forge of the
, having fallen into the elemental ring, was absorbed into the airship’s elemental core. The spirit’s inhabitancy allows a creature occupying the Helm to bypass that station’s requirements and use the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chairs. The stained-glass windows have all been smashed, though one remains mostly intact where it’s fallen whole to the floor. It depicts a representation of the god Torm placing a golden helm on
trodden on, but the scene it shows is still recognizable. A successful DC 10 Intelligence (History or Religion) check allows a character to recognize the scene as showing Torm presenting the Helm of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
strings 8 A bloodstained map 9 An iron gauntlet that is hot to the touch 10 A gold coin stamped with a worn, hawk-wing helm crest 11 A troll finger, still wriggling 12 A silver coin that makes no noise
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
particularly stout dwarf wearing a helm shaped like a boar’s head. He says the gemstone is a spherical emerald roughly three inches in diameter, with a small imperfection in its core shaped vaguely like
Moonstar can put the characters in touch with people who can give special training (see “Marks of Prestige” in chapter 7 of the Dungeon Master’s Guide). Uncover the Telepathic Spy Prerequisite: 9th
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a successful melee attack against a creature that happens to be wearing a helm, a hat, or some other kind of headwear, the darkmantle grabs and removes the headwear and flees with it rather than
poisoned condition. B12. Meat Locker The door to this room is closed and cold to the touch. This room is freezing. Chunks of frozen meat dangle from the ceiling on hooks and chains. Along the walls, more
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
place built by healers, in a village called Krezk. When all turns to darkness, touch this holy symbol to the grave to summon the light and find a treasure long lost.” The message refers to a
gravestone in the Abbey of Saint Markovia (chapter 8, area S7). Crypt 12 King Troisky—The Three-Faced King There are no bones atop the marble slab in this crypt, only a steel helm with a visor shaped like an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, except for its female form and open-faced helm. It was felled during the Spellplague after causing much chaos and slaughter. The residents of Waterdeep’s North Ward funneled much of their frustrated
from Caravan Court to the Trollwall in the Southern Ward is haunted by the hooded ghost of the mage Ruid, whose touch causes deathly chills to those he meets on foggy nights. All attempts to banish or
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
of the hall. The space above them is a secret door that opens at the slightest touch. On the other side, a few stairs lead down into the Well of Repose (area G4). G4: Well of Repose The walls of this
the lich-queen. The githyanki exiles would toss coins into the well periodically to honor them. Secret Doors. Any character can easily notice the door to area G3, which opens at the slightest touch. A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
chapter). The city boasts many temples, the most prominent of which are dedicated to Helm, Mielikki, and Corellon Larethian. Everlund also has many fine places to eat and rest, the oldest and largest being
protection of the Order of the Gauntlet. High stone walls enclose a keep and a densely packed village that includes three small temples (dedicated to Helm, Torm, and Tyr), a blacksmith, a leatherworker
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
jar shows what the creature might look like in its later years. Zybilna was the last one to touch the jars, so they currently show images of her past, present, and future self:
The lowest jar
master. Graz’zt has bestowed on each lamia the ability to touch the surface of any mirror (as an action), disappear inside it, and reappear on another plane of existence of their choice, as though the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, which is kept in the aviary (area P20). To free a creature frozen in time, one must touch it with a unicorn horn while speaking the creature’s true name. (Thinnings knows that “Zybilna” is not
Eight eyes open, always dreaming
All on the cauldron that is ever seeming.
Freeing Zybilna. A character can use an action to touch Zybilna with a unicorn horn while speaking her true name
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
roof; and the Helm at Highsun, a ramshackle yet lively tavern. A map of Red Larch and a detailed description of the village and its inhabitants can be found in the adventure Princes of the Apocalypse
towering shadowtop trees lies in the High Forest. The dark canopies of the trees form a high roof that permits only hints of sunlight to touch the ground beneath. Shadowtop Cathedral is an important meeting






