Helm of Brilliance
D&D 5e · 2024·Wondrous items·Very Rare·Requires attunement
- Type
- Wondrous items
- Weight
- Not specified
- Attunement
- Required
- Rarity
- Very Rare
- Price
- Not specified
Magic: Wear helm; gem-dependent benefits and spells. A cast consumes its gem.
What Helm of Brilliance does
- This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60- foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Full item details & properties
Magic properties
- Activation
- Wear helm; gem-dependent benefits and spells. A cast consumes its gem.
- Consumable
- No
- Gem inventory
- 1d10 diamonds, 2d10 rubies, 3d10 fire opals, 4d10 opals. Benefits require at least one matching gem; spells consume it.
- Explosion trigger
- Only Fire damage from failing a spell save triggers the d20 risk; on 1 helm explodes. Dexterity DC 17 in 60 ft. or Radiant equal to remaining gems.
Spells & spell effects
- Daylight
- Level 3 · Save DC 18 · Effect: Consumes 1 opal
- Fireball
- Level 3 · Save DC 18 · Effect: Consumes 1 fire opal
- Prismatic Spray
- Level 7 · Save DC 18 · Effect: Consumes 1 diamond
- Wall of Fire
- Level 4 · Save DC 18 · Effect: Consumes 1 ruby
Tags & related references
Related Spell: DaylightRelated Spell: FireballRelated Spell: Prismatic SprayRelated Spell: Wall Of FireVery Rare →Conditional Fire ResistanceGem Explosion RiskGem Powered SpellsMagicalRequires AttunementWondrous Item →
Helm of Brilliance FAQ
Does Helm of Brilliance require attunement?
Yes. You need to attune to this item to use the properties that require attunement.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.