Show Trade Log Entry
Date Played
2021-07-29 20:21:00 UTC
2021-07-29 20:21:00 UTC
Downtime
Notes
Mod of origin: DDHCoS - Castle Ravenloft (Session 2) Player name: Solsken / DCI: 8320827433 Character name: Zepar Items traded: Dwarven Plate -----> Helm of Brilliance Traded under the same session table
Mod of origin: DDHCoS - Castle Ravenloft (Session 2) Player name: Solsken / DCI: 8320827433 Character name: Zepar Items traded: Dwarven Plate -----> Helm of Brilliance Traded under the same session table
Traded Magic Item
Dwarven Plate
Very Rare
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Bonus: Armor Class, Control, Combat, Warding, Str 15 Required, Stealth Disadvantage
Received Magic Item
Helm of Brilliance
Very Rare
Requires Attunement
This dazzling 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 it:
• You can use an action to 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.
• As long as it has at least one Diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage.
• As long as The Helm has at least one ruby, you have Resistance to fire damage.
• As long as The Helm has at least one fire opal, you can use an action and speak a Command Word 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 use a Bonus Action to speak the Command Word again or until you drop or stow the weapon.
Roll a d20 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. Each creature within 60 feet of The Helm other than 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. The Helm and its gems are then destroyed.