Helm of Perfect Potential

ItemBGGp. 1122014artifact
Rarity
artifact
Attunement
Required

This copper-hued helm contains a shard of the Elemental Chaos embedded in its forehead, surrounded by a motif of a rising sun. Legend says Annam fashioned this helm for his daughter Diancastra to hold the fragment of chaos she used to prove her worth to her father.

Random Properties

The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:

Master of Guile

While wearing the helm, you have advantage on Charisma (Deception) and Wisdom (Insight) checks.

Arrow of Elemental Havoc

As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes half as much damage.

Spellcasting

The helm has 6 charges and regains 1d6 charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following spells (save DC 20): elemental weapon (1 charge), call lightning (2 charges), wall of fire (3 charges), conjure elemental (4 charges), tsunami (5 charges).

Raw data
{
  "name": "Helm of Perfect Potential",
  "page": 112,
  "__prop": "item",
  "rarity": "artifact",
  "source": "BGG",
  "charges": 6,
  "entries": [
    "This copper-hued helm contains a shard of the Elemental Chaos embedded in its forehead, surrounded by a motif of a rising sun. Legend says Annam fashioned this helm for his daughter Diancastra to hold the fragment of chaos she used to prove her worth to her father.",
    {
      "name": "Random Properties",
      "type": "entries",
      "entries": [
        "The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:",
        {
          "type": "list",
          "items": [
            "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties",
            "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property",
            "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property"
          ]
        }
      ]
    },
    {
      "name": "Master of Guile",
      "type": "entries",
      "entries": [
        "While wearing the helm, you have advantage on Charisma ({@skill Deception}) and Wisdom ({@skill Insight}) checks."
      ]
    },
    {
      "name": "Arrow of Elemental Havoc",
      "type": "entries",
      "entries": [
        "As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself. The target must make a {@dc 20} Dexterity saving throw. On a failed save, the creature takes {@damage 4d6} acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes half as much damage."
      ]
    },
    {
      "name": "Spellcasting",
      "type": "entries",
      "entries": [
        "The helm has 6 charges and regains {@dice 1d6} charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following spells (save {@dc 20}): {@spell elemental weapon} (1 charge), {@spell call lightning} (2 charges), {@spell wall of fire} (3 charges), {@spell conjure elemental} (4 charges), {@spell tsunami} (5 charges)."
      ]
    }
  ],
  "recharge": "dawn",
  "wondrous": true,
  "_category": "Other",
  "reqAttune": true,
  "_entryType": "wondrous item",
  "_textTypes": [
    "wondrous item"
  ],
  "_attunement": "(Requires Attunement)",
  "_isEnhanced": true,
  "_entrySubType": "",
  "attachedSpells": {
    "charges": {
      "1": [
        "elemental weapon"
      ],
      "2": [
        "call lightning"
      ],
      "3": [
        "wall of fire"
      ],
      "4": [
        "conjure elemental"
      ],
      "5": [
        "tsunami"
      ]
    }
  },
  "hasFluffImages": true,
  "rechargeAmount": "{@dice 1d6}",
  "_attunementCategory": "Requires Attunement"
}