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Wondrous item, very rare (requires attunement)

This ashen, metal helmet magically shifts to rest on your shoulders when you wear it. A darkened veil hangs in its front, which magically drifts like heavy smoke. While wearing it, you have resistance to fire damage, and your face is heavily obscured by its dark veil. Furthermore, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet (unless it's already greater); you can see normally through smoke and similar airborne effects out to the same range.

While wearing the veil, you can't be communicated with telepathically against your will, and a creature that attempts to view you, discern your identity, or read your thoughts through magical means, such as by scrying or detect thoughts, must immediately make a DC 16 Wisdom saving throw. On a failed save, the creature takes 6d6 psychic damage, as the sensation of searing embers scorches its mind; the spell or effect the creature used then ends, and the creature gains no information.

Curse. Once you don this cursed helmet, you can’t doff it unless you are targeted by the remove curse spell or similar magic.

The following property of this curse can only be detected as part of the legend lore spell. If you're reduced to 0 hit points while wearing the helmet, it automatically casts the fireball spell centered on a random point within 5 feet of you (save DC 16). You are immune to the effects of this spell. Once the helmet casts the spell in this way, it can't do so again until the next dawn.

Fire consumes all in the end—flesh, name, and memory. Leave the mourning queen to her ashes.

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Comments

David S.

This is very cool. If I were to use it in a game I'd probably also add that it geases the wearer into punishing criminals (or maybe even make it intelligent and outright possess the wear). It would be like a folklore-esque dark vigilante that has disappeared and reappeared for decades or even centuries leading to some concluding the vigilante is immortal or some sort of supernatural entity. Also while I think the intent was for the spells to work normally if the save is made, I'd change it to those spells always fail, but the caster simply doesn't take the damage on a successful save. Oh and also give them a flaming sword that can emit clouds of obscuring smoke (hint hint for a follow up item lol).

Webmetz

At what level is the fireball cast?