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Smoke & Mirrors

Wondrous item, very rare (requires attunement)

Component: Elemental volatile mote of air

“This is not a trick! This is a world-class illusion! A trick is something a novice sorcerer does for money.”

— Man of Mystery, Amateur Magician

This helmet has 5 charges and regains 1d3 + 2 expended charges daily at dusk.

Not a Trick—an Illusion! While wearing this helmet, you can cast the minor illusion cantrip at will (save DC 16). You can also expend charges to cast one of the following spells: fog cloud (1 charge) or mirror image (2 charges).

Only Smoke! When a creature destroys one of the duplicates produced by the mirror image spell cast from the helmet, you can reveal that the illusory duplicate was made of smoke. The duplicate bursts into thick smoke that heavily obscures a 5-foot radius sphere centred on your space. The smoke lasts until the end of your next turn, or until you dismiss it (no action required). You can use this property twice, regaining all expended uses daily at dawn.

Only Mirrors! When you cast the fog cloud spell from this helmet, you can modify the spell’s fog to be made of mirrored smoke, producing eerie shapes as if strange figures lurk within. When a creature starts its turn in the fog or moves into it for the first time on a turn, it must succeed on a DC 16 Wisdom saving throw or be frightened of the fog for 1 minute. While frightened this way, the creature must move as far as possible out of the fog’s area on its turn. It can repeat the saving throw at the start of each of its turns, ending the condition on a successful save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this property for the next 24 hours. Once this property of the helmet has been used, it can’t be used again until the next dawn.

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Rare variant: Reduce the charges to 4, the recharge to 1d3 + 1, and the DCs to 15. Once the Only Smoke! property has been used, it can’t be used again until the next dawn. When a creature fails the saving throw against the Only Mirrors! property, it is only frightened until the start of its next turn.

Legendary variant: Increase the DCs to 17. The helmet has the Vanishing Act property.

  • Vanishing Act. While wearing this helmet, you can use an action to expel magical smoke in a 20-foot cone, forcing each creature in the cone to make a DC 17 Charisma saving throw. A creature can choose to fail this saving throw. Each creature that fails the saving throw teleports to an unoccupied space closest to one point of your choice within 60 feet of you; you can include yourself in this teleportation. Once this property of the helmet has been used, it can’t be used again until the next dawn.

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