Blast Helmet

Wondrous item, rare

This metal and crystal helmet creates an inertial dampening field that protects the wearer from concussion and head injury, while also filtering out extreme sensory stimuli and environmental contaminants. The wearer has advantage on saving throws against being blinded, deafened, or stunned, as well as on saving throws to avoid being poisoned by any gas or inhaled effect. In addition, the helmet has 5 charges. The wearer can expend one charge as a reaction to gain one of the following benefits:

  • 10 temporary hit points, which apply only against radiant or thunder damage, or poison damage caused by a gas or inhaled effect. The temporary hit points provided by this effect can never exceed 10.
  • A breathable air supply lasting 1 minute.
  • Darkvision for 1 minute.
  • When you would take a critical hit that deals bludgeoning damage, it becomes a normal hit. The blast helmet regains 1d4 charges each day at dawn. If its last charge is expended, roll 1d20. On a 1, the helmet short-circuits and loses its powers permanently.

If worn with an integrated suit of technological armor that contains an air supply or other protection, the blast helmet integrates with that system and that armor functions normally, in addition to the benefits provided by the blast helmet itself.

Section 15: Copyright Notice

Ultimate Treasury (5E) © 2023, Legendary Games; Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer, Thurston Hillman, Jeff Ibach, and Alex Augunas

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