Waterdeep: The City of Splendors world illustration - Fantasy theme
Fantasy

Waterdeep: The City of Splendors

M
Manasomnia

This is a custom adaptation of Waterdeep. Designed for narrative-rich, exciting experience.


Author's Note: Welcome to Waterdeep, The City of Splendors! A WIP with more characters, monsters, locations, and more to come! Updates will be frequent. This is a custom adaptation of Waterdeep, one of the most iconic cities in the Forgotten Realms. Designed with plans to supports both Waterdeep: Dragon Heist and Dungeon of the Mad Mage, letting you explore the city above and the madness below. Though these will be optional as you are free to explore the city as you please. This is meant as a way to learn or enjoy Dungeons & Dragons and not to replace the original experience. Nothing replaces the experience of a real table, a real Dungeon Master, and a group of friends. If this inspires you, support the official releases and pick up the books! Even if you never play in person they're nice to own and use for reference. Remember to sync often! I update frequently, roadmap and recent updates below. Roadmap Add Guildhall Locations Add Guild Factions Add Religion Factions Expand NPCs and update art to Tarot card style. Add Gods as Characters, Monsters, Items, Spells Recent updates Updated BG3 Characters as Playable in Waterdeep. New custom lore for each character to place them in Waterdeep with new plot hooks and arcs to follow. Updated Playable Characters Added Factions Map v1 completed
Played12 times
Cloned1 times
Created
11 days ago
Last Updated
2 days ago
VisibilityPublic
Helm of Brilliance
Very RareGear (Wondrous Items)
Helm of Brilliance
Weight6.00 lb.

Description

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.

Details
TypeGear
CategoryWondrous Items
RarityVery Rare
Weight6.00 lb.
Cost0 Dragon
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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