Chromatica world illustration - Fantasy theme
Fantasy

Chromatica

N
NotABluejay

Every player who comes here accidentally came through a portal at the end of a rainbow.


Author's Note: Imagine a hidden realm lying just beneath our world—one you can enter if you know where to look. Picture this: at the end of every rainbow, there’s a portal leading to a mysterious land known as Chromatica. In this fantastical world, mythical beasts and enigmatic foes lurk around every corner. Who knows? If you dare to explore, you might just encounter these creatures and uncover secrets that could change everything. Are you ready to find the end of the rainbow and step into the unknown?
Played47 times
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Created
162 days ago
Last Updated
11 days ago
VisibilityPublic
Helm of Brilliance
Helm of Brilliance
gear
Details
TypeGear
CategoryWondrous Items
RarityVery Rare
Weight6.00 lb.
Cost0 Irridescent Chips
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.

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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