Helm of Perfect Potential
Item · Artifact · Requires attunement
Attunement
Description
The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon Master's Guide:
- 2 Artifact Properties; Minor Beneficial Properties properties
- 1 Artifact Properties; Major Beneficial Properties property
- 1 Artifact Properties; Minor Detrimental Properties property
While wearing the helm, you have advantage on Charisma () and Wisdom () checks.
As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes acid, cold, fire, lightning, or Thunder damage (your choice). On a successful save, the creature takes half as much damage.
The helm has 6 charges and regains charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following spells (save DC 20): (1 charge), (2 charges), (3 charges), (4 charges), (5 charges).