Helga's Haberdashery
Wwlcome to Helga's Haberdashery! If you've ever felt that the world of Dungeons & Dragons 5th Edition is lacking in hats, helms, and other headwear then you've come to the right place. Take a look around and grab anything you like. No charge!
Helm of the Juggernaut
Wondrous Item, uncommon
This thick iron helmet is crafted to resemble a pair of curling ram's horns. While wearing this helm if you move at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a Strength saving throw (DC of 12 + your Strength modifier) or take 7 (2d6) bludgeoning damage and be knocked prone. If this ability is used against a structure, the structure automatically fails its Strength saving throw and the damage is doubled.
Falconer's Cap
Wondrous Item, rare (requires attunement)
This leather cap is adorned with feathers and has a visor that resembles a falcon's eyes and beak. While wearing this cap, you have advantage on Perception checks relying on sight. Also, you may lower the visor and speak the command word to cast the find familiar spell with a casting time of 1 action and without the need for somatic or material components. When cast, a familiar taking the form of a spectral falcon appears on your shoulder. The falcon familiar uses an eagle's stat block and lasts for 1 hour or until you use an action to dismiss it. Once used, this ability cannot be used until the next dawn.
Magician's Hat
Wondrous Item, uncommon
This large black top hat was once exquisite but now shows signs of heavy wear and tear. The inside of this hat is an extradimensional space that can hold up to 30 pounds of material, not exceeding a volume of 3 cubic feet. The hat follows the same rules as a bag of holding or a handy haversack. When found or purchased, the hat contains 1d4 white rabbits.
Crown of the Serpent Queen
Wondrous Item, very rare (requires attunement)
This gold circlet has been expertly crafted to resemble two intertwined snakes wrapping around the wearer's head. In the front, where the two heads meet, a beautiful teardrop shaped emerald is set. While attuned to this crown you gain the following effects:
- You are proficient in the Deception and Persuasion skills. If you are already proficient in either of these skills you may add double your proficiency bonus to any checks made with that skill.
- You can invoke the power of the serpent and gain its sight. Your eyes change to resemble those of a snake and you gain blindsight to a range of 20 ft. This effect lasts 1 hour and, once used, can not be used again until the next dawn.
- You can verbally communicate with and understand snakes and serpents as if by the effects of the Speak with Animals spell.
- You can use the crown to cast the Conjure Animals spell at 3rd level to summon either a giant constrictor snake or a swarm of poisonous snakes. Once the crown has been used to cast this spell, it can’t be used to cast that spell again until the next dawn.
Messenger's Helm
Wondrous Item, uncommon
This leather helm is adorned with engravings of wings on either side. While wearing this helm your walking speed is increased by 10 ft.
Protective Helmet
Wondrous Item, rare
You have a +1 bonus to AC while wearing this helmet.
Gangster's Cap
Wondrous Item, common
This stylish cloth cap has hidden razor blades sewn into the bill. This cap can be used as an improvised weapon. The cap has the finesse and light properties and deals 1d4 slashing damage on a successful attack. If you were the last person to wear this cap you are considered proficient with it.
Commander's Helm
Wondrous Item, rare (requires attunement)
This well made helm was designed for the leader of a great army. While attuned to this helm you may issue one of the following commands to a willing creature within 30 ft. of you. The target creature must be able to hear and understand you.
- You use a bonus action to order an ally to attack. The target may use its reaction to make a melee attack against a creature within range.
- You use a bonus action to order and ally to get into position. The target may use its reaction to move up to 10 ft. without provoking any opportunity attacks.
- When an ally that you can see within 30 ft. makes a saving throw you may use a reaction to warn them of the danger. The target may use their reaction to gain advantage on the saving throw.