Armor
Legendary Witness of Carnage
The Helm of Chaos has the following abilities:
Killer’s Mind
Upon attunement, the wearer’s mind becomes consumed with thoughts of violence and slaughter.
The wearer gains advantage on Wisdom (Perception) checks and Initiative rolls as their instincts heighten in preparation for combat.
However, the wearer also suffers disadvantage on Intelligence and Charisma checks, as their mind becomes single-mindedly focused on violence and war.
Aura of Wrath
The helm radiates a 30-foot aura of wrath.
Any creature (ally or enemy) that starts its turn within the aura must succeed on a DC 18 Wisdom saving throw or be overcome with murderous rage, forcing them to use their next turn to attack the nearest creature.
If no creature is within melee range, they must use their movement to approach the closest creature and attack.
Creatures that succeed on the save become immune to this aura for 24 hours.
This aura cannot be suppressed and grows stronger the more blood is spilled. The more blood spilled, the stronger the pull of wrath on all creatures.
Relentless Pursuit
The wearer has advantage on melee attack rolls against creatures below half their maximum hit points.
Additionally, once per turn, if the wearer reduces a creature to 0 hit points, they can immediately move up to half their speed toward another visible enemy without provoking opportunity attacks. This movement is fueled by the bloodlust of Eren.
Blood Frenzy
The wearer gains temporary hit points equal to their Constitution modifier at the start of each of their turns while in combat.
If no enemy creatures remain within 60 feet, the wearer must succeed on a DC 15 Wisdom saving throw or attack the nearest ally.
The blood frenzy does not end until the wearer regains control, another enemy enters sight, or combat ends.
Madness of War
If the wearer is reduced to 0 hit points but is not killed outright, the Helm of Chaos releases a pulse of violent energy.
All creatures within 30 feet must succeed on a DC 20 Constitution saving throw or take 6d10 psychic damage.
The wearer regains 1 hit point and is immediately thrown into a blood-fueled rage. For the next minute, the wearer’s attacks have advantage, they deal an additional 3d10 necrotic damage, and they are immune to being frightened or charmed.
Mark of War
While wearing the helm, the wearer gains proficiency with all martial weapons if they did not already have it.
If the wearer already has proficiency with martial weapons, they gain the Savage Attack feature, allowing them to roll one additional weapon damage die when determining the extra damage for a critical hit.
Enhanced Properties (Post-Attunement)
Once fully attuned, the Helm of Chaos reveals its true potential, fully unlocking the raw power of war.
Lord of Carnage
The Aura of Wrath now increases to 60 feet, and creatures affected by it have disadvantage on all saving throws while they are affected by murderous rage.
The aura intensifies when blood is spilled, causing it to pulse and flash. Each time an enemy is reduced to 0 hit points, all creatures in the aura must immediately make the DC 18 Wisdom saving throw again.
Avatar of Violence
The wearer’s attacks now deal an additional 2d10 necrotic damage on all melee weapon attacks.
If the wearer is critically hit while wearing the helm, they immediately make a DC 20 Wisdom saving throw. On a failed save, they are overcome with Eren’s rage and enter a state of berserker fury for 1 minute.
While in this state, they cannot distinguish friend from foe and must attack the closest creature on their turn.
Wrath of Eren
Once per long rest, the wearer can call upon the power of Eren. For 1 minute, they become a conduit of war itself.
Their size increases by 1 size category, they deal an additional 4d10 necrotic damage, and they gain resistance to all damage except radiant.
During this time, they are considered under the effects of the Haste spell, but they cannot willingly end combat.
Special Ability - Command of Chaos
Once per long rest, the wearer can invoke the Command of Chaos. For 1 minute, the following effects occur:
All creatures within 60 feet (allies and enemies) become overwhelmed by war lust. They must make a DC 20 Wisdom saving throw or be compelled to attack the nearest creature.
The wearer enters a state of heightened carnage. Their melee attacks deal an additional 6d10 necrotic damage.
At the start of each of the wearer’s turns, they can choose one creature within 30 feet to be marked for death. The marked creature has disadvantage on all attack rolls and saving throws until the end of the wearer’s next turn.
Curses
Mind of a Killer
Upon attuning to the helm, the wearer’s alignment shifts one step toward chaotic evil.
The wearer feels an insatiable urge to commit acts of violence. Each day, they must succeed on a DC 18 Wisdom saving throw. On a failed save, they experience uncontrollable episodes of rage and lose the ability to distinguish friend from foe during combat.
This effect lasts until the wearer takes a long rest.
Bond of Blood
Once attuned, the Helm of Chaos cannot be removed willingly.
If the wearer attempts to remove it, they take 6d10 psychic damage and immediately fall unconscious for 1d4 hours as they experience horrific visions of slaughter.
Only a Remove Curse, Greater Restoration, or Wish spell can break this bond.
The Helm of Chaos is a terrifying relic, forged in the blood-soaked forges of Eren, God of War, Violence, and Bloodshed. The helm is constructed of jagged, darkened metal streaked with veins of red that pulse like a living heart. Its surface is marked with war-torn symbols of Eren, and a row of sharp, uneven spikes protrude from its crown like the horns of a demon. The helm completely encloses the wearer’s head, with only narrow slits for the eyes, which glow a fierce crimson when worn.
This helmet is not merely an instrument of war — it is a herald of carnage. It feeds off the bloodshed around it, amplifying the wearer's bloodlust and sowing discord among friend and foe alike. To don this helm is to surrender one's mind to the ceaseless drums of war. Those who dare to wield it become agents of unrelenting violence and chaos.
| Type |
AC |
STR Req. |
Stealth Dis. |
|
+2 |
|
No |