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Flying Citadel Helm in Dungeons & Dragons 5e

DSDQ

Flying Citadel Helm

Vehicle

Very Rare Requires Attunement By A Spellcaster

The function of this ornate chair is to propel and maneuver a flying citadel on which it has been installed. The chair has an AC 15, 18 hit points, and immunity to poison and psychic damage. It is destroyed if reduced to 0 hit points.

The sensation of being attuned to a flying citadel helm is akin to the pins-and-needles effect one experiences after one's arm or leg falls asleep, but not as intense.

While attuned to a flying citadel helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):

  • You can use the flying citadel helm to move the citadel through the air up to 80 feet per round, or up to 8 miles per hour.

  • You can steer the citadel, albeit in a somewhat clumsy fashion, in much the way a rudder or oars can be used to maneuver a seafaring ship.

  • At any time, you can see and hear from the highest point outside the citadel as though you were that location.

  • If no creature attuned to the helm is maintaining concentration, the citadel remains motionless in its space.


Transfer Attunement: You can use an action or bonus action to touch a willing spellcaster, whereupon that creature attunes to the flying citadel helm immediately, and your attunement to the flying citadel helm ends.

Crash: Should the flying citadel helm be destroyed, the citadel it is installed on loses power and begins to crumble. If the crumbling citadel is in the air, it descends at a rate of 30 feet per round, or 300ft per minute. Any creature on the citadel or on the ground within 120 feet of the citadel when it lands must make a DC 20 Dexterity saving throw, taking 39 (6d12) bludgeoning damage on a failed save, or half as much damage on a successful one.

Cost: 5,001 gp - 50,000 gp


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