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Bonespike Helmet

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Bonespike Helmet image

Bonespike Helmet is a very rare Helmet. If the wearer rages, the helmet forces all hostile creatures within a 3m radius to roll a wisdom saving throw. If failing this roll, they take 2-8 Psychic damage; a successful roll results in half damage.

The tibia of a storm giant was ground and chiselled and reworked till it became this helm. The wearer can actually smell summer tempest clouds like maroon-dark dread while wearing the helm.

Properties

  • HelmetsHelmets
  • Rarity: Very rare Rarity: Very rare
  • Weight: 0.5 kg (1 lb) Weight: 0.5 kg (1 lb)
  • Price: 450 gp Price: 450 gp
  • UID MAG_Barbarian_BoneSpike_Helmet
    https://bg3.norbyte.dev/search?q=name:MAG_Barbarian_BoneSpike_Helmet
    UUID 72152951-3670-4004-b275-6b722c498bbc
    https://bg3.norbyte.dev/search?q=uuid:72152951-3670-4004-b275-6b722c498bbc
    Stats MAG_Barbarian_BoneSpike_Helmet
    https://bg3.norbyte.dev/search?q=name:MAG_Barbarian_BoneSpike_Helmet

Special

The wearer of this item gains:

Menacing Attack (Melee)Menacing Attack (Melee) (Action)
Possibly Frighten Frighten your target. They'll have Disadvantage Icon.png Disadvantage on ability checks and Attack rolls and be unable to move. (Recharge: Per turn Recharge: Per turn.)
Fury In The Marrow
When you RageRage, hostile creatures in a 3 m / 10 ft radius must succeed a Weapon action DC Wisdom saving throwWisdom saving throw or take 2d4PsychicPsychic damage. The targets receive half damage on a save.

Where to find

Notes

  • For the version of Menacing AttackMenacing Attack granted by this item:
    • The DC is determined by the same method as other Manoeuvres.
    • The bonus damage is not equal to a Superiority Die, as would be the case for a regular Menacing Attack; it is instead equal to the wearer's Proficiency bonus.
    • Unlike any of the Manoeuvres granted by the Battle Master class, the Menacing Attack (Melee)Menacing Attack (Melee) granted by this helmet recharges per turn, not per short rest.
    • As with other Manoeuvres, it uses a weapon attack roll which qualifies for Extra AttackExtra Attack. This makes it an attractive option for use at the beginning of every combat round for melee combatants with Extra Attack and level 11 fighters in particular.

Regarding Fury In The Marrow:

  • The 2-8 Psychic damage mentioned in the description of Fury in the Marrow is, specifically, 2d4 Psychic damage.

Bugs

  • Menacing Attack changes the names of some weapon features in the combat log, such as Absolute NightAbsolute Night, to "Menacing Attack", while others, such as Fly TrapFly Trap, are displayed correctly.

Regarding Fury In The Marrow:

  • Hostile creatures that succeed on a Wisdom saving throw against Fury In The Marrow receive no damage instead of half damage.