D&D: Keep Your head Warm And Magical With These Magic Hats
There are a surprising number of magic hats in the new DMG. Here’s a look at some of our favorite magical headwear.
In D&D, magic hats are a storied part of the game. From the humble Hat of Disguise to the mighty Circlet of Blasting, there are plenty of magical pieces of headgear throughout D&D’s ages. And while you won’t find all of D&D’s most famous helms in the current edition, the newest Dungeon Master’s Guide has a lot to offer.
So if you want to keep your head warm and also to produce the occasional rabbit or beam of scorching energy, try one of these magic hats.
Helm of Telepathy
Unearth the innermost secrets of your enemies with the Helm of Telepathy. This humble helm grants you telepathy with a range out to 30 feet. That alone would make it worth it, but you can also cast either Detect Thooughts of Suggestion once per day. Personally I’d go with Suggestion after the little boost it’s gotten in 5.5E.
It may not be world shattering in terms of overall power. But being able to speak your mind (literally) as well as having a Suggestion on a character that otherwise wouldn’t can be absolutely huge.
Hat of Disguise
This magic hat is infamous in D&D. It gives you access to the Disguise Self spell, which lets you change your appearance for up to an hour. You can be shorter, taller, heavier, lighter. You can even look like a different species, if you want, or give yourself a whole different sort of hat.
Now it takes an active Study action to see through your disguise, with an Investigation vs. Spell Saving Throw DC. So get out there and do whatever you want – no one will know what the real you looks like.
Hat of Vermin
This lets you pull off one of the oldest tricks in the book. This magical hat allows you to summon from within a Bat, a Frog, or a Rat. You can do it up to three times per day. And for even more comedic purposes, the creature you summon tries to get away from you as quickly as possible, no matter what.
Helm of Brilliance
This magical helm is studded with jewels. Opals, Ruies, Diamonds, and Fire Opals. Each of these gems, as you might expect, has its very own magical effect. The diamonds let you create an area of light that damages undead. Fire opals let you cause one of your weapons to become a flaming weapon, doing an extra 1d6 points of fire damage. The rubies grant you resistance to fire damage. And all of the gems can be used to cast a corresponding spell such as Daylight, Fireball, Prismatic Spray, or Wall of Fire.
Hat of Many Spells
This magical hat can be found in the new DMG as well as the new Scions of Elemental Evil adventure. One belongs to Presto the Wizard. And it works exactly the way it does in the D&D Cartoon. This hat lets you cast a Wizard spell that you don’t know. It can be one of up to a level you are capable of casting, so long as you don’t know it, and can make an Arcana check of DC 11-19 (10 + spell level).
If you can make your check, you cast the spell you intend to. If not, you create a magical effect at random, which could be casting a random spell, stunning yourself, summoning bbutterflies – the list goes on. But when you can cast the spell, this hat is absolutely clutch.
Keep your head warm and magical!