System Reference Document 5.2.1
225
 Unknown Spell. While holding the hat, you can 
try to cast a level 1+ spell you don’t know. The spell 
must be on the Wizard spell list, it must be of a level 
you can cast, and it can’t have Material components 
costing more than 1,000 GP. Once you decide on 
the spell, you must expend a spell slot of the spell’s 
level. Then, to determine whether you cast the spell, 
make an Intelligence (Arcana) check (DC 10 plus 
the spell’s level). On a successful check, you cast the 
spell using its normal casting time, and you can’t 
use this property again until you finish a Short or 
Long Rest. On a failed check, you fail to cast the 
spell and a random effect occurs instead, deter -
mined by rolling on the following table.
 Any spell you cast from the hat uses your spell 
save DC and spell attack bonus.
1d100 Effect
01–50 You cast a random spell determined by rolling 
1d10: on a 1, Enlarge/Reduce (enlarge effect); 
on a 2, Enlarge/Reduce (reduce effect); on a 
3, Faerie Fire; on a 4, Fireball; on a 5, Gust of 
Wind; on a 6, Invisibility  (cast on yourself); on a 
7, Lightning Bolt ; on an 8, Phantasmal Force; on 
a 9, Polymorph; on a 10, Stinking Cloud.
51–55 You have the Stunned condition until the end 
of your next turn, believing something awe -
some just happened.
56–60 A harmless swarm of butterflies fills a 10-foot 
Cube within 30 feet of yourself. The swarm 
disperses after 1 minute. 
61–65 You pull a nonmagical object out of the hat. 
Roll 1d4 to determine the object: on a 1, a vial 
of Acid; on a 2, a flask of Alchemist’s Fire; on a 
3, a Crowbar; on a 4, a lit Torch.
66–70 You suffer a bout of “magic sickness” and have 
the Poisoned condition for 1 hour.
71–75 You have the Petrified condition until the end 
of your next turn.
76–80 You pull a nonmagical object out of the hat. 
Roll 1d4 to determine the object: on a 1, a 
Dagger; on a 2, a Rope with a Grappling Hook 
tied to one end; on a 3, a bag of Caltrops; on a 
4, a gem worth 50 GP.
81–85 A creature appears in an unoccupied space 
as close to you as possible. The creature isn’t 
under your control and acts as it normally 
would, and it disappears after 1 hour or when 
it drops to 0 Hit Points. Roll 1d4 to deter -
mine the creature: on a 1, a Camel; on a 2, a 
Constrictor Snake ; on a 3, an Elephant ; 
on a 4, a Mule.
1d100 Effect
86–90 A Hostile Swarm of Bats flies out of the 
hat, occupies your space, and attacks you.
91–95 A vertical, 10-foot-diameter, two-way portal 
to another plane of existence opens in an 
unoccupied space within 30 feet of you and 
remains open until the end of your next turn. 
The GM determines where it leads.
96–00 You pull a magic item out of the hat. Roll 
1d6 to determine the item’s rarity: on a 1–3, 
Common; on a 4–5, Uncommon; on a 6, 
Rare. The GM chooses the item, which dis -
appears after 1 hour if it’s not consumed or 
destroyed before then.
Headband of Intellect
Wondrous Item, Uncommon (Requires Attunement)
Your Intelligence is 19 while you wear this head -
band. It has no effect on you if your Intelligence is 
19 or higher without it.
Helm of Brilliance
Wondrous Item, Very Rare (Requires Attunement)
This helm is set with 1d10 diamonds, 2d10 rubies, 
3d10 fire opals, and 4d10 opals. Any gem pried from 
the helm crumbles to dust. When all the gems are 
removed or destroyed, the helm loses its magic.
 You gain the following benefits while wearing the 
helm.
 Diamond Light. As long as it has at least one 
diamond, the helm emits a 30-foot Emanation. 
When at least one Undead is within that area, the 
Emanation is filled with Dim Light. Any Undead 
that starts its turn in that area takes 1d6 Radiant 
damage.
 Fire Opal Flames. As long as the helm has at least 
one fire opal, you can take a Magic action to cause 
one weapon you are holding to burst into flames. 
The flames emit Bright Light in a 10-foot radius and 
Dim Light for an additional 10 feet. The flames are 
harmless to you and the weapon. When you hit with 
an attack using the blazing weapon, the target takes 
an extra 1d6 Fire damage. The flames last until you 
take a Bonus Action to extinguish them or until you 
drop or stow the weapon.
 Ruby Resistance. As long as the helm has at least 
one ruby, you have Resistance to Fire damage.
 Spells. You can cast one of the following spells 
(save DC 18), using one of the helm’s gems of the 
specified type as a component: Daylight  (opal), Fire-
ball (fire opal), Prismatic Spray  (diamond), or Wall of 
Fire (ruby). The gem is destroyed when the spell is 
cast and disappears from the helm.
 Taking Fire Damage. Roll 1d20 if you are wearing 
the helm and take Fire damage as a result of failing 