2: LION OF BATTLE
As a standard action, the wearer can emit a thunderous roar. Creatures within 30 feet that hear the sound must succeed a Wisdom saving throw or become incapacitated with fear for 1 round. A creature can only be affected by this ability once every 24 hours. Crystalline or vitreous objects take 1d10 damage; on a result of 10, roll another 1d10 damage. After using the helmet’s ability, there is a 1-in-6 chance it will recharge at the start of the next round.
So fearsome is the aspect of the helmet that the wearer and their allies have Disadvantage on all ability and skill checks to negotiate and deal peaceably with others.
3: GOLDEN DEATH COWL
The wearer gains 2d4 temporary hit points whenever a living creature within 10 feet dies, but they cannot benefit from magical healing until those extra hit points are spent.
4: DEMON LUNG
The wearer gains Advantage on saving throws against poisonous or otherwise harmful gases, but they are unable to smell anything while the mask is on.
As a standard action, the wearer can emit a blast of eye-stinging, foul-smelling fumes that fills a 15 ft. x 15 ft. x 15 ft. cubic space. Creatures inside the area of effect must succeed Constitution saving throws or be nauseated by the malodorous gas. The fumes linger for 1 minute before dissipating. After using the helmet’s ability, there is a 1-in-6 chance it will recharge at the start of the next round.
5: NIGHTHUNTER’S HOOD
The wearer gains darkvision and Advantage on Perception and Stealth checks at night or other low-light conditions. However, they have Disadvantages on saving throws against effects involving bright light or loud noises.
Every full moon, there’s a 1-in-10 chance the wearer contracts lycanthropy from the hood.
6: DREAD LORD BATTLE-CROWN
As a full-round action, the wearer can reanimate a “fresh” (no more than 24 hours dead) corpse. A reanimated corpse has the same stats as a zombie, but follows and obeys the commands of whoever wearers the battle-crown.
A living creature that dies while wearing the battle-crown reanimates as a wight (or similar intelligent undead creature) 1d20 hours later.
7: FRACTURED FACE
As a full-round action, the wearer alter their appearance to become the mirror image of another creature that they can see. All details of the disguise will be identical, but reversed. The first time the wearer suffers damage, the disguise “shatters,” and the effect ends.
Once per day, the wearer can assume a terrifying chimerical form: their size increases by one category (small to medium, medium to large), their Strength and Dexterity scores increase by 4, they can make an extra melee attack per round, and all melee attacks deal an extra 1d6 damage on a hit.
After 4 rounds, the wearer must make a Constitution check at the end of each round, with a cumulative -1 penalty to the check per round; failure indicates that they return to normal. After 10 rounds in warbeast mode, if the wearer succeeds their next check to sustain, they become trapped in that form forever.