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[Primordial] Armor - Helm of Primordial Command

I've been fascinated by elemental interactions since I discovered the runes in Runescape, so the mephits of 5e are no different. I really like the random summon table, though I had to design some lower-CR versions of the elementals for when 2d4 yielded the same result. At CR 2, each proto-elemental is about double the CR of 2 mephits.

The proto-elementals are mostly pared down versions of their full counterparts, with a couple fun changes.

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This helmet belonged to elementalist and planar explorer Akorra Vysro, enchanted as a communication and protection tool for elementals on her journeys. The helmet's flaming tassel later became part of her signature look.

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Helm of Primordial Command
Wondrous item, rare (requires attunement)

While you wear this helmet, you can understand and speak Primordial as well as its dialects: Auran, Aquan, Ignan, and Terran. You also have advantage on Intelligence (Arcana) checks you make related to elementals, as well as ability checks made to influence elementals.

Elemental Charm. While you wear this helmet, you can cast charm person from it, targeting one elemental instead of a humanoid. This spell's DC is 15. Once cast, the spell can't be cast this way again until the next dawn.

Summon Elemental Servant. While you wear this helmet, you can use an action to summon elemental creatures to your aid. Roll 2d4 and consult the Conjured Element table to determine which element you conjure. Then consult the Summoned Elementals table to determine which creature or creatures are manifested by that combination of conjured elements.

Conjured Element
1 - Air
2- Earth
3 - Fire
4 - Water

Summoned Elementals
Air + Air - 1 Air Proto-Elemental
Air + Earth - 2 Dust Mephits
Air + Fire - 2 Smoke Mephits
Air + Water - 2 Ice Mephits
Earth + Earth - 1 Earth Proto-Elemental
Earth + Fire - 2 Lava Mephits
Earth + Water - 2 Mud Mephits
Fire + Fire - 1 Fire Proto-Elemental
Fire + Water - 2 Steam Mephits
Water + Water - 1 Water Proto-Elemental

The summoned elementals lasts for 1 hour, or until you use an action to dismiss them or until they die. The elementals follow your commands to the best of their abilities and take their turns immediately after yours. Once used, this property can't be used again until the next dawn.

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