Helm of Heroism (5e Equipment)
From D&D Wiki
Armor (great helmet), rare (requires attunement)
The bravest warrior that ever was is within this helmet. They spout tales of great heroism from all who are deemed heroic by the helmet. Inspiring bravery to whomever wears this helm.
The creature who wears and is attuned to the Helm of Heroism is imbued permanently with the 1st level spell Heroism that does not require concentration, detailed below.
Heroism, 1st level Enchantment. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier (in this case 3) at the start of each of its turns.
Curse. However, even the bravest among heroes have doubts regardless of their skill. At the start of your turn while in combat, make a Wisdom saving throw (DC 15), or you are under the effect of fear and must use all of your actions to get away from the encounter. After succeeding the saving throw, you are immune to this effect for 1 hour. upon failure you must use your actions to get away from the encounter and if you are at least 30ft away or no longer within line of sight of the encounter, this effect ends. This saving throw can be avoided if you tell a story of personal heroism to the helmet. If the DM deems it a worthy deed of heroism, you are unaffected by the saving throw caused by this item. The deed described can be done by yourself or by your group, as long as you contributed to the endeavor.