1/11/2024 0 Comments Meld into stone![]() ![]() When you hit with a weapon attack, you can use this charm to deal an extra 3d8 damage of the attack’s type. ![]() Once used, this charm disappears.Ĭharm of Savagery. The next time you die and your body is not destroyed in the process, this charm casts the revivify spell on you. The charm fades after the duration.Ĭharm of Resurrection. You gain a +1 bonus to AC for the next 7 days. Once all the charges are expended, this charm disappears.Ĭharm of Armor Enhancement. As an action you can expend charges to cast entangle (2 charges) or speak with plants (3 charges). This effect lasts 7 days, then the charm disappears.Ĭharm of Plant Talking. When you drop a creature to 0 hit points with a spell or attack, you gain 5 temporary hit points. Once used 3 times, this charm disappears.Ĭharm of Murderous Efficiency. As an action you cast meld into stone on yourself. Once used 3 times, this charm disappears.Ĭharm of Meld into Stone. As an action, you regain 3d8 + 5 hit points. Once used 3 times, this charm disappearsĬharm of Healing. Once used 3 times, this charm disappears.Ĭharm of Flight. As an action you can cast the fireball spell. This charm lasts for 7 days and then disappears.Ĭharm of Fiery Wrath. Once used 3 times, this charm disappears.Ĭharm of Fiery Resistance. Once used 5 times, this charm disappears.Ĭharm of Fear. As a bonus action you can make a melee or ranged attack. This charm lasts for 3 days and then disappears.Ĭharm of Extra Attacks. When you deal damage to evil-aligned creatures, they take an additional 1d6 radiant damage. Once used 3 times, this charm disappears.Ĭharm of Evil Annihilation. As an action you touch a creature suffering from a disease and it is cured of its disease. This effect lasts 7 days and then the charm disappears.Ĭharm of Disease Removal. You have advantage on Charisma (Deception) checks made while lying. Once used 3 times, this charm disappears.Ĭharm of Deceptive Speech. As an action you can cast speak with dead. Once used 3 times, this charm disappears.Ĭharm of Death Speech. Once all the charges are expended, this charm disappears.Ĭharm of Death’s Animation. As an action you can expend 1 charge to cast fireball, lightning bolt, sleet storm, or stinking cloud. ![]() This effect lasts 7 days and then the charm disappears.Ĭharm of Chaotic Energy. You can talk to beasts as if you are affected by the speak with animals spell. Once used 3 times, this charm disappears.Ĭharm of Beast Speech. As an action you can cast conjure animals. You can do this 3 times before the charm ends.Ĭharm of Animal Conjuring. The color is illusionary and harmless, but the glitter can be sprinkled on food to make it particularly delicious. You can snap your fingers and produce a burst of color and glitter in your hand. I hope you find this list fun and a great addition to your table! If you like this list and want to see more from me, consider buying me a ko-fi.Ģ023 Edit: I have a second list of 50 charms up here ! Feel free to combine it with this list to create a d100 table!Ĭharm of Delicious Spices. If the spell says you ‘cast it on yourself’, that means it is only cast on you, even if it is normally capable of targeting multiple people. Spells are cast at their base level unless stated otherwise. If a charm allows you to cast a spell, and the creature does not normally have the ability to cast spells, the spell’s DC is determined by 8 + the creature’s proficiency bonus + the creature’s Intelligence, Charisma, OR Wisdom bonus (whichever one is the highest.) Here’s a couple rules I have for them personally: DC calculation, durations, and overall effects can always be altered to fit your world and the magic capable of being cast within it. You can use a d100 to get a random charm, naturally rerolling if the result is above 50. Let me help with the legwork on that.īelow are 50 charms, most homebrew, but some borrowed from the small list in the DMG. Did the party help a Unicorn escape death? Did they summon a Chwinga and ask it to bestow a charm? Did they please a mischievous Fey? Then a charm is a fantastic reward! However, the DMG only gives a a handful of charms, and encourages the reader to make up your own. As a result, they’re a great reward a player can receive from a unique creature. ![]() This gifts are temporary they either have a time limit or a limited number of charges. They are minor gifts - not quite at the level of divine Boons, but still offer a significant and fun advantage to the player. Supernatural Charms are briefly mentioned on page 228 of the Dungeon Master’s Guide (DMG). ![]()
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