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A character should receive only a blessing that is removed from a creature by anything short of divine
useful to him or her, and some blessings come with intervention or the wish spell.
expectations on the part of the benefactor. A god Example charms are provided below. The text of a
typically gives a blessing for a particular purpose, such charm addresses its user. A typical charm mimics the
as recovering a holy person's remains or toppling a effects of a potion or a spell, so it is easy to create more
tyrannical empire. The god might revoke a blessing charms of your own, if you like.
if a character fails to pursue that purpose or acts Charm of Animal Conjuring. This charm allows
counter to it. you to cast the conjure animals spell (3rd-level version
A character retains the benefits of a blessing forever or as an action. Once used three times, the charm
until it is taken away by the god who granted it. Unlike vanishes from you.
a magic item, such a blessing can't be suppressed by an Charm ofDarkvision. This charm allows you to
anti magic field or similar effect. cast the darkvision spell as an action, no components
Most adventurers go their entire lives without required. Once used three times, the charm goes awa_
receiving even one of these blessings. There is no limit Charm of Feather FaJJing. This charm grants you --
on the number of blessings a character can receive, benefits of a ring of feather falling. These benefits last
but it should be rare for a character to have more than for 10 days, after which the charm vanishes from you.
one at a time. Moreover, a character can't benefit from Charm of Heroism. This charm allows you to give
multiple instances of a blessing at the same time. For / yourself the benefit of a potion of heroism as an action.
example, a character can't benefit from two instances,,s>f Once you do so, the charm vanishes from you.
the Blessing of Health at once. Charm of Restoration. This charm has 6 charges.
Example blessings are provided below. The text of a You can use an action to expend some of its charges
blessing addresses its user. If you decide to create more to cast one of the following spells: greater restoration
blessings, consider this: a typical blessing mimics the (4 charges) or Jesser restoration (2 charges). Once
properties of a wondrous item. all its charges have been expended, the charm
Blessing of Health. Your Constitution score increases vanishes from you.
by 2, up to a maximum of 22. Charm of the Slayer. One sword in your possession
Blessing of Protection. You gain a +1 bonus to AC becomes a dragon slayer or giant slayer (DM's choice)
and saving throws. for the next 9 days. The charm then vanishes from you
Blessing of Magic Resistance. You have advantage on and the weapon returns to normal.
saving throws against spells and other magical effects. Charm of Vitality. This charm allows you to give
Blessing of Understanding. Your Wisdom score yourself the benefit of a potion of vitality as an action.
increases by 2, up to a maximum of 22. Once you do so, the charm vanishes from you.
Blessing ofValhaJJa. This blessing grants you the
power to summon spirit warriors, as if you had blown a MARKS OF PRESTIGE
silver horn of Valhalla. Once you use this blessing, you
Sometimes the most memorable reward for adventure~
can't use it again until 7 days have passed. is the prestige that they acquire throughout a realm.
Blessing of Weapon Enhancement. One nonmagical
Their adventures often earn them fame and power,
weapon in your possession becomes a +1 weapon allies and enemies, and titles that they can pass on to
whenever you wield it. their descendants. Some lords and ladies began as
Blessing of Wound Closure. This blessing grants you commoners who ventured into the dangerous places oi
the benefits of a periapt of wound closure. the world and made names for themselves through the -
brave deeds.
CHARMS
This section details the most common marks of
A charm is a minor supernatural gift, which can
prestige that adventures might acquire during a
be received in a large variety of ways. For example,
campaign. These marks are usually gained along with
a wizard who finds an eldritch secret in a dead
treasure, but sometimes they stand on their own.
arch mage's spellbook might be infused with the magic
of a charm, as might a character who solves a sphinx's
LETTERS OF RECOMMENDATION
riddle or drinks from a magic fountain. Legendary
When gold is in short supply, the adventurers'
creatures, such as ancient gold dragons and unicorns,
benefactor might provide them with a letter of
sometimes grace their allies with charms, and some
recommendation instead of monetary payment. Such a
explorers find themselves bearing the magic of a charm
letter is usually enclosed in a handsome folio, case, or
after discovering a long-lost location that is drenched in
scroll tube for safe transport, and it usually bears the
primeval magic.
signature and seal of whoever wrote it.
Some charms can be used only once, and others can
A letter of recommendation from a person of
be used a specific number of times before vanishing. If a impeccable reputation can grant adventurers access
charm lets you cast a spell, you are able to do so without to NPCs that they would otherwise have trouble
spending a spell slot or providing any components meeting on their own, such as a duke, viceroy, or queen.
(verbal, somatic, or material). In any case, a charm can't Moreover, carrying such a recommendation on one's
be used in the area created by an antimagic field or a person can help clear up "misunderstandings" with
similar effect, and a charm's effects are susceptible to local authorities who might not otherwise take the
dispel magic and the like. But the charm itself can't be adventurers at their word.
CHAPTER 7 I TREASURE

