Page 228 - Dungeon Master's Guide
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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
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