Meld into stone12/21/2023 ![]() As an action you cast water breathing on yourself. Once used 3 times, this charm disappears.Ĭharm of Water Breathing. As an action you gain 20 temporary hit points. After scoring three critical hits with this charm, it disappears.Ĭharm of Victorious Armor. When you score a critical hit you roll all of the attack’s damage dice three times and add them together with any modifiers to calculate damage. This charm lasts for 9 days and then disappears.Ĭharm of Slaying. Whenever you reduce a creature to 0 hit points, you regain 5 hit points. When you hit with an attack you can use this charm to deal an extra 3d8 damage of the attack’s type. Once used 3 times, this charm disappears.Ĭharm of Slayer’s Healing. Once used, this charm disappears.Ĭharm of Savagery. The next time you die this charm casts the reincarnate spell on you. This charm lasts for 9 days and then disappears.Ĭharm of Reincarnation. Once all the charges are expended, this charm disappears.Ĭharm of Radiant Resistance. As an action you can expend charges to cast entangle (2 charges) or speak with plants (3 charges). This effect lasts 9 days and then the charm disappears.Ĭharm of Plant Talking. When you drop a chaotic-aligned 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. As an action you regain 3d8 + 5 hit points. Once used 3 times, this charm disappears.Ĭharm of Madness Infliction. As an action one creature you see must succeed on a DC 15 Wisdom saving throw or gain a random form of short-term madness. Once used 3 times, this charm disappears.Ĭharm of Meld into Stone. This charm lasts for 3 days and then disappears.Ĭharm of Healing. When you deal damage to good-aligned creatures they take an extra 1d6 necrotic damage. Once used 3 times, this charm disappears.Ĭharm of Good Annihilation. As an action you cast flight on yourself. Once used 3 times, this charm disappears.Ĭharm of Flight. This charm lasts for 9 days and then disappears.Ĭharm of Fiery Wrath. As an action you can cast the fireball spell. As a bonus action you can make a melee or ranged attack. Once used 10 times, this charm disappears.Ĭharm of Fear. As an action you can cast fear. Once used 3 times, this charm disappears.Ĭharm of Fiery Resistance. You are resistant to fire damage. This charm lasts for 3 days and then disappears.Ĭharm of Extra Attacks. When you deal damage to evil-aligned creatures they take an extra 1d6 radiant damage. As an action you touch a creature suffering from a disease and it is cured of its disease. Once used 3 times, this charm disappears.Ĭharm of Evil Annihilation. This effect lasts 9 days and then the charm disappears.Ĭharm of Disease Removal. ![]() You have advantage on Charisma (Deception) checks made while lying. Once all the charges are expended, this charm disappears.Ĭharm of Death’s Animation. As an action you can cast animate dead. Once used 3 times, this charm disappears.Ĭharm of Death Speech. As an action you can cast speak with dead. Once used 3 times, this charm disappears.Ĭharm of Deceptive Speech. As an action you can expend 1 charge to cast fireball, lightning bolt, sleet storm, or stinking cloud. This effect lasts 9 days and then the charm disappears.Ĭharm of Chaotic Energy. PlaneĬharm of Animal Conjuring. As an action you can cast conjure animals. Once used 3 times, this charm disappears.Ĭharm of Beast Speech. You can talk to beasts as if you are effected by the speak with animals spell. Remember any creatures they come across who live in the zone may also have the benefit of a charm. Use the table and charm descriptions below when PCs take an extended rest in an overlap zone. A creature’s alignment can increase its chance of gaining a charm depending on the overlap zone in which it is resting. Overlap CharmsĪny creature native to the Material Plane who takes a long rest in an overlap zone has a chance of gaining a charm at the end of their rest. Speaking of charms, do you like these charm bracelets? You can buy these and a bunch of other great pieces of jewelry and gaming accessories made of dice from Eclectic Eccentricities by Bella Rose. Checkout the excerpt from the upcoming Exploration Age Campaign Guide below to see the charms available in my setting. Specifically in Exploration Age most charms are gained by spending time in a planar overlap zone. Charms are gained by interacting with the magical places, creatures, and items. ![]() After a specific number of uses or short period of time they’re used up. Unlike blessings, charms are not permanent. Mechanically, they’re like potions that are carried and activated internally. Charms are a special boon that can be tapped a few times to give a creature a an extra ability before wearing off. This is about one of my favorite sections of the fifth edition Dungeons and Dragons Dungeon Master’s Guide. No this post is not about your favorite WB show.
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