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