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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

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