Posts Tagged ‘blessings’

No this post is not about your favorite WB show. This is about one of my favorite sections of the fifth edition Dungeons and Dragons Dungeon Master’s Guide. Charms are a special boon that can be tapped a few times to give a creature a an extra ability before wearing off. Mechanically, they’re like potions that are carried and activated internally.

Unlike blessings, charms are not permanent. After a specific number of uses or short period of time they’re used up. Charms are gained by interacting with the magical places, creatures, and items.

Specifically in Exploration Age most charms are gained by spending time in a planar overlap zone. Checkout the excerpt from the upcoming Exploration Age Campaign Guide below to see the charms available in my setting.

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.

Overlap Charms

Any 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. A creature’s alignment can increase its chance of gaining a charm depending on the overlap zone in which it is resting. Use the table and charm descriptions below when PCs take an extended rest in an overlap zone. Remember any creatures they come across who live in the zone may also have the benefit of a charm.

Plane Charm LG NG CG LN N CN LE NE CE
Acheron Charm of Victorious Armor 20% 10% 5% 30% 20% 10% 30% 20% 10%
Arboria Charm of Plant Talking 20% 30% 40% 10% 20% 30% 0% 5% 10%
Arcadia Charm of Disease Removal 30% 20% 10% 30% 20% 10% 20% 10% 5%
The Abyss Charm of Good Annihilation 0% 5% 10% 10% 20% 30% 20% 30% 40%
The Beastlands Charm of Conjuring Animals 20% 30% 30% 10% 20% 20% 5% 10% 10%
The Blood Fields Charm of Radiant Resistance 30% 30% 30% 30% 30% 30% 30% 30% 30%
Bytopia Charm of Extra Attacks 30% 30% 20% 20% 20% 10% 10% 10% 5%
Carceri Charm of Fear 5% 10% 10% 10% 20% 20% 20% 30% 30%
Elysium Charm of Healing 30% 40% 30% 10% 20% 10% 0% 5% 0%
Feywild Charm of Beast Speech 50% 50% 50% 50% 50% 50% 50% 50% 50%
Gehenna Charm of Deceptive Speech 10% 10% 5% 20% 20% 10% 30% 30% 20%
Hades Charm of Death’s Animation 0% 5% 0% 10% 20% 10% 30% 40% 30%
Limbo Charm of Chaotic Energy 5% 10% 30% 0% 20% 40% 5% 10% 30%
Mechanus Charm of Murderous Efficiency 30% 10% 5% 40% 20% 0% 30% 10% 5%
Mount Celestia Charm of Evil Annihilation 40% 30% 20% 30% 20% 10% 10% 5% 0%
Murderfall Charm of Slaying 30% 30% 30% 30% 30% 30% 30% 30% 30%
The Nine Hells Charm of Fiery Resistance 10% 5% 0% 30% 20% 10% 40% 30% 20%
Pandemonium Charm of Madness Infliction 5% 10% 20% 10% 20% 30% 10% 20% 30%
Plane of Air Charm of Flight 40% 40% 40% 40% 40% 40% 40% 40% 40%
Plane of Earth Charm of Meld into Stone 40% 40% 40% 40% 40% 40% 40% 40% 40%
Plane of Fire Charm of Fiery Wrath 40% 40% 40% 40% 40% 40% 40% 40% 40%
Plane of Water Charm of Water Breathing 40% 40% 40% 40% 40% 40% 40% 40% 40%
Savalization Charm of Savagery 50% 50% 50% 50% 50% 50% 50% 50% 50%
Shadowfell Charm of Death Speech 50% 50% 50% 50% 50% 50% 50% 50% 50%
Stryfe Charm of Reincarnation 30% 30% 30% 30% 30% 30% 30% 30% 30%
Ysgard Charm of Slayer’s Healing 10% 20% 30% 10% 20% 30% 5% 10% 20%

Charm of Animal Conjuring. As an action you can cast conjure animals. Once used 3 times, this charm disappears.

Charm of Beast Speech. You can talk to beasts as if you are effected by the speak with animals spell. This effect lasts 9 days and then the charm disappears.

Charm of Chaotic Energy. This charm has 3 charges. As an action you can expend 1 charge to cast fireball, lightning bolt, sleet storm, or stinking cloud. Once all the charges are expended, this charm disappears.

Charm of Death’s Animation. As an action you can cast animate dead. Once used 3 times, this charm disappears.

Charm of Death Speech. As an action you can cast speak with dead. Once used 3 times, this charm disappears.

Charm of Deceptive Speech. You have advantage on Charisma (Deception) checks made while lying. This effect lasts 9 days and then the charm disappears.

Charm of Disease Removal. 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.

Charm of Evil Annihilation. When you deal damage to evil-aligned creatures they take an extra 1d6 radiant damage. This charm lasts for 3 days and then disappears.

Charm of Extra Attacks. As a bonus action you can make a melee or ranged attack. Once used 10 times, this charm disappears.

Charm of Fear. As an action you can cast fear. Once used 3 times, this charm disappears.

Charm of Fiery Resistance. You are resistant to fire damage. This charm lasts for 9 days and then disappears.

Charm of Fiery Wrath. As an action you can cast the fireball spell. Once used 3 times, this charm disappears.

Charm of Flight. As an action you cast flight on yourself. Once used 3 times, this charm disappears.

Charm of Good Annihilation. When you deal damage to good-aligned creatures they take an extra 1d6 necrotic damage. This charm lasts for 3 days and then disappears.

Charm of Healing. As an action you regain 3d8 + 5 hit points. Once used 3 times, this charm disappears.

Charm 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.

Charm of Meld into Stone. As an action you cast meld into stone on yourself. Once used 3 times, this charm disappears.

Charm of Murderous Efficiency. When you drop a chaotic-aligned creature to 0 hit points with a spell or attack you gain 5 temporary hit points. This effect lasts 9 days and then the charm disappears.

Charm of Plant Talking. This charm has 6 charges. As an action you can expend charges to cast entangle (2 charges) or speak with plants (3 charges). Once all the charges are expended, this charm disappears.

Charm of Radiant Resistance. You are resistant to radiant damage. This charm lasts for 9 days and then disappears.

Charm of Reincarnation. The next time you die this charm casts the reincarnate spell on you. Once used, this charm disappears.

Charm of Savagery. 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.

Charm of Slayer’s Healing. Whenever you reduce a creature to 0 hit points, you regain 5 hit points.  This charm lasts for 9 days and then disappears.

Charm of Slaying. 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. After scoring three critical hits with this charm, it disappears.

Charm of Victorious Armor. As an action you gain 20 temporary hit points. Once used 3 times, this charm disappears.

Charm of Water Breathing. As an action you cast water breathing on yourself. Once used 3 times, this charm disappears.

PDF! PDF! PDF!

Longtime followers of the blog probably knew this was coming. If you want just the charms to have and hold forever, they’ll live in the link below and on the Free Game Resources section of this site. If you haven’t checked out the offerings there, please do so. Monsters, magic items, mounts, and more await you!

Charms

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Several months ago I posted about the superpowers creatures can gain by surviving an extended stay in The Damned Lands. The Damned Lands, of course, are a psionically irradiated wasteland. The warped reality in The Damned Lands can drive a person mad, but managing to survive and resist the madness during an extended stay in the area comes with its own rewards. The psionic energy of the place can warp creatures’ anatomy and physiology granting them powers like the ability to fly or become invisible.

The Damned Lands (dark gray hexes are uncharted territory)

The Damned Lands (dark gray hexes are uncharted territory)

Well the rules I’d previously created for The Damned Land powers were based on the information in the final D&D Next playtest packet. We now have the official fifth edition Dungeons and Dragons rules, and so I’ve updated those rules. The update for superpowers are based on the rules for blessings in chapter 7 of the Dungeon Master’s Guide. I’m not calling these blessings though, since they aren’t granted by gods. Take a look at the excerpt from the upcoming Exploration Age Campaign Guide below.

Madness in The Damned Lands

As adventurers spend more time in The Damned Lands, they risk becoming infected with madness. Every ten days straight spent in The Damned Lands, a creature must succeed on a DC 10 Wisdom saving throw or contract a form of indefinite madness (see chapter 8 of the Dungeon Master’s Guide). For consecutive day beyond the first spent in The Damned Lands, the DC for the saving throw increases by 1, since the warping psionic energies become more and more difficult to resist.

If the creature fails this saving throw by 5 or more, in addition to gaining a form of indefinite madness, its Intelligence score is reduced 2, the DM takes control of the character, and if it ever leaves the borders of The Damned Lands it dies.

Damned Superpowers

There are two types of superpowers that can be acquired by staying within the borders of The Damned Lands, minor and major. Any creature who survives 15 continuous days or longer in The Damned Lands has a chance to acquire a minor power. The DM may choose or roll on the table below to grant a creature a power.

Any creature who survives 20 continuous days or longer in The Damned Lands has a chance to acquire a major power. The DM may choose or roll on the table below to grant a creature a power.

Minor Powers

Blindsight. You gain 5-foot blindsight.

Disguise Self. As an action you can cast disguise self. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Beast Speech. You can speak to and understand beasts.

Charm Person. As an action you can cast charm person. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Darkvision. You gain 60-foot darkvision. If you already have darkvision, add 60 feet to its range.

Detect Magic. As an action you can cast detect magic.

Fear. As an action you can cast fear. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier. You must complete a long rest before you can use this ability again.

Feather Fall. You can cast the feather fall spell at-will.

Increased Speed. Your walking speed increases 5 feet.

Inner Healing. As an action you regain a number of hit points equal to your Constitution score. You must complete a long rest before you can use this ability again.

Minor Telekinesis. As an action you can move an unattended object within 30 feet weighing 20 lbs. or less 30 feet in any direction. If the object moves more than 30 feet away from you, it falls.

Misty Step. As a bonus action you can cast misty step. You must complete a short or long rest before you can use this ability again.

Object Teleportation. As an action you can teleport an object you hold 50 feet (this includes into the free hand of another person).

Psychic Claws. As a bonus action you grow psychic claws from you hands that count as light finesse weapons which deal 1d6 psychic damage. You are proficient with these claws and can dismiss them as a bonus action.

Psychic Knives. As part of an attach can create psychic knives which count as light finesse weapons and deal 1d4 psychic damage. These knives can be thrown (range 20/60) and disappear at the end of your turn.

Pyrokinesis. As an action you can cause an unattended flammable object within 30 feet to catch fire.

Sanctuary. As an action you can cast sanctuary on yourself. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Telepathy. You can communicate telepathically with any creature within 30 feet of you which can understand a language.

Web. As an action you can cast web. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier. You must complete a short or long rest before you can use this ability again.

Zone of Truth. As an action you can cast zone of truth. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier. You must complete a short or long rest before you can use this ability again.

Major Powers

Amphibious. You are able to breathe underwater and gain a 30-foot swim speed.

Blink. As an action you can cast the blink spell.

Dispel Magic. As an action you can cast dispel magic. Your spellcasting ability for the purposes of this power is Charisma.

Detect Thoughts. As an action you can cast detect thoughts. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Flight. You gain a 60-foot fly speed.

Gifted Misty Step. As a bonus action you can cast misty step.

Invisibility. As an action you can cast the improved invisibility spell.

Invulnerability. You resist bludgeoning, piercing, and slashing damage.

Magic Resistance. You gain advantage on saving throws against magical effects.

Major Image. As an action you can cast major image. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Polymorph. As an action you can cast polymorph. The save DC for this spell is 8 + your proficiency bonus + your Charisma modifier.

Psychic Pet. As an action you summon a psychic creature which has the same statistics as a Tyrannosaurus rex, except that all of its attacks deal psychic damage. The creature is under your control and takes only actions you order, though it will defend itself if attacked. You must complete a short or long rest before you can use this ability again.

Regeneration. At the start of your turn as long as you have at least 1 hit point remaining, you regain 5 hit points.

Resurrection. You can cast resurrection without expending any material components. You must complete a long rest before you can use this ability again.

Super Intelligence. Your Intelligence score becomes 26.

Super Speed.  Your walking speed is tripled.

Super Strength. Your Strength score becomes 26.

Telekinesis. As an action you can cast telekinesis.

Time Stop. As an action you can cast time stop. You must complete a long rest before you can use this ability again.

Tunneler. You gain a burrow speed equal to your walking speed, 60-foot tremorsense, and 30-foot blindsight.

Power Tables
d20 Minor Power
1 Blindsight
2 Disguise self
3 Beast speech
4 Charm person
5 Darkvision
6 Detect magic
7 Fear
8 Feather fall
9 Increased speed
10 Inner healing
11 Minor telekinesis
12 Misty step
13 Object teleportation
14 Psychic claws
15 Psychic knives
16 Pyrokinesis
17 Sanctuary
18 Telepathy
19 Web
20 Zone of truth
d20 Major Powers
1 Amphibious
2 Blink
3 Dispel magic
4 Detect thoughts
5 Flight
6 Gifted misty step
7 Invisibility
8 Invulnerability
9 Magic resistance
10 Major image
11 Polymorph
12 Psychic pet
13 Regeneration
14 Resurrection
15 Super intelligence
16 Super speed
17 Super strength
18 Telekinesis
19 Time stop
20 Tunneler

PDFs!

You probably knew I wouldn’t leave you without a PDF. All the information above is in a juicy download for you below and on the Free Game Resources section of this site. You can use these superpowers as is or plug them into your game as blessings per the Dungeon Master’s Guide.

Note: These superpowers are game-changers that make PCs into superheroes, so use at your own risk.

Madness and Powers in The Damned Lands

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!