PDA

View Full Version : D&D 5e/Next Extra Charms (Please Don't Necropost)



TurboGhast
2016-03-20, 07:39 AM
Stat Charm Set: All of these charms let you either perform a special action associated with the stat or gain advantage on a check or save. They're all uncommon.

Charm of Power: This charm allows you to either shove all adjacent enemies as an action or gain advantage on a STR check or saving throw. It vanishes once used.
Charm of Stability: This charm allows you to either regain 1d8 + your constitution modifier HP as an action or gain advantage on a CON check or saving throw. It vanishes you once used.
Charm of Deftness: This charm allows you to either cast Longstrider (PHB p256) on yourself as an action, using DEX as your spellcasting stat, or gain advantage on a DEX check or saving throw. It vanishes from you once used.
Charm of Knowledge: This charm allows you to either cast Identify (PHB p252) as an action, using INT as your spellcasting stat, or gain advantage on a INT check or saving throw. It vanishes once used.
Charm of Thought: This charm allows you to either cast Sanctuary (PHB p272) as an action, using WIS as your spellcasting stat, or gain advantage on a WIS check or saving throw. It vanishes once used.
Charm of Alliance: This charm allows you to either cast Unseen Servant (PHB p284) as an action, using CHA as your spellcasting stat, or gain advantage on a CHA check or saving throw. It vanishes once used.

Miscellaneous charms, Uncommon:

Charm of Viciousness: When you roll a 20 on an attack roll, you can deal an extra 14 damage of the type of your attack. Doing so causes this charm to vanish.

Miscellaneous Charms, Rare:

Charm of Purity: You can end the effect of a disease or poison on you as an action. Doing so causes this charm to vanish.
Charm of Spell Repetition: You activate this charm as a free action. Once you do, as long as you hold concentration on it, as if concentrating on a spell, you can cast a level 1 spell of the DM's choice as often as you like, using the spell's normal casting time. Each time you cast it, roll a d4. On a 1, or when your concentration is broken, this charm's magic ends.
Charm of Spell Resistance: You have advantage on saving throw against spells and other magical effects. This charm vanishes after three days.
Charm of Weather Intensification: You can use this charm to intensify each aspect of the weather by one step, similarly to Control Weather. (PHB p 228) (For example, a warm day, overcast day with moderate winds would become hot day with appropriate downfall and strong winds, and a day with arctic cold, clear skies & calm winds would gain light clouds and a moderate wind.) Doing so causes this charm to vanish.

Miscellaneous Charms, Very Rare:

Charm of Beneficial Energy: One piece of equipment in your possession becomes temporarily magical, and gains a minor artifact beneficial property. (DMG p 219) That property, and the rest of the charm's magic, vanishes after three days.

Miscellaneous Charms, Legendary:

Charm of Lunar Power: Choose a weapon. It gains three randomly chosen moonblade runes (PHB p 217) for three days, when the runes, and the rest of the charm's magic, vanish.
Charm of Ultimate Spellcasting: This charm has nine charges. You can cast any spell you know by using a number of charges equal to the spell's level instead of the normal components. (Including somatic and verbal components.) When the last charge is used, this charm vanishes.

NECROPOST WARNING!