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!
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!