5e Blessings and Charms

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Supernatural Gifts: Blessings and Charms

Blessings and charms are both other forms of rewards classified as supernatural gifts in the Dungeon Master's Guide.

Blessings

See page 227 of the Dungeon Master's Guide for how blessings are awarded and what kind of benefit they grant.

Blessing Benefit
Art of Lifedrain You become blessed with the ability to drain the life from other beings.
Bertie's Air You can hold your breath for 10 minutes.
Blessing of Compassion You gain a boon to your attributes, the ability to better persuade and contain creatures while avoiding harm.
Blessing of Fleetness of Foot You gain a boon to your attributes, improved mobility and ability to impose disadvantage on opportunity attacks.
Blessing of Great Courage You gain a boon to your bravery, the ability to negate fear effects.
Blessing of Greater Courage You gain a boon to your attributes, the ability to negate fear effects and grant resistance to similar effects to nearby allies, you also can muster your force of will to keep yourself longer in battle.
Blessing of Greater Friendship You gain a boon to your attributes, the ability to deny effects that would make you harm other creatures against your will, you also become able to selflessly help allies against saving throws and gain improved healing capabilities.
Blessing of Greater Knowledge You gain a boon to your attributes, the ability to reroll skill checks, you also learn and improve the guidance spell.
Blessing of Leadership Your Charisma score increases by 2, up to a maximum of 22.
Blessing of the Dragon's Mark Making dragons non-hostile in Dungeons & DRAGONS! What's not to love?
Blessing of the Glittering Mist If you wear medium or heavy armor (but not hide), it is considered to be mithral armor.
Blessing of the Heir People can't lie to such a good and honest face.
Blessing of the Hunt You gain a boon to your attributes, the ability to track and hunt a target you mark and greater awareness.
Blessing of the Lifeless King You become the vessel of the Lifeless King's omen.
Blessing of the Master's Will This blessing grants you the power to innately cast control person (save DC 17) as an action, without needing any components. This version of the spell does not require concentration. Once you use this blessing, you can't use it again until 7 days have passed.
Blessing of the Unyielding You gain a boon to your attributes, the ability to sustain some level of exhaustion and additional endurance.
Blessing of Versatile Training
Blessing of Void Sight You gain darkvision for 60 feet, and can see through magical darkness. If you already have darkvision, the range is increased by an additional 30 feet.
Blessing of Wild Speech You are always under the effect of the speak with animals spell.
Blessing of Zeus You have been blessed by the Greek God Zeus
Brand of the Darksign You take on the mark that makes one a cursed undead.
Daruk's Protection A protective power containing the perfect defense of the Goron Champion Daruk. It will automatically protect you from all manner of damage.
Formless Body Your body can constantly morph and reshape at your own volition.
Grand Defiance When you fail a saving throw against a spell or effect that would influence your actions, such as the charmed or frightened condition, and some spells from the enchantment school (command, charm person, etc...), you can choose to succeed instead. After using this blessing three times, you can't do it again until you complete a long rest.
Great Fairy's Veil You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Harmonious Lycanthropy A lycanthropic state of grace, where the afflicted and their inner, now pacified beast find a way to coexist.
Hestu's Hauling When determining your carrying capacity or encumberance, treat your Strength score as though it was 5 points higher. This blessing does not affect the weight you can push, drag, or lift.
Hylia's Ward Your AC increases by 1, and you have a +1 bonus to all saving throws.
Lightning Speed You are blessed with super-human speed.
Living Hive You gain the service of a hive of insects that make their home within your arm.
Luma's Spin As an action, you can make a melee weapon attack against any or all creatures within 5 feet of you. You are considered proficient with this attack, and you use your Strength or Dexterity modifier for the attack and damage rolls. On a hit, a creature takes 3d10 + your Strength or Dexterity modifier radiant damage and must succeed on a DC 14 Constitution saving throw or be stunned until the end of your next turn. Once you've used this blessing, you must wait one minute to use it again.
Mipha's Grace A restorative power born from the spirit of the Zora Champion Mipha. When your hit points run out, you'll automatically regain some of them plus temporary hit points as a bonus.
Monster-Speaker When you speak, you can choose for your words to be understood by all aberrations and monstrosities that know a language, even you do not otherwise share a language with them. Similarly, you can understand any words spoken by an aberration or monstrosity, even if you cannot understand the language being spoken.
Ravio's Quick Equip As an a bonus action, you can draw one handheld object—such as wand or a longsword—into your hand. You can do so even of the object is stowed in a container like a backpack or a bag of holding.
Revali's Gale A blusterous power born from the spirit of the Rito Champion Revali. Create an upward draft that carries you into the sky.
Rose's Blessing A +4 to any roll of your choosing
Ruto's Scale You can breathe underwater.
Spin Attack As an action, you can make one melee weapon attack against all creatures within reach of your melee weapon. You cannot perform this action on consecutive turns.
The Brightmaid's Blessing You gain one of several benefits from being blessed by the Brightmaid.


Charms

See page 228 of the Dungeon Master's Guide for how charms are awarded and what kind of benefit they grant.

Charm Benefit
Charm of Counterspell This charm allows you to cast the counterspell spell as a reaction. You can use this charm twice, then it vanishes.
Charm of Magical Vision You can cast detect magic up to 9 times using this charm.
Charm of the Fell Blow You may expend this charm when you score a critical hit with a melee attack that uses Strength. When you do so, the target of your attack takes an additional 21 (6d6) damage of the weapon's type, and you sever one of the target's limbs, with effects as determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. This effect works regardless of whether or not the attack you used deals slashing damage.
Crazy Tracy's Secret When you are first reduced to 0 hit points, you immediately recover 28 (8d6) hit points.
Dart Brand As a reaction while airborne (when falling, flying or jumping for example) the owner of the brand can make two short movements of 15 feet forward in a straight line.
Eldritch Insight Your brush with the elder stars has left you with temporary eldritch power.
Elemental Charm You can cast the following spells up to 3 times each: absorb elements, create or destroy water, gust of wind, scorching ray, and stone shape.
Shadowflip Brand While in an area of dim light or darkness, you can spend 15 feet of movement to teleport to another place of dim light or darkness within 15 feet.


Incomplete Supernatural Gifts

Supernatural Gifts with one or many improving, reviewing, or removing templates present. Please help work on the problem presented on the template.


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