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Back to Main Page → 5e Homebrew → 5e Rewards | Please leave the '(5e Blessing)' or '(5e Charm)' identifier in the page title when creating your new reward! |
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- 1Supernatural Gifts: Blessings and Charms
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.
Monster Manual 5e Expanded
Blessing | Benefit |
---|---|
Bertie's Air | You can hold your breath for 10 minutes. |
Blessing of Fleetness of Foot | Your walking speed increases by 10 feet. |
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 |
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 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. |
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. |
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. |
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. |
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
Dungeon Master Manual 5e
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 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. |
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