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Supernatural Charms

Supernatural Charms

Supernatural Charms are briefly mentioned on page 228 of the Dungeon Master’s Guide (DMG). They are minor gifts - not quite at the level of divine Boons, but still offer a significant and fun advantage to the player. This gifts are temporary; they either have a time limit or a limited number of charges. As a result, they’re a great reward a player can receive from a unique creature. Did the party help a Unicorn escape death? Did they summon a Chwinga and ask it to bestow a charm? Did they please a mischievous Fey? Then a charm is a fantastic reward! However, the DMG only gives a a handful of charms, and encourages the reader to make up your own. Let me help with the legwork on that.

Below are 50 charms, most homebrew, but some borrowed from the small list in the DMG. You can use a d100 to get a random charm, naturally rerolling if the result is above 50. DC calculation, durations, and overall effects can always be altered to fit your world and the magic capable of being cast within it. Here’s a couple rules I have for them personally:

  • If a charm allows you to cast a spell, and the creature does not normally have the ability to cast spells, the spell’s DC is determined by 8 + the creature’s proficiency bonus + the creature’s Intelligence, Charisma, OR Wisdom bonus (whichever one is the highest.)

  • Spells are cast at their base level unless stated otherwise. If the spell says you ‘cast it on yourself’, that means it is only cast on you, even if it is normally capable of targeting multiple people. 

I hope you find this list fun and a great addition to your table! If you like this list and want to see more from me, consider buying me a ko-fi.

2023 Edit: I have a second list of 50 charms up here! Feel free to combine it with this list to create a d100 table!

  1. Charm of Delicious Spices. You can snap your fingers and produce a burst of color and glitter in your hand. The color is illusionary and harmless, but the glitter can be sprinkled on food to make it particularly delicious. You can do this 3 times before the charm ends. 

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

  3. Charm of Beast Speech. You can talk to beasts as if you are affected by the speak with animals spell. This effect lasts 7 days and then the charm disappears.

  4. 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.

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

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

  7. Charm of Deceptive Speech. You have advantage on Charisma (Deception) checks made while lying. This effect lasts 7 days and then the charm disappears.

  8. 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.

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

  10. Charm of Extra Attacks. As a bonus action you can make a melee or ranged attack. Once used 5 times, this charm disappears.

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

  12. Charm of Fiery Resistance. You are resistant to fire damage. This charm lasts for 7 days and then disappears.

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

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

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

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

  17. Charm of Murderous Efficiency. When you drop a creature to 0 hit points with a spell or attack, you gain 5 temporary hit points. This effect lasts 7 days, then the charm disappears.

  18. 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.

  19. Charm of Armor Enhancement. You gain a +1 bonus to AC for the next 7 days. The charm fades after the duration. 

  20. Charm of Resurrection. The next time you die and your body is not destroyed in the process, this charm casts the revivify spell on you. Once used, this charm disappears.

  21. Charm of Savagery. When you hit with a weapon attack, you can use this charm to deal an extra 3d8 damage of the attack’s type. Once used 3 times, this charm disappears. This charm’s effect can only be used once per round. 

  22. Charm of Slayer’s Healing. Whenever you reduce a creature to 0 hit points, you regain 5 hit points.  This charm lasts for 7 days and then disappears.

  23. Charm of Slaying. When you score a critical hit, you can reroll the damage dice you roll for the hit once, and you must use the second set of rolls. After scoring three critical hits with this charm, it disappears.

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

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

  26. Charm of Shielding. You can use a reaction to cast shield. You can cast the spell 3 times before the charm disappears. 

  27. Charm of Scintillating Colors. You can use a reaction when you or someone within 30 ft of you is targeted for an attack, causing the attacker to have disadvantage on their attack. This can be used 3 times before the charm fades. 

  28. Charm of Interference: This charm has 2 charges. As a reaction, you may expend one charge to cast counterspell. Once all the charges are expended, this charm disappears.

  29. Charm of Feather Falling. You can use your reaction to cast feather fall. You can do this 3 times before the charm fades. 

  30. Charm of Resistance: This charm has 2 charges. When you take damage, you can use your reaction to half the damage taken. The charm fades after both charges are used. 

  31. Charm of Bestial Change: This charm has 2 charges. As an action, you may expend one charge to wild shape as though you were a Druid. You may stay in beast shape for up to 2 hours, your max CR is ½, and you may not choose a beast with a flying speed. If you already are a Druid, the charm is separate from your normal Wildshape abilities. Once all the charges are expended, this charm disappears.

  32. Charm of Mobility: This charm has 6 charges. As an action, you can expend charges to cast jump (1 charge), longstrider (1 charge), or spider climb (2 charges). Once all the charges are expended, this charm disappears. You can do this 3 times before the charm fades. 

  33. Charm of Fleetfoot: This charm has 3 charges. You can expend a charge (no action required) to double your walking speed for the round. Once you use all the charges, the charm disappears. 

  34. Charm of Haste: You can cast haste as an action with this charm. Once you do so 3 times, the charm fades. 

  35. Charm of Devil’s Kiss: As an action, you can summon a succubus or incubus to your aid. They are friendly toward you and regard you as an ally for 1 hour, but will act on their own in battle, and will not follow your direct commands. After the duration, or if they drop to 0 hit points, they disappear, and the charm ends. 

  36. Charm of the Weak Minded. This charm has 3 charges. Whenever you or an ally within 30 ft. of you targets a creature with a spell or effect that requires a Wisdom, Intelligence, or Charisma saving throw, you can use your reaction to force the creature to make the save with disadvantage. Once all charges are used, the charm fades. 

  37. Charm of the Weak Bodied. This charm has 3 charges. Whenever you or an ally within 30 ft. of you targets a creature with a spell or effect that requires a Strength, Dexterity, or Constitution saving throw, you can use your reaction to force the target to make the save with disadvantage. Once all charges are used, the charm fades. 

  38. Charm of the Telepathic. For the next 7 days, you can speak telepathically with any creature who can speak or understand at least 1 language within 60 ft. of you. They target understands you even if they do not share a language with you, and can speak back to you in response. The charm fades after the duration. 

  39. Charm of the Escape Artist. This charm has 3 charges. As a bonus action, you can expend a charge to escape any nonmagical restraint or grapple. If magic is restraining you, you can immediately remake the required save or ability check. Once all charges are expended, the charm fades. 

  40. Charm of the Warlord. Once per round, you can add 2d6 to weapon attacks you make against a creature when an ally is also within 5 ft. of that target. Once you do this 3 times, the charm fades. 

  41. Charm of the Dragon’s Breath. As an action you can exhale a 15-foot cone of fire, cold, poison, lightning, OR acid. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the chosen type on a failed save, or half as much damage on a successful one. Once you use this effect, the charm fades. 

  42. Charm of Healer’s Touch. As an action, you can cast cure wounds at 3rd level. Once you use this 3 times, the charm fades. 

  43. Charm of the Iron Grip. As a bonus action, after you’ve successfully grappled a creature, you can attempt to restrain them. The creature has disadvantage on the check to escape you on the initial attempt. You can use this effect 3 times before the charm fades. 

  44. Charm of Silencing Presence. For the next 7 days, creatures within 5 ft. of you can’t cast spells that require verbal components unless you allow it. Creatures are aware of this when they move within or start their turn within 5 ft. of you. The charm fades after the duration. 

  45. Charm of Inner Light. For the next 7 days, magical darkness cannot manifest within 30 ft. of you. If you move into an area of magical darkness, you emit dim light out to the same radius. The charm fades after the duration. 

  46. Charm of Winged Summoning. As an action, you summon a griffin, pegasus, or giant eagle for 1 hour. The creature is friendly toward you and your allies and follows your commands, but does not participate in combat (barring being used as a mount.) The chosen creature fades after the duration, or if it drops to zero hit points. This charm can be used once before disappearing. 

  47. Charm of the Storm. As an action, you can cast call lightning. Once you do so 3 times, the charm fades. 

  48. Charm of Magic Resistance. For the next 7 days, you have advantage on all saving throws against spells and other magical effects. The charm fades after the duration. 

  49. Charm of True Seeing. For the next 7 days, you have truesight out to 15 ft. 

  50. Charm of Uncanny Resistance. As a reaction, if you fail a save, you can choose to succeed instead (no action required). You can do this 3 times before the charm fades. 

The Basics of World Building: Organizing Your Ideas

The Basics of World Building: Organizing Your Ideas