More Supernatural Charms for D&D 5e
When I started this blog, the second ever article I wrote was for supernatural charms in D&D. I had made the list personally, since a player I had was summoning a lot of Chwingas and I needed a list ready for each charm they were given, especially since the Dungeon Master’s Guide does not really give you any options for it. To this day, it’s one of my most popular articles, and I can see why – it’s genuinely difficult to find a big list!
For those unfamiliar: supernatural charms are small enchantments granted to players either explicitly (as with the Chwinga creature) or implicitly (an ethereal creature gives a player character a gift in gratitude). They’re temporary, useful, and great when you don’t really want to reward gold or magic items for a job well done.
My first list has 50 charms, which is plenty for a lot of people, but why not make it 100 for any easy roll on a d100? This way, the lists can be combined if you want a wider breadth of options for potential charms. For the list, I apply these rules:
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.
A creature can only have one charm attached to them at a time. If they have an active charm and are given a new one, they choose which charm to keep and which to end.
If there are other exceptions, they’ll be listed within the charm’s description.You can adjust the time a charm lasts, the number of charges, and the numbers they fall under as you see fit. Without further ado, here’s 50 more supernatural charms for your D&D pleasure!
Charm of Flying. For the next 7 days, you have a flight speed of 30 ft.
Charm of Amphibian. For the next 7 days, you can breathe on land and underwater.
Charm of Earthly Senses. For the next 7 days, you gain an aura of tremorsense out to 20 ft.
Charm of Blind Seeing. For the next 7 days, you gainand aura of blindsense out to 20 ft.
Charm of the Mole. For the next 7 days, you gain a Burrowing speed of 30 ft. You can only burrow through soft earth that one could reasonably dig through with a shovel (such as snow, sand, soil, or dirt.) You cannot break through stone or metal walls or floors with this speed. It’s up to DM discretion if you can reasonably burrow through something.
Charm of Spell Empowerment. This charm has 3 charges. When you roll damage for a spell you cast, you can expend 1 charge to reroll any number of dice from the damage you rolled. You must use the new rolls, and can only use one charge per round. Once you use all charges, the charm fades.
If you cannot cast spells, you can use a reaction to apply a charge’s effect to an ally’s spell that you see cast within 60 ft. of you.Charm of Weapon Empowerment. This charm has 3 charges. When you roll damage for a weapon attack you hit, you can expend 1 charge to reroll any number of dice for the weapon’s damage. You must use the new rolls, and can only use one charge per round. This reroll does not apply to magical effects on the weapon (such as a paladin smite or holy weapon) but does apply to damage bonuses like sneak attack or a magic weapon’s extra damage (such as from a flame tongue.)
Charm of Skill Empowerment. This charm has 5 charges. When you make a skill check with a skill you are not proficient in, you can use a charge to roll as if you’re proficient. If it’s a skill you’re already proficient in, you can spend 2 charges to roll as if you have expertise. Once you use all charges, the charm fades.
Charm of Uncanny Constitution. For the next 3 days, you have advantage on all Constitution saving throws.
Charm of the Linguist. For the next 3 days, you can understand all written language. This does not allow you to translate ciphers or read magically-sealed language, such as a wizard’s spellbook.
Charm of the Silver Tongue. This charm has 5 charges. When you roll a Charisma (Persuasion) or Charisma (Intimidation) check, you can expend a charge to give yourself advantage on the roll.
Charm of Proficient Healing. This charm has 5 charges. When you roll to determine healing you or an ally within 30 ft. of you receives from a spell or potion, you can expend 1 charge per die to max out that die’s roll. Once you use all charges, the charm fades.
Charm of Perseverance. The next time you drop to 0 hit points, instead, roll 3d8. You regain the number rolled in hit points. Once this happens, the charm fades.
Charm of the Loyal Hound. When you receive this charm, you gain the ability to cast Faithful Hound once, without need for material components or a spell slot. Once the spell is cast and lasts the duration / is otherwise ended, the charm fades.
Charm of the Phantom Steed. When you receive this charm, you gain the ability to cast Phantom Steed once, without need for material components or a spell slot. Once the spell is cast and lasts the duration / is otherwise ended, the charm fades.
Charm of Elemental Fury. For the next 7 days, at the end of each Long Rest you take, you can choose a damage type: fire, cold, lightning, acid, poison, or thunder. You deal an extra d8 of that damage type when you hit with a melee weapon attack.
Charm of Overwhelming Light. This charm has 3 charges. As a bonus action, you can choose a point within 60 ft. of you. A burst of light shoots out in a 20 ft sphere in the space you pick. All creatures in the space must make a DC 15 Constitution saving throw. On a failure, they are blinded until the beginning of your next turn. On a success, they are unaffected. Once you use all charges, this charm fades.
Charm of Flash Fire. This charm has 5 charges. Choose a Small or Medium object within 60 ft of you that you can see. If it’s an object and it is flammable (such as a wooden barrel), it immediately bursts into flames, taking 4d6 damage. If the object was combustible (such as a barrel filled with gunpowder), it explodes, dealing 4d6 fire damage to everything in a 20 ft. radius. Creatures can make a DC 15 Dexterity saving throw to avoid this explosion. If the object is neither flammable nor combustible (such a metal door), it simply takes 2d6 fire damage unless otherwise immune. The DM decides the flammability / combustibility of the object. Once you use all charges, the charm fades.
Charm of Purification. This charm has 5 charges. You can use an action and expend 1 charge to cure the Poisoned condition from a creature, or cure sickness or disease. You can expend 2 charges to cast remove curse. Once you use all charges, the charm fades.
Charm of the Wolf. This charm has 3 charges. You can use 1 charge as an action to transform into a dire wolf. You retain your Wisdom and Intelligence scores while in the wolf form, but otherwise utilize the stats and senses of the wolf. You remain in the wolf form for 10 minutes, or until you hit 0 hit points. If you take damage that exceeds the wolf’s HP, any excess damage is dealt to your true form.
Charm of Displacement. For the next 3 days, you project a magical illusion that makes it appear to be standing near your actual location, causing attack rolls against you to have disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted if you are incapacitated or have a speed of 0.
Charm of Reinvigoration. For the next 7 days, when you roll hit dice to regain hit points, you max out the die roll.
Charm of Ricocheting. This charm has 5 charges. When you and you alone are hit by a ranged spell or ranged weapon attack, you can use your reaction to spend one charge to try and redirect the attack. Roll 1d6. On 1-5, you take half damage from the attack. On a 6, you take no damage, and the attack instead hits a creature you choose who you can see within 30 ft. of you. Once all charges are used, the charm fades.
Charm of Wound Closure. For the next 5 days, you stabilize whenever you are dying at the start of your turn.
Charm of Teleportation. This charm has 5 charges. You can expend 1 charge to cast misty step, and 2 charges to cast thunder step, and 3 charges to cast dimension door. Once all charges are expended, the charm fades.
Charm of Charging. This charm has 3 charges. If you move at least 20 ft. before making an attack against a creature and you hit, you can expend a charge to deal an additional 2d6 bludgeoning damage to the target and force them to make a DC 15 Strength saving throw. On a failure, the creature is knocked prone. On a success, they are not knocked prone. A creature who is more than one size larger than you automatically succeeds the save. When you use all charges, the charm fades.
Charm of Telekinesis. This charm allows you to cast telekinesis once, without material components or a spell slot. Once you do, this charm fades.
Charm of Planar Contact. This charm allows you to cast Contact Other Plane once, without material components or a spell slot. Additionally, you automatically make the Intelligence saving throw. Once the spell is cast, this charm fades.
Charm of Regeneration. For the next 3 days, at the start of each of your turns, you regain 5 hit points, unless you are at 0 hit points. This effect is also halted if you are incapacitated.
Charm of the Flowering Earth. This charm has 3 charges. As an action, you can expend one charge and pick a point on the ground within 30 ft. of you. In a 10 ft radius centered on that point, wildflowers grow, releasing healing pollen. All creatures within that radius regain 2d8 hitpoints. Once your expend all charges, the charm fades.
Charm of Inspiration. This charm has 5 charges. You can use a bonus action on each of your turns to give an ally within 60 ft of you who can hear you an inspiration die. The die is 1d10. Within the next minute, that ally can add that die to an attack roll or saving throw they make. Once you use all charges, this charm fades.
Charm of the Immutable. For the next 7 days, you are immune to effects that would change your form in any way, such as polymorph or enlarge/reduce, unless you choose to be affected. Additionally, you cannot be knocked prone.
Charm of the Slippery Mind. For the next 5 days, you have advantage on Charisma saving throws to avoid being banished or teleported, and you have advantage on Wisdom saving throws to avoid being charmed or paralyzed.
Charm of Evasion. For the next 5 days, if you are subjected to an effect that forces you to make a Dexterity saving throw, you take no damage if you succeed the save, and you take half damage if you fail. If you already have the evasion trait, you instead gain a bonus to your Dexterity saving throw equal to your proficiency bonus.
Charm of Flexibility. For the next 5 days, you can squeeze through spaces as narrow as one inch, and you cannot be grappled by nonmagical means.
Charm of Remarkable Athletics. For the next 5 days, you have advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks.
Charm of Jumping and Springing. For the next 5 days, when you make a running long jump, you jump three times as far as normal. Additionally, when you perform a vertical jump, you can reach heights of up to 30 ft.
Charm of Panacea. This charm has 3 charges. You may use an action and expend 1 charge to cast Greater Restoration, without material components or a spell slot. Once you use all charges, this charm fades.
Charm of Glancing Blows. For the next 7 days, when you miss with a weapon attack by no more than 5, you deal damage to the intended target equal to your ability modifier for that weapon. This bonus damage cannot be raised in any way, other than increasing your ability modifier.
Charm of Karma. This charm has 5 charges. When you are hit with a weapon or spell attack, you can use your reaction and 1 charge from this charm to deal 1d10 Radiant damage to the attacker. Once you use all charges, this charm fades.
Charm of Necrotic Touch. For the next 5 days, one of your hands courses with necrotic energy. As an Attack, you can make an unarmed strike against a creature within 5 ft of you. If you hit, you deal your unarmed strike damage + 2d6 necrotic damage to the target. This attack can only be done once per round, even if you have multiple Attacks, but can be part of the Attack action as a whole (i.e. you could attack with a long sword, then do this attack, as long as you keep one hand free to do so.)
Charm of Gliding Steps. For the next 5 days, you can choose to lift your feet slightly above the ground, potentially avoiding hazardous terrain. You can hover no more than 5 ft. upward, and you are still considered to be using your Walking speed when you move. If you are knocked prone, unconscious, or incapacitated, this effect ends until those conditions end on you.
Charm of Winding Steps. This charm has 5 charges. You can use a Bonus Action and 1 charge to teleport to a space you were standing in within the last 2 rounds, provided that space is within 120 ft and you had ended your turn there. For example: If you start your turn in a space, run 30 ft. to another space, you could then use this effect to teleport back to your original space. Once you use all charges, this charm fades.
Charm of Swapping Steps. This charm has 5 charges. As an Action, you can target a creature and spend 1 charge to force them to make a Charisma saving throw. The creature can choose to fail the save. On a failure, you and the chosen creature teleport to each other’s spaces. The space each creature ends up in must be large enough for them to occupy. If the space is not large enough, the effect fails and the charge is wasted. If the creature succeeds the save, the effect also fails. Once you use all charges, this charm fades.
Charm of Magical Initiation. When you gain this charm, choose 3 cantrips. For the next 7 days, you know those cantrips, and can cast them as if they’re on your spell list.
Charm of Party Popping. For the next 5 days, when you’re targeted with a melee weapon attack, once per round, you can cause confetti to burst out of you, reducing the attack roll by 1d8, potentially causing it to miss.
Charm of Resistance. For the next 5 days, you’re resistant to a random damage type. Roll 1d10 to determine the type, where 1= Fire, 2 = Lightning, 3 = Cold, 4 = Thunder, 5 = Poison, 6 = Acid, 7 = Psychic, 8 = Necrotic, 9 = Radiant, and 10 = Force.
Charm of Immunity. This charm grants temporary immunity to a damage type. Within 7 days of receiving this charm, you can choose any damage type that isn’t piercing, slashing, or bludgeoning damage. You become immune to that damage type for 1 hour. Once that hour is expended, or 7 days pass without using this charm, the charm fades.
Charm of Unfathomable Resilience. When you receive this charm, you may unattune from any magical items you’re attuned to, regardless of any curses they have. Additionally, for the next 5 days, at the beginning of each of your turns, any negative status effects (such as paralysis and poisoning) end on you. Neither of these effects go through on effects or statuses gained from the work of an artifact or deity.
Charm of the Pacifist’s Oath. For the next 24 hours, short of the work of an artifact or deity, you cannot die. However, you also cannot willingly do harm to another creature. If you directly and intentionally deal damage to any living creature, this charm ends early.
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.