A character should receive only a blessing that is
useful to him or her, and some blessings come with
expectations on the part of the benefactor. A god
typically gives a blessing for a particular purpose, such
as recovering a holy person's remains or toppling a
tyrannical empire. The god might revoke a blessing
if a character fails to pursue that purpose or acts
counter to it.
A character retains the benefits of a blessing forever or
until it is taken away by the god who granted it. Unlike
a magic item, such a blessing can't be suppressed by an
anti magic field or similar effect.
Most adventurers go their entire lives without
receiving even one of these blessings. There is no limit
on the number of blessings a character can receive,
but it should be rare for a character to have more than
one at a time. Moreover, a character can't benefit from
multiple instances of a blessing at the same time. For/
example, a character can't benefit from two instances,,s>f
the Blessing of Health at once.
Example blessings are provided below. The text of a
blessing addresses its user. If you decide to create more
blessings, consider this: a typical blessing mimics the
properties of a wondrous item.
Blessing of Health. Your Constitution score increases
by 2, up to a maximum of 22.
Blessing of Protection. You gain a +1 bonus to AC
and saving throws.
Blessing of Magic Resistance. You have advantage on
saving throws against spells and other magical effects.
Blessing of Understanding. Your Wisdom score
increases by 2, up to a maximum of 22.
Blessing ofValhaJJa. This blessing grants you the
power to summon spirit warriors, as if you had blown a
silver horn of Valhalla. Once you use this blessing, you
can't use it again until 7 days have passed.
Blessing of Weapon Enhancement. One nonmagical
weapon in your possession becomes a +1 weapon
whenever you wield it.
Blessing of Wound Closure. This blessing grants you
the benefits of a periapt of wound closure.
CHARMS
A charm is a minor supernatural gift, which can
be received in a large variety of ways. For example,
a wizard who finds an eldritch secret in a dead
arch mage's spellbook might be infused with the magic
of a charm, as might a character who solves a sphinx's
riddle or drinks from a magic fountain. Legendary
creatures, such as ancient gold dragons and unicorns,
sometimes grace their allies with charms, and some
explorers find themselves bearing the magic of a charm
after discovering a long-lost location that is drenched in
primeval magic.
Some charms can be used only once, and others can
be used a specific number of times before vanishing. If a
charm lets you cast a spell, you are able to do so without
spending a spell slot or providing any components
(verbal, somatic, or material). In any case, a charm can't
be used in the area created by an antimagic field or a
similar effect, and a charm's effects are susceptible to
dispel magic and the like. But the charm itself can't be
CHAPTER 7 I TREASURE
removed from a creature by anything short of divine
intervention or the wish spell.
Example charms are provided below. The text of a
charm addresses its user. A typical charm mimics the
effects of a potion or a spell, so it is easy to create more
charms of your own, if you like.
Charm of Animal Conjuring. This charm allows
you to cast the conjure animals spell (3rd-level version
as an action. Once used three times, the charm
vanishes from you.
Charm ofDarkvision. This charm allows you to
cast the darkvision spell as an action, no components
required. Once used three times, the charm goes awa_
Charm of Feather FaJJing. This charm grants you --
benefits of a ring of feather falling. These benefits last
for 10 days, after which the charm vanishes from you.
Charm of Heroism. This charm allows you to give
yourself the benefit of a potion of heroism as an action.
Once you do so, the charm vanishes from you.
Charm of Restoration. This charm has 6 charges.
You can use an action to expend some of its charges
to cast one of the following spells: greater restoration
(4 charges) or Jesser restoration (2 charges). Once
all its charges have been expended, the charm
vanishes from you.
Charm of the Slayer. One sword in your possession
becomes a dragon slayer or giant slayer (DM's choice)
for the next 9 days. The charm then vanishes from you
and the weapon returns to normal.
Charm of Vitality. This charm allows you to give
yourself the benefit of a potion of vitality as an action.
Once you do so, the charm vanishes from you.
MARKS OF PRESTIGE
Sometimes the most memorable reward for adventure~
is the prestige that they acquire throughout a realm.
Their adventures often earn them fame and power,
allies and enemies, and titles that they can pass on to
their descendants. Some lords and ladies began as
commoners who ventured into the dangerous places oi
the world and made names for themselves through th e -
brave deeds.
This section details the most common marks of
prestige that adventures might acquire during a
campaign. These marks are usually gained along with
t reasure, but sometimes they stand on their own.
LETTERS OF RECOMMENDATION
When gold is in short supply, the adventurers'
benefactor might provide them with a letter of
recommendation instead of monetary payment. Such a
letter is usually enclosed in a handsome folio, case, or
scroll tube for safe transport, and it usually bears the
signature and seal of whoever wrote it.
A letter of recommendation from a person of
impeccable reputation can grant adventurers access
to NPCs that they would otherwise have trouble
meeting on their own, such as a duke, viceroy, or queen.
Moreover, carrying such a recommendation on one's
person can help clear up "misunderstandings" with
local authorities who might not otherwise take the
adventurers at th eir word.