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 archmage'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 removed from a creature by anything short of divine intervention or the wish spell.
When you activate this charm, you can cast the Hold Person (3rd-level version), Command , or Counterspell spell. The charm vanishes after you activate it.
When you activate this charm, you can cast the Crusader's Mantle or Haste spell. Alternatively, you can cast the Guiding Bolt spell, and if it hits, you regain a number of hit points equal to the damage it deals. The charm vanishes after you activate it.
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.
This charm has 3 charges. As a bonus action, you can expend 1 of the charm's charges to wreathe your weapon attacks with biting cold for 1 minute. Until this effect ends, you deal an extra 1d6 cold damage when you hit with a melee or ranged weapon attack. Once all its charges have been expended, this charm vanishes from you.
This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Create Food and Water spell, requiring no components. Once all its charges have been expended, this charm vanishes from you.
This charm allows you to give yourself resistance to cold damage as an action. This benefit lasts for 24 hours, after which the charm vanishes from you.
This charm allows you to cast the Darkvision spell as an action, no components required. Once used three times, the charm goes away.
This charm grants you the benefits of a Ring of Feather Falling . These benefits last for 10 days, after which the charm vanishes from you.
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.
When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away.
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 Lesser Restoration (2 charges). Once all its charges have been expended, the charm vanishes from you.
This charm has 5 charges. As a bonus action, you can expend 1 of the charm's charges to create a magical snowball in your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of its next turn. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don't throw it. Once all its charges have been expended, this charm vanishes from you.
This charm grants you immunity to piercing and slashing damage from nonmagical attacks, but you gain vulnerability to bludgeoning damage. These effects last for 10 days, after which the charm vanishes from you.
This charm allows you to use an action to eat a mouthful of flesh from a humanoid that has been dead no longer than 1 day. When you do, you regain 3d8 + 3 hit points. Once used three times, the charm goes away.
This charm allows you to use your reaction when you take cold damage to reduce the damage to 0. You regain a number of hit points equal to half the cold damage you would have taken. Once you do so, the charm vanishes from you.
This charm allows you to regrow a lost appendage or organ, such as an arm, a foot, or an eye. After it is used once, the charm goes away.
This charm allows you to cast the Hallucinatory Terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.
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.
This charm has 3 charges. As an action, you can expend 1 of the charm's charges to gain the following benefits for 24 hours:
Once all its charges have been expended, this charm vanishes from you.
You become charged with the power of the storm, to the extent that tiny sparks crackle in your eyes. You can cast the Lightning Bolt spell (3rd-level version) as an action. Once used three times, the charm vanishes from you.
This charm allows you to spit up a frog as an action. The frog understands you and obeys your commands. Once used three times, the charm goes away.
This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Leomund's Tiny Hut spell, no components required. Once all its charges have been expended, this charm vanishes from you.
This charm allows you to create up to 1 gallon of fresh water, which fills one or more empty containers in your possession. You can do this up to thrice per day for 10 days, after which this charm vanishes from you.
While this charm lasts, you can use an action to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of you. The effect lasts for 3 days, after which the charm vanishes from you.
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.
Dahlver-Nar's gift is the power to live many lives. Upon receiving this dark gift, the beneficiary instantly reincarnates when it dies, as though it was the target of a Reincarnate spell. The new body appears within 10 feet of the old one. After it has been used three times, the dark gift vanishes.
The beneficiary of this dark gift loses all of its teeth until it reincarnates for the third and final time.
Delban's gift is the power to unleash deadly cold. This dark gift allows its beneficiary to cast the Cone of Cold spell as an action. After it has been used seven times, the dark gift vanishes. Until it vanishes, the beneficiary also gains the benefits of a Ring of Warmth .
The beneficiary of this dark gift gains the following flaw: "Fire terrifies me."
Drizlash's gift is the power to walk on walls and ceilings. This dark gift allows its beneficiary to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The beneficiary of this dark gift grows an extra eye somewhere on its body. The eye is blind and ever open.
Fekre's gift is the power of spreading disease. This dark gift allows its beneficiary to cast the Contagion spell as an action. After it has been used three times, the dark gift vanishes.
The beneficiary of this dark gift reeks of filth.
Taar Haak's gift is great strength. This dark gift grants its beneficiary the benefit of a Belt of Fire Giant Strength . This benefit lasts for 10 days, after which the dark gift vanishes.
The beneficiary of this dark gift the following flaw: "I like to bully others and make them feel weak and inferior."
Khirad's gift is the power of divination. This gift allows its beneficiary to cast the Scrying spell as an action. After it has been used three times, the dark gift vanishes.
Norganas's gift is the power to turn life into undeath. This dark gift allows its beneficiary to cast the Finger of Death spell as an action. After it has been used three times, the dark gift vanishes. When it vanishes, the beneficiary must succeed on a DC 15 Constitution saving throw or drop to 0 hit points.
This dark gift turns the beneficiary's blood pitch black and viscid, like tar.
Savnok's gift is the power to shield the mind. This dark gift takes the form of a Mind Blank spell cast on the beneficiary. The spell has an extended duration of 1 year, after which the dark gift vanishes.
The beneficiary's eyes melt away upon receiving this dark gift, leaving empty sockets that can still see.
Seriach's gift is the power to summon and control hell hounds. As an action, the beneficiary of this dark gift can summon and control two hell hounds. Both hounds appear at the same time. The beneficiary can summon hounds only once, and the dark gift vanishes when they die.
The beneficiary gains the ability to speak and understand Infernal, if he or she doesn't already know the language. (The hell hounds understand no other language.) Sulfurous smoke issues from the beneficiary's pores whenever he or she speaks Infernal.
Shami-Amourae's gift is the power of persuasion. This dark gift allows its beneficiary to cast the Suggestion spell as an action, and saving throws against the spell have disadvantage. After it has been used three times, the dark gift vanishes.
The beneficiary of this dark gift gains an extra finger on each hand, as well as the following flaw: "I can't get enough pleasure. I desire others to create beauty for me at all times."
Sykane's gift is the power to raise the recently deceased. This dark gift allows its beneficiary to cast the Raise Dead spell as an action. After it has been used three times, the dark gift vanishes.
As soon as this dark gift is received, the beneficiary's eyes glow a sickly yellow until the dark gift vanishes. The beneficiary also gains the following flaw: "If I help someone, I expect payment in return."
Tarakamedes's gift is the power of flight. The beneficiary of this dark gift grows skeletal wings and gains a flying speed of 50 feet.
The beneficiary of this dark gift must eat bones or grave dirt to survive. At dawn, if the creature has not eaten at least 1 pound of bones or grave dirt in the past 24 hours, it dies.
Vaund's gift is the power of evasion. This dark gift grants its beneficiary the benefits of an Amulet of Proof Against Detection and Location and a Ring of Evasion . These benefits last for 10 days, after which the dark gift vanishes.
The beneficiary of this dark gift becomes twitchy and nervous, and also gains the following flaw: "I can't give a straight answer to any question put to me."
Yog's gift is one of physical resilience. This dark gift increases the beneficiary's hit point maximum by 30. This benefit lasts for 10 days, after which the dark gift vanishes.
Oily black fur covers the beneficiary's face and body.
Yrrga's gift is the power of true seeing. This dark gift grants its beneficiary the benefits of truesight out to a range of 60 feet. These benefits last for 30 days, after which the dark gift vanishes.
The eyes of the beneficiary become starry voids until the dark gift vanishes. The beneficiary of this dark gift also gains the following flaw: "I believe that all life is pointless and look forward to death when it finally comes."
Zantras's gift is power that comes from great presence and force of personality. This dark gift increases the beneficiary's Charisma by 4, up to a maximum of 22.
The beneficiary of this dark gift gains the following flaw: "I won't take no for an answer."
Zrin-Hala's gift is the power to create lightning. This dark gift allows its beneficiary to cast the Lightning Bolt spell as an action. After it has been used three times, the dark gift vanishes.
As soon as this dark gift is received, one side of the beneficiary's face sags and loses all feeling.
When you activate this charm, you can cast the Blink or Sleep (3rd-level version) spell. Alternatively, when you take damage, you can use your reaction to turn invisible and teleport up to 30 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. The charm vanishes after you activate it.
When you activate this charm, you can cast the Dispel Magic , False Life (3rd-level version), or Stinking Cloud spell. The charm vanishes after you activate it.
When you activate this charm, you can cast the Heroism or Thunderwave spell (3rd-level versions). Alternatively, as a reaction when you miss with a weapon attack, you can make another attack against the target you missed. The charm vanishes after you activate it.
When you activate this charm, you can cast the Dispel Magic or Lightning Bolt spell. Alternatively, as an action, you can regain one expended spell slot of 3rd level or lower. The charm vanishes after you activate it.
When you activate this charm, you can cast the Bestow Curse or Fear spell. Alternatively, when a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to have it drop to 1 hit point instead. The charm vanishes after you activate it.
When you activate this charm, you can cast the Crown of Madness , Hellish Rebuke , or Shatter spell. The charm vanishes after you activate it.
When you activate this charm, you can cast the Aura of Vitality or Conjure Animals spell. Alternatively, as an action, you can give up to three creatures of your choice within 30 feet of you resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. The charm vanishes after you activate it.
When you activate this charm, you can cast the Enhance Ability (3rd-level version), Enlarge/Reduce , or Gaseous Form spell. The charm vanishes after you activate it.
You gain 1 foot of height every hour and become proportionately heavier until you stand 21 feet tall and weigh 7,700 pounds. When you are 9 feet tall, your Strength becomes 19 unless it is already higher. For every 3 additional feet of height you gain, your Strength increases by 1, to a maximum of 23. Armor and clothing you are wearing and weapons you are carrying magically increase in size to match your growth. If you are the recipient of a Greater Restoration spell or similar magic, this charm vanishes from you, and you immediately shrink back to normal size, along with any armor, clothing, and weapons in your possession.
Supernatural Gift (Charm)
When a creature you can see within 60 feet of you damages you, you can use your reaction to deal an amount of force damage to that creature equal to half the damage you took. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
As an action, you can unleash a petrifying wave of magic from your eyes in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature has the petrified condition for 1 hour. On a successful save, a creature is partially turned to stone and has the restrained condition. A restrained creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Once you use this charm, it vanishes from you.
Supernatural Gift (Charm)
You are infused with a burst of magic from a Deck of Many Things. As an action, you can touch a willing creature other than yourself and bestow the effect of a single randomly determined card from the deck upon the target. Once you use this charm, it vanishes from you.
Supernatural Gift (Charm)
As an action, you can touch a nonmagical object, or a section of a larger nonmagical object, that fits in a 5-foot cube. The target is reduced to dust. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
As an action, you can force a creature you can see within 60 feet of you to focus on you. For 1 minute, creatures other than you and the target are invisible to the target. The effect ends if any creature other than you damages the target or forces the target to make a saving throw. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
You can cast Otiluke's Resilient Sphere , requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
You can tug on the threads of fate to tweak circumstance in your favor. After you make an ability check, an attack roll, or a saving throw, you can roll a d10 and add it to the total, potentially turning failure into success. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
As an action, you can summon two bearded devils. The summoned devils appear in unoccupied spaces within 60 feet of you, obey your commands, and can’t summon other devils. The devils take their turns immediately after yours on the initiative count. A summoned devil remains for 10 minutes, until it or you die, or until you dismiss one or both summoned devils as an action. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
You can cast Major Image , requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
As an action, you create a spray of 4d10 gems in a 30-foot cone originating from you. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes an amount of bludgeoning damage equal to the number of gems created. On a successful save, a creature takes half as much damage. The gems remain after the effect ends, and each one is worth 10 gp. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
You can cast Tasha's Hideous Laughter , requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
As a bonus action, you can touch a nonmagical melee weapon and imbue it with magic for 1 hour. For the duration, the weapon deals an extra 1d8 force damage on a hit and deals double damage to objects and structures. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
As an action, you can summon two neutral good knights that are Celestials instead of Humanoids. The knights appear in unoccupied spaces within 60 feet of you and act as your allies. They take their turns immediately after yours on your initiative count. The knights remain for 10 minutes, until they or you die, or until you dismiss one or both of them as an action. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
As an action, you make a minor wish. When you do, you create the effects of a spell of 5th level or lower. The spell takes effect as part of this action and requires no spell components. Your Intelligence, Wisdom, or Charisma is the spellcasting ability for this spell (your choice). Once you use this charm, it vanishes from you.
Supernatural Gift (Charm)
You can cast Hypnotic Pattern , requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
You can cast Mislead , requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
You can cast Divination , requiring no material components and using your Intelligence as the spellcasting ability. Once you cast the spell three times, the charm vanishes from you.
Supernatural Gift (Charm)
As a bonus action, you can transform into a deathly apparition. Your game statistics are replaced by those of a wraith, except for your alignment and personality; your Intelligence, Wisdom, and Charisma scores; and your passive Wisdom (Perception) score and languages. You don’t have the wraith’s Create Specter ability. Your equipment vanishes when you transform but returns when the transformation ends. The transformation lasts for 1 minute, until your wraith form is reduced to 0 hit points, or until you use a bonus action to end it. If the wraith form is reduced to 0 hit points and there is still damage left over, the remaining damage applies to your normal hit points. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
You can cast Enhance Ability , requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
You learn the Light cantrip if you don’t already know it. You can cast Sunburst , requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used, the charm vanishes from you, and you unlearn the Light cantrip gained from this charm.
Supernatural Gift (Charm)
As an action, you can cast Dispel Magic , requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you successfully end any spells with it, you gain 1d6 temporary hit points for each spell level of the highest-level spell ended. Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
You can cast Mordenkainen's Magnificent Mansion , requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.
Supernatural Gift (Charm)
You can cast Banishment , requiring no material components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you.