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This document describes several charms that each provide a beneficial magical effect once used before vanishing. The charms include: Conjure Animals, Darkvision, Feather Falling, Heroism, Restoration, and Slayer. The Restoration charm can cast Greater Restoration or Lesser Restoration with charges before vanishing.
This document describes several charms that each provide a beneficial magical effect once used before vanishing. The charms include: Conjure Animals, Darkvision, Feather Falling, Heroism, Restoration, and Slayer. The Restoration charm can cast Greater Restoration or Lesser Restoration with charges before vanishing.
This document describes several charms that each provide a beneficial magical effect once used before vanishing. The charms include: Conjure Animals, Darkvision, Feather Falling, Heroism, Restoration, and Slayer. The Restoration charm can cast Greater Restoration or Lesser Restoration with charges before vanishing.
Charm of Animal Conjuring. This restoration (2 charges).
Once all its
charm allows you to cast the conjure charges have been expended, the charm animals as an action. Once used three vanishes from you. times, the charm vanishes from you: Charm of the Slayer. One sword in Conjure Animals (3rd lvl conjuration) your possession becomes a dragon Range: 60 feet slayer or giant slayer (DM's choice) for Duration: Concentration, up to 1 hour You summon beasts that appear in unoccupied the next 9 days. The charm then spaces you can see within range. Choose one of vanishes from you and the weapon the following: returns to normal. One beast of CR 2 Charm of Vitality. This charm allows Two beasts of CR 1 you to give yourself the benefit of a Four beasts of CR 1/2 potion of vitality as an action. Once Eight beasts of CR 1/4 Each beast disappears when it drops to 0 hit you do so, the charm vanishes from points or when the spell ends. The summoned you. creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you).
Charm of Darkvision. This charm
allows you to cast the darkvision spell as an action, no components required. Once used three times, the charm goes away: Darkvision (2nd-lvl transmutation) Range: Touch Duration: 8 hours You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Charm of Feather Falling. 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. Ring of Feather Falling: When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
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. Potion of Heroism: for one hour you gain 10 temporary hit and the effect of the bless spell (no concentration required).
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 lesser