![]() ![]() The charm then vanishes from you and the weapon returns to normal. One sword in your possession becomes a Dragon Slayer or Giant Slayer (DM's choice) for the next 9 days. This charm allows you to cast the Hallucinatory Terrain spell (save DC 15) as an action. After it is used once, the charm goes away. This charm allows you to regrow a lost appendage or organ, such as an arm, a foot, or an eye. Once you do so, the charm vanishes from you. You regain a number of hit points equal to half the cold damage you would have taken. This charm allows you to use your reaction when you take cold damage to reduce the damage to 0. Once used three times, the charm goes away. When you do, you regain 3d8 + 3 hit points. 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. These effects last for 10 days, after which the charm vanishes from you. This charm grants you immunity to piercing and slashing damage from nonmagical attacks, but you gain vulnerability to bludgeoning damage. Once all its charges have been expended, this charm vanishes from you. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don't throw it. If you score a critical hit with the snowball, the target is blinded until the end of its next turn. 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. The snowball is a magic ranged weapon with which you are proficient. You must have a hand free to hold the snowball, or the charge is wasted. As a bonus action, you can expend 1 of the charm's charges to create a magical snowball in your hand and throw it. Once all its charges have been expended, the charm vanishes from you. 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 used nine times, the charm goes away. When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. This charm allows you to give yourself the benefit of a Potion of Heroism as an action. These benefits last for 10 days, after which the charm vanishes from you. This charm grants you the benefits of a Ring of Feather Falling. This charm allows you to cast the Darkvision spell as an action, no components required. This benefit lasts for 24 hours, after which the charm vanishes from you. This charm allows you to give yourself resistance to cold damage as an action. As an action, you can expend 1 of the charm's charges to cast the Create Food and Water spell, requiring no components. Until this effect ends, you deal an extra 1d6 cold damage when you hit with a melee or ranged weapon attack. As a bonus action, you can expend 1 of the charm's charges to wreathe your weapon attacks with biting cold for 1 minute. Once used three times, the charm vanishes from you. This charm allows you to cast the Conjure Animals spell (3rd-level version) as an action. The charm vanishes after you activate it. 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. When you activate this charm, you can cast the Crusader's Mantle or Haste spell. When you activate this charm, you can cast the Hold Person (3rd-level version), Command, or Counterspell spell. But the charm itself can't be removed from a creature by anything short of divine intervention or the wish spell. 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. 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). Some charms can be used only once, and others can be used a specific number of times before vanishing. 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. 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. ![]() A charm is a minor supernatural gift, which can be received in a large variety of ways. ![]()
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