Back in January, I wrote about Fey Contracts, including new charms you can gain from those contracts. In this post, I’m expanding the list of charms, in preparation for turning this into a DM’s Guild release.
Image: Public Domain, https://commons.wikimedia.org/w/index.php?curid=727057
Charm of Green Bounty
When you receive this charm, your blood runs green, and tiny flowers sprout in your hair. When your skin is in contact with fertile soil or living plants, you gain advantage on death saving throws. When you expend Hit Dice to heal as part of a short rest and your skin is in contact with fertile soil or living plants, you regain 5 additional hit points per Hit Die expended. This charm ends at the start of the season of winter.
Charm of the Labyrinth Walker
When you receive this charm, a labyrinth pattern is engraved on your body, perhaps on your palms. You gain advantage on saving throws against the charmed condition, the frightened condition, and the spells compulsion, confusion, and maze. This charm lasts until it is withdrawn by the Archfey that granted it, or until you bargain this charm away.
Charm of Mask and Mirror
When you receive this charm, your reflection in any mirror looks more fey; if you are disguised by magic, your reflection reveals your normal appearance. While looking into a mirror, you can cast disguise self and alter self without expending a spell slot. After you do so thirteen times, this charm ends.
Charm of the Oaken Ancient
When you receive this charm, your skin takes on the texture of an oak’s bark. Your AC can’t be less than 16, regardless of what kind of armor you wear. When you finish a long rest, you gain temporary hit points equal to your level. This charm lasts for a year and a day.
Charm of Spun Gold
When you receive this charm, you find it more difficult to ignore any impulse toward greed. With eight hours of work, which must be done at night, you can convert up to 25 pounds of straw into an equal number of pounds of gold. When you have spent three nights converting straw into gold, this charm ends.
Charm of the Talespinner
When you receive this charm, small animals take an unusual interest in you, and they are almost always friendly toward you. You can cast speak with animals without expending a spell slot, and when you use this spell to speak to birds, they have unusually elaborate tales to share. This charm lasts until you knowingly tell a story to non-beasts that is entirely true or entirely false.
Charm of the Thorned Rose
When you receive this charm, the skin of your face and arms sprout small thorns, and blood seeps around them. This doesn’t cause damage, but it does hurt. A creature that grapples you rolls a DC 14 Constitution saving throw. On a failure, it is poisoned until it is no longer grappling you. This charm ends when you die.
Charm of the Winter Kin
When you receive this charm, your skin, and especially your eyebrows, appears rimed with frost. You gain resistance to cold damage, and your unarmed attacks deal 1d6 cold damage. You can use Dexterity in place of Strength for your unarmed attacks. This charm ends at the start of the season of summer.
I guess… let me know if the stories I’m trying to tell with these aren’t obvious to you? Some of this is coming from a place of my own personal associations with the fey that D&D doesn’t use as much (Labyrinth Walker is absolutely about Labyrinth). Most of it is more traditional references to the Green Man, Rumpelstiltskin, and so on.