The 5 Best Blessings and Charms in the 2024 DM Guide (and the 5 Worst)

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The 5 Best Blessings and Charms in the 2024 DM Guide (and the 5 Worst)

Blessings and charms were introduced into the Dungeon Master Guide 2024 to Dungeons and Dragons as a new type of reward for DMs to give their players. Each is a small but significant supernatural benefit this comes as payment from a celestial, fey, or some other type of extraplanar being with great magical power. They provide stat boosts, extra spells, and other benefits that any player would be happy to have.

Of the two, blessings are generally more powerful as they are permanent, while amulets are typically temporary or have limited uses. No charm or blessing can truly be considered “bad,” but between both categories, there are certainly some that are better than others. Despite their impermanence, some charms are so good that they may be preferable to the worst blessings. These are five of the best charms and blessings, along with five of the worst or most niche ones to use.

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Valhalla’s blessing isn’t as cool as it seems

A cold power retained for a long period of cooling

As blessings go, Valhalla’s blessing is pretty unique, which makes it a shame that the power itself is so lackluster. The blessing grants a creature the ability to summon spiritual warriors to your side during combatemulating the effects of a magical item called the silver horn of Valhalla. The horn, also included in the 2024 DMGtakes an action to use and summons two spirits within 60 feet of the user, each using the Berserker stat block, with the additional stipulation that they cannot be frightened or charmed.

One thing holding back this boon now is that Berserker’s stat block isn’t set in stone. Statistics exist within 2014 D&D rules, but there will likely be updates to the new Monster Manual, which means the strength of these warriors could change. That said, the Berserker’s current stat block isn’t very impressive, and summoning two will do little more than add a few meat shields to the battlefield. Yet, this would be a great skill if it didn’t have a seven day cooldown periodmaking it difficult to use consistently across many campaigns.

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The Charm of Animal Conjuration Makes a Lackluster Spell Worth Casting

Getting the most power from a single amulet

The “conjure animals” spell has received a rather large and controversial change in 2024 Player Handbook. Essentially, it went from a spell that summoned beasts to the side of a druid or ranger, to an area damage spell. Despite this change that caused an uproar among the player base, this charm isn’t bad. Allows a creature to conjure animals three times before the spell is expendedwithout worrying about verbal or somatic components.

Of course, it will still cost the creature’s concentration and action to cast, but it’s basically three free castings of a third-level spell. Of the charms, this one emulates the highest level magicand allows non-druids and rangers to access this spellcasting option. And despite being very different from the old conjured animals, this new version can still do a lot of damage over time. Players may not use this spell as often, but this spell is definitely worth using.

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Slayer’s charm is a little too situational

This charm can be great or just average

Another charm, the slayer charm, is too niche for most DMs to consider. Although it lasts longer than many other charms, with its effect lasts for a full 9 days, it is only useful against specific monsters. Creatures with this benefit can transform a weapon in their possession into a certain magical item, be it a Dragon Slayer or Giant Slayer. Against your intended enemies, these weapons are devastating.

But giants and dragons are two of the rarest types of creatures for players to encounter, at least in pre-written adventures, and the chances of encountering them randomly are low. While these weapons can be great in certain circumstances, against most enemies, they are simply +1 magical weapons. This is still better than a basic weapon, so early in the game this amulet will be pretty cool. But once players have their own magical weapons, it’s best for them to stick with them when fighting most monsters.

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Restoration Charm Can Be a Literal Lifesaver

Crucial for parties without a healing caster

Restoration Charm is a great option for parties without a cleric or druid. It gives the creature access to two important support spells, Greater Restoration and Lesser Restoration. Unlike other charms, this one starts with three chargeswhich can be used to cast its associated spells. The major restore consumes two charges, while the minor restore consumes only one.

This enchantment grants access to second- and fifth-level spells, allowing any class to cast them without a slot or verbal, somatic, or material components. This is especially useful for further restoration, which normally consumes an expensive amount of diamond dust. When a party does not have these spells, certain conditions such as petrification can destroy the party; this spell would provide a failsafe should the worst happen.

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The feather falling charm is a bit disappointing

Useful, but not especially powerful

Several charms and blessings replicate the effects of spells, but most do so for higher-level options. Featherfall’s charm instead remains with a top-tier pick, the feather fall spell, from which the creature gains the effects for ten days. Ten days is a long time and the ability to nullify fall damage is nothing. But characters rarely plan on taking fall damage, and falling feathers are a reaction for a reason.

Falling isn’t even an option on many maps, and once players reach higher levels, damage from short or medium falls is no longer a big issue. And since many spellcasters can learn Featherfall, it’s possible for a party member to have it anyway. Unlike the magical version, this charm it only affects the creature that has it, meaning it can’t be used to help allies. In short, while this can be useful, it depends on the heights being a significant threat within ten days of obtaining the enchantment, which won’t always be the case.

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The blessing of understanding makes a wise character even wiser

Certain classes will love this benefit

This is one of the simplest blessings, replicating an ability score improvement for a specific stat. The blessing of understanding increases a creature’s wisdom score by two points. Unlike a traditional ability score increase, however, this benefit can increase the player’s Wisdom by up to 22. For certain classes, this can allow them to maximize their spellcasting potential.

Specifically, clerics, druids, monks, and rangers benefit from raising their wisdom as high as possible. It may be a niche stat outside of these classes, but since they make up a third of players’ options, it’s not a huge detriment. It can be simple, but getting a permanent boost to wisdom is a great reward.

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The charm of heroism is very limited in its use

Effectively the same as drinking a potion

Two of the charms offered in this DM Guide emulate the effects of potions, and of them, the charm of heroism is definitely the worst. And that’s not to say that heroism potions are bad; in truth, getting ten temporary health points and the effects of Bless for an hour is very good. But that’s for a potion. When it comes to these charms and blessings, the abilities need to feel more impactful, and using a heroism potion is not enough.

Once you use an action to activate this enchantment, it dissipates and disappears after one hour. It can certainly be useful during a difficult fight or when going through a small dungeon, but after the first few levels, it’s hardly a game-changer. Especially with the new rules about potion creation, getting a whole charm just to replicate the effects of one of them seems off-putting.

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The blessing of health is good for any character

Better health is something everyone wants

Much like the blessing of understanding, the blessing of health is effectively an ability score improvement. This, however, it affects a much more universally important statistic: the constitution. Everyone wants a high Constitution, as it is the stat that determines hit point total, ability to concentrate, and an important type of saving throw. This makes this blessing a reward the entire party can compete for.

Regardless of the player’s build or class, more health is always a good thing. As simple as it is, This is probably the supernatural benefit most players would receive if given the chance. And since it can take a creature’s constitution stats past 20 and even 22, it can even help tank builds optimize their ability scores at higher levels.

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Weapon upgrade blessing disappears quickly

An advantage that will quickly become discouraging

The weapon enhancement blessing seems powerful at first glance. It allows players transform a nonmagical weapon on your person into a +1 version of that weaponwith greater chance of hitting and greater damage. And in the early levels, before the party finds a ton of magical items, this can be a useful benefit for martial characters.

The thing is, this benefit doesn’t increase in any way and will become completely useless the second its user obtains a magical weapon. Despite how it may seem, this blessing does not make magical weapons overcome physical resistance, which means it cannot help deal with the many monsters that resist non-magical damage. It cannot even be used to improve an ally’s weapons, since the weapon only remains +1 while the user wields it. This blessing will begin to feel more like a curse as the party gains power and equipment.

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The Blessing of Magic Resistance offers a rare and useful resource

Especially powerful against enemy mages

Finally, there is the blessing of magical resistance, a perk that allows the user to emulate a powerful resource possessed by many monsters. This feature gives creatures advantage on all saving throws against spells and other magical effectsand in the world of Dungeons and DragonsThere are many magical effects. Even if a group isn’t fighting wizards or sorcerers, many creatures have damaging abilities that count as spells.

This blessing immensely increases the survivability of players who possess it, and unlike some other blessings, it cannot be easily replicated with spells or leveling up. Aside from the health blessing, this benefit is the most universally useful power on the list and will be useful in almost every module or dungeon. Dungeons and Dragons players should be aware of this, and DMs might want to distribute this one sparinglyas magic resistance can really change the balance of combat.

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