The Book of Many Things introduces how to use the Deck of Many Things in 168澳洲幸运5开奖网:Dungeons & Dragons. Anyone familiar with the deck will understand its ability to grant supernatu🐻ral gifts and p⛦owers to the user, as long as they are lucky enough not to condemn themselves to something that might be worse than death.

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One of the supernatural gifts the deck can give is charms. These minor magical items are usually bestowed by powerful beings and can't be removed from their bearer without something 168澳洲幸运5开奖网:as powerful as a Wish spell. The Book of Many Things ha🍸s charms inspired by the Deck of Many Things, bu൩t which charms are the best?
10 🅷 Charm Of The Key
Sometimes, while playing D&D, doors, locks, and walls can really just get in the way. Whether you just can't get the roll you need for your thieves' tools, or your strength just isn't cutting it to knock the door down, it can be a hilarious yet frustrating situation you find yourself in. That's where the Charm of the Key comes in.
This hand charm allows the user to make a nonmagical weapon deal an extra 1d8 force damage for the duration. This damage is doubled if used against structures and objects. Don't waste time trying to break in on your own anymore or wasting resources; just bash the door or window or whatever entryway is stopping you with additional force damage and brute force your way through. There's also the benefit of making a nonmagical weapon have magical properties for an hour that can help in regular battles against enemies resistant to nonmagical damage.
9 ✅ ♚ Charm Of The Fates
Tempt fate with this charm, as it can turn the tides of a very important roll. The Charm of Fates allows you to add to the total of your original roll, potentially changing the outcome. Once you make an ability check, saving throw, or attack roll, you can use the charm to roll a d10 and add it to your total. You can do this three times before the charm vanishes. Being able to add to your roll after you make your attempt can be super helpful in the right situation. Potentially adding +10 to your original outcome can't be underestimated.
8 🎶 Charm Of 🍌The Comet
Useful in multiple scenarios, the Charm of the Comet is perfect for both roleplay a⛄nd battles in Dungeons & Dragons. Allowing you to choose a creature within range, you can force them to focus solely on you. For as long as the charm lasts, you make creatures other than yourself and the target creature completely invisible to them.

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That's right, it means they can only see you and no one else. As long as the chosen creature isn't damaged by anyone else, the effect lasts for the duration. Whether you need to distract a guard while pulling off a heist or tank a boss for the rest of your party, the Charm of the Comet is pretty useful before it vanishes after three uses.
7 ⛦ ℱ Charm Of Balance
Sometimes, you may not know what to do as a reaction in Dungeons & Dragons. The Charm of Balance can not only give you the perfect reaction; it can damage anyone who hurts you. You can use your reaction to deal for🌠ce damage to a creature within range that hits you. The damage is equal to half the damage you take.
If you can survive a big hit from a boss, imagine instantly dealing force damage to them for half the amount they've done to you, essentially for free. Follow it up on your actual turn with even more damage against them, or heal yourself if they did a significant chunk of damage. Free damage is always great, and not taking up an action to do so is even better.
6 ꦚ 🌟 Charm Of Ruin
Super situational but perfect when you need ﷽it, the Charm of Ruin is qu𝄹ite niche in its ability. It allows you to disintegrate a nonmagical object or the portion of a nonmagical object that can fit in a five-foot cube. Yes, just turn an item or parts of it into dust, completely destroying it.
The nonmagical item restriction seems tough at first, but when you realize you can destroy evidence, destroy portions of a locked chest, destroy sections of pillars, or truly j𝄹ust get creative with some outside-of-the-box situations to problems that may arise, you can see the potential this charm has.
5 ⛄ Charm Of Euryale
Like the gorgon herself, or similar to a beholder, you can shoot petrifying magic in a wave from your eyes at enemies caught in a 30-foot cone. After a Con🅰stitution saving throw, the creature will either be fully or paꦅrtially petrified.

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While the effect only lasts for an hour, the ability to turn as many enemieಞs into stone for an hour that you can get into your cone is ridiculously good. An area of effect certification that still does partial certification on a save can be used in battle and for roleplay. The charm can only be used once, however, so use it 💜wisely.
4 𒁏 Charm Of The Flames ꩵ
The bane of every DM, summoning creatures in D&D is such a boon for you, especially in a fight. The Charm of the Flames lets you summon 🎉not one but two bearded devils for the duration. With lots of damage resistances, a couple of immunities, multiattack, and a beard that can poison🧸, having two of these at your side at any moment 🍬is dangerous for your enemies.
Taking initiative and acting on your turn, they obey your commands until time runs out, they're dismissed, or you die. If you can inflict an infernal wound that does continuous damage, you'll be dealing increasing damage every turn as long as your enemy can't save from the attack. If you're successful with a beard attack, the creature also can't heal, making the infernal wound much more dangerous to deal with. You have two of these bearded devils at your disposal and can use this charm three times before it vanishes, so use them wisely.
3 Charm Of The Knight 🐽 ෴
As the Charm of the Flames before it, Charm of the Knight allows you to summ🤡on two neuꦓtral good knights to your side. Similarly, they'll take their initiative order at the same time as you; however, these knights will be Celestials instead of Humanoids.
With a useful parry reaction, the leadership ability allowing you to add an additional d4 to your roll, and multiattack, having two of these by your side for roleplay or battles is an added bonus. Whether you want to deceive people with them as your Celestial servants for roleplay or utilize them to help you in a fight is up to you. They'll remain for ten minutes, or until dismissed, or upon your death.
2 ❀ Charm Of The Skull 🅷
Transform into a wraith. The Charm of the Skull allows you to take on the form of an apparition, replacing your ow𒈔n stats with that of the wraith. Your mental stats, however (Intelligence, Wisdom, Charisma), remain, as do the languages you speak.
Similar to a druid, you'll stay in this form for the duration, or if you're reduced to zero hit points while in this form. The damage carries over to your normal form. It only requires a bonus action to do, meaning if you time things right, you can end an epic turn by hurting into a wraith form, ready for even more situations in battle.
1 Charm Of Man🅠y Things
Bring the power of the Deck of Many Things to the palm of your hands with the Charm of Many Things. You'll be infused with the magic of the deck and can use an action to give someone other than yourself a randomly determined card effect from the deck.
Fun, chaotic, and unpredictable, giving someone else the possibilities of the Deck of Many Things can become extremely broken. Despite all the charms available, this one has the m🐼ost potential to disrupt the game in hilarious ways. You can only use the charm once though, so pick an epic moment to see how things play out.