A supernatural gift is a special reward granted by a being or force of great magical power. Supernatural gifts come in two forms:
Blessing. A Blessing is usually bestowed by a god or a godlike being.
Charm. A Charm is usually the work of a powerful spirit, a magical location, or a mythic creature.
Unlike a magic item, a supernatural gift isn’t an object and doesn’t require Attunement.
A character might receive a Blessing from a deity for doing something truly momentous—an accomplishment that catches the attention of both gods and mortals. A Blessing is an appropriate reward for one of the following accomplishments:
An adventurer might also receive a Blessing in advance of a perilous quest. For example, a Paladin could receive one before setting out on a quest to slay a terrifying lich that is responsible for a magical plague sweeping the land.
A character should receive a Blessing only if it is useful to that character, and some Blessings come with expectations on the part of the benefactor. A god might give a Blessing for a particular purpose, such as recovering a holy person’s remains or toppling a tyrannical empire, and could revoke the Blessing if a character fails to pursue that purpose or acts counter to it.
A character retains the benefit of a Blessing forever or until it is taken away by the being who granted it.
There is no limit on the number of Blessings a character can receive, but it should be rare for a character to have more than one at a time. Moreover, a character can’t benefit from multiple instances of a Blessing at the same time. For example, a character can’t benefit from two instances of the Blessing of Health at once.
You can easily create more Blessings by mimicking the properties of a Wondrous Item.
Supernatural Gift (Blessing)
Your Constitution score increases by 2, up to a maximum of 22.
Supernatural Gift (Blessing)
You have Advantage on saving throws against spells and other magical effects.
Supernatural Gift (Blessing)
You gain a +1 bonus to AC and saving throws.
Supernatural Gift (Blessing)
Your Wisdom score increases by 2, up to a maximum of 22.
Supernatural Gift (Blessing)
This Blessing grants you the power to summon spirit warriors, as if you are blowing a silver Horn of Valhalla. Once you use this Blessing, you can’t use it again until 7 days have passed.
Supernatural Gift (Blessing)
One nonmagical weapon in your possession becomes a +1 Weapon while you wield it.
Supernatural Gift (Blessing)
This Blessing grants you the benefits of a Periapt of Wound Closure.
Charms can be received in many different ways. 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 magical fountain. Mythic creatures sometimes grace their allies with Charms, and some explorers find themselves bearing a Charm after discovering a long-lost location drenched in primeval magic.
Some Charms can be used only once; others can be used a specific number of times before vanishing. If a Charm lets a character cast a spell, the character can do so without expending a spell slot or providing any spell components. Unless otherwise stated, the spell uses its normal casting time, range, and duration; if the spell requires Concentration, the character must concentrate.
A Charm can’t be removed from a creature by anything short of divine intervention or a Wish spell. A character can’t benefit from multiple instances of a Charm at the same time.
A typical Charm mimics the effects of a Potion or spell, so it is easy to create more Charms of your own.
Supernatural Gift (Charm)
This Charm allows you to cast Conjure Animals. Once used three times, the Charm vanishes from you.
Supernatural Gift (Charm)
This Charm allows you to cast Darkvision. Once used three times, the Charm vanishes from you.
Supernatural Gift (Charm)
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.
Supernatural Gift (Charm)
This Charm allows you to give yourself the benefit of a Potion of Heroism as a Magic action. Once you do so, the Charm vanishes from you.
Supernatural Gift (Charm)
This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its charges have been expended, the Charm vanishes from you.
Supernatural Gift (Charm)
One weapon in your possession becomes a Dragon Slayer or Giant Slayer (DM’s choice) for the next 9 days. The Charm then vanishes from you, and the weapon returns to normal.
Supernatural Gift (Charm)
This Charm allows you to give yourself the benefit of a Potion of Vitality as a Magic action. Once you do so, the Charm vanishes from you.