Blessings

by TheTranMan

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Blessings

As described in chapter 7 of the Dungeon Master's Guide, the gods sometimes use blessings to reward their most faithful servants for momentous deeds. Completing a quest bestowed by the god is an accomplishment that might merit a blessing as a reward. Occasionally, a god might also offer a blessing when sending a champion on a quest, helping them to prepare for the task ahead.

A character retains the benefit of a blessing until it is taken away by the god who granted it, which might happen if a character's piety score is reduced. Unlike a magic item, a divine blessing can't be suppressed by an antimagic field or similar effect. There is no limit on the number of blessings a character can receive, but a character can't benefit from multiple applications of a blessing at the same time.

You can use these additional blessings for your campaign, or use them to inspire more supernatural gifts.

Blessing of Farsight (Requires Piety 3+). You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. You also have advantage on Wisdom (Perception) checks that rely on sight.

Blessing of Protection (Requires Piety 3+). As a bonus action, you can invoke your god's protection, providing you with a +1 bonus to your AC for 1 minute. Once you use this blessing, you can't use it again until the next dawn.

Blessing of Resilience (Requires Piety 3+). When you are about to take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to that damage type until the end of your next turn. Once you use this blessing, you can't use it again until the next dawn.

Angel Sight (Requires Piety 10+). As an action, you can imbue your eyes with enhanced vision for 10 minutes. While the blessing is active, your eyes hum with a radiant glow, and you can see invisible creatures and objects within 60 feet of you that are within your line of sight. Once you use this blessing, you can't use it again until the next dawn.

Weapon of the Divine (Requires Piety 10+). You can use a bonus action to cause one weapon you are holding to surge with divine power for 1 minute. On a hit, the weapon deals an extra 1d8 radiant damage. (Depending on your god, it might deal a different daamge type---Necrotic for a Death God, Lightning for a Storm God, or Fire for a Forge God, for example). Once you use this blessing, you can't use it again until you finish a long rest.

Other Sample Blessings


Ward against Death's Gates. You have advantage on all death saving throws the next time you fall unconscious and begin to make death saving throws. Once you become stable, you don't gain the benefits of this blessing until the next dusk.

Blessing of the Maker. You can use this blessing to gain proficiency with all crafting tools, of which you also have advantage on checks to use. Once you use this blessing, you can't use it again until the next dawn.

Blessing of Memory. You perfectly remember any information read in a book or heard in conversation.

Blessing of the Moonlight. You make all Nature, Perception, and Survival checks with advantage while you are under the light of moonlight.

Blessing of Charm. You gain proficiency with Persuasion and Deception. Additionally, you make all Charisma-based checks towards a creature with Friendly repute at advantage.

 

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