Magical Gifts

TableDoDp. 152014

Magical Gifts

d8Gift
1Charm. The archfey bestows a charm of the DM's choice (see "Supernatural Gifts" in the Dungeon Master's Guide).
2Guide. The archfey summons a magical guide that takes the form of a faerie dragon, a sprite, or some other creature. The guide is a harmless figment that can't be damaged, and it knows its way around the Feywild. It can't leave the Feywild and disappears after eight days.
3Lore. With a touch, the archfey magically imparts useful knowledge about a particular subject of the archfey's choice. This knowledge might be permanent, or it might fade over time.
4Magic Item. The archfey bestows a useful magic item (such as a crystal ball or an oathbow) but warns that the item will vanish after a specified period of time, which it does.
5Refuge. The archfey creates a wooded glen, a dome of brambles, a silken cocoon, or some other kind of refuge. Creatures hostile toward the gift's recipient can't enter this refuge without the recipient's consent. After a specified period of time, the refuge vanishes.
6Resurrection. The archfey offers one free casting of the true resurrection spell, which they can cast as an action without material components once per century.
7Training. With a touch, the archfey grants the benefit of months of special training (see "Marks of Prestige" in the Dungeon Master's Guide for different benefits of training).
8Transformation. The archfey offers one free casting of the true polymorph spell, which they can cast without material components. The spell's effect can be made permanent, if you wish.
Raw data
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  "name": "Magical Gifts",
  "page": 15,
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    [
      "1",
      "{@b Charm.} The archfey bestows a charm of the DM's choice (see \"Supernatural Gifts\" in the Dungeon Master's Guide)."
    ],
    [
      "2",
      "{@b Guide.} The archfey summons a magical guide that takes the form of a faerie dragon, a sprite, or some other creature. The guide is a harmless figment that can't be damaged, and it knows its way around the Feywild. It can't leave the Feywild and disappears after eight days."
    ],
    [
      "3",
      "{@b Lore.} With a touch, the archfey magically imparts useful knowledge about a particular subject of the archfey's choice. This knowledge might be permanent, or it might fade over time."
    ],
    [
      "4",
      "Magic {@b Item.} The archfey bestows a useful magic item (such as a crystal ball or an oathbow) but warns that the item will vanish after a specified period of time, which it does."
    ],
    [
      "5",
      "{@b Refuge.} The archfey creates a wooded glen, a dome of brambles, a silken cocoon, or some other kind of refuge. Creatures hostile toward the gift's recipient can't enter this refuge without the recipient's consent. After a specified period of time, the refuge vanishes."
    ],
    [
      "6",
      "{@b Resurrection.} The archfey offers one free casting of the {@spell true resurrection} spell, which they can cast as an action without material components once per century."
    ],
    [
      "7",
      "{@b Training.} With a touch, the archfey grants the benefit of months of special training (see \"Marks of Prestige\" in the Dungeon Master's Guide for different benefits of training)."
    ],
    [
      "8",
      "{@b Transformation.} The archfey offers one free casting of the {@spell true polymorph} spell, which they can cast without material components. The spell's effect can be made permanent, if you wish."
    ]
  ],
  "__prop": "table",
  "source": "DoD",
  "caption": "Magical Gifts",
  "chapter": {
    "name": "Creating an Archfey",
    "index": 1,
    "ordinal": {
      "type": "chapter",
      "identifier": 2
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