The Book of Many Things introduces how to use the Deck of Many Things inDungeons & Dragons. Anyone familiar with the deck will understand its ability to grant supernatural gifts and powers to the user, as long as they are lucky enough not to condemn themselves to something that might be worse than death.

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 somethingas powerful as a Wish spell. The Book of Many Things has charms inspired by the Deck of Many Things, but which charms are the best?

Image of a DND party in a dark cave

10Charm 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.

exotic races play cards at a casino table

9Charm 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 may 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.

8Charm Of The Comet

Useful in multiple scenarios, the Charm of the Comet is perfect for both roleplay and 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.

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.

Two adventurers hide from a guard outside a guild house

7Charm 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 force damage to a creature within range that hits you. The damage is equal to half the damage you take.

If you’re able to 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.

Orc Runecarver casting runes from Bigby Presents Glory of the Giants

6Charm Of Ruin

Super situational but perfect when you need it, the Charm of Ruin is quite 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’re able to destroy evidence, destroy portions of a locked chest, destroy sections of pillars, or truly just get creative with some outside-of-the-box situations to problems that may arise, you can see the potential this charm has.

An Ash zombie walks toward you from dnd

5Charm 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 Constitution saving throw, the creature will either be fully or partially petrified.

While the effect only lasts for an hour, the ability to turn as many enemies into stone for an hour that you may 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.

D&D artwork of a bard and a beholder at a fancy party

4Charm Of The Flames

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 yousummon 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.

A Bearded Devil enemy slices out with a bloody glaive

3Charm Of The Knight

As the Charm of the Flames before it,Charm of the Knight allows you to summon two neutral good knightsto 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.

An Aasimar Performing A Spiraling Slash

2Charm Of The Skull

Transform into a wraith. The Charm of the Skull allows you to take on the form of an apparition, replacing your own 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.

DND Mimir Magic Item

1Charm Of Many 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 most 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.

Asteria holds up a sword as chaos from the deck of many things surrounds her

Next:Dungeons & Dragons: Phandelver & Below The Shattered Obelisk – What Are Mind Crystals