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EPIC BOONS effect.

Once you do so, you can use this boon again until you
finish a long rest.
BOON OF ALCHEMY BOON OF DIRE CHARGE
Whenever creating an alchemical item or substance, you can If you take the Dash action toward a foe during the first round of
choose to make it more powerful than normal by adding +10 to combat you can make an Attack action against the opponent.
the DC required to create it and multiplying its price by 5. If the
item or substance deals damage, double the damage dealt. If the BOON OF DIVINE RESISTANCE
item or substance doesn’t deal damage, double the duration of You spend one of your Channel Divinity uses to imbue all allies
its effect. If the item or substance doesn’t deal damage and within a 60-foot burst with resistance to acid, cold, fire,
doesn’t have a specific listed duration (or has an instantaneous electricity, cold, and thunder. This protection lasts for a number
duration), double all dimensions of its area. If the item or of rounds equal to your Charisma modifier.
substance doesn’t fit any of these categories, then it cannot be
affected by this Boon. BOON OF EFFICIENT ITEM CREATION
You can create magic items 10 times faster than normal. Over
BOON OF THE ARCHMAGE the course of a short rest, you can create an uncommon
You gain one 8th-level arcane spell slot, provided that you consumable magic item lasting for 24 hours. Once you do so,
already have one. Additionally, you can cast any ritual spell you you can’t use this boon again until you finish a long rest.
know or have prepared without increasing its casting time. Once
you do so, you can’t use this boon again until you finish a long BOON OF ENERGY RESISTANCE
rest. You gain resistance to three types of energy damage of your
choice (acid, cold, lightning, fire, and thunder).
BOON OF ARMOR SKIN
You gain a +1 bonus to Armor Class. When you are hit with an BOON OF ENEMIES
attack you can give yourself a +10 bonus to AC against the Any weapon you wield against one of your favored enemies is
triggering attack, and lasting until then start of your next turn. treated as a magic weapon and gains a +2 to hit and it deals
Once you use this boon, you can't use it again until you finish a +2d6 points of damage.
short rest. You can take this Boon up to three times.
BOON OF EPIC COUNTERSPELL
BOON OF THE ARTIFICER
You can attune one additional magic item. When you cast counterspell it doesn’t expend your reaction, but
you can’t cast counterspell if anything, such as the incapacitated
BOON OF BLINDING SPEED condition or the shocking grasp spell, is preventing you from
You can act as if hasted for up to 5 rounds. The duration of the taking reactions. You are still limited to one counterspell per
effect need not be consecutive rounds. Activating this power is a turn.
bonus action. Once you’ve used all 5 rounds, you can't use it In addition, you can use a reaction to cast dispel magic
again until you finish a long rest. immediately after a spell is cast, before it takes effect. Once you
do so, you can't do so again until you finish a short rest.
BOON OF COMBAT REFLEXES
There is no limit to the number of attacks of opportunity you BOON OF EPIC CRITICAL
can make in one round, and the opportunity attack doesn’t When you score a critical hit, roll all of the attack’s damage dice
expend your reaction (you still can’t make more than one attack three times and add them together, instead of twice.
of opportunity for a given opportunity). If anything, such as the
incapacitated condition or the shocking grasp spell, is preventing BOON OF EPIC MAGIC
you from taking reactions, you can’t take any opportunity You gain one Epic-level arcane spell slot, provided that you
attacks. already have the Boon of High Magic.
BOON OF DAMAGE REDUCTION BOON OF EXPANDED KNOWLEDGE
You reduce the damage from slashing, piercing, and You learn one additional discipline power, even one that is part
bludgeoning damage by 3. of another disciplines list.
BOON OF DOMAIN BOON OF EPIC INSPIRATION
Choose an additional domain from your deity’s domain list, All bonuses granted by your bardic inspiration ability increase
provided you have the Divine Domain class feature. You now by +1. Additionally, you can give someone the maximum result
have access to that domain’s 1st level and 2nd level class on your bardic inspiration die. Once you use this boon, you
features. You can take this Boon again, up to three times, can't use it again until you finish a short rest.
gaining the 6th and 8th level domain feature, then the 17th level
domain feature as normal for your Divine Domain class feature.
BOON OF THE EPIC POISON CRAFTER
BOON OF DEVASTATING CRITICAL The character can craft the epic poisons described below. In
Whenever you score a critical hit with a weapon, the target must addition, the character gains a +10 bonus to skill checks made
make a Fortitude save (DC 8 + proficiency modifier + your to craft poisons.
attack Ability modifier) or die instantly. Creatures immune to
BOON OF EPIC REPUTATION
critical hits can’t be affected by this feat. You gain advantage on all Charisma skill checks. Additionally,
BOON OF DEXTEROUS FORTITUDE you can give yourself a +10 bonus to any Charisma skill check.
When targeted by an effect that requires a Constitution saving Once you use this boon, you can't use it again until you finish a
throw, you may turn it into a Dexterity save instead to avoid the short rest.
effect. Once you do so, you can use this boon again until you BOON OF EPIC RESILIENCY
finish a short rest. You gain proficiency in one saving throw of your choice, and
BOON OF DEXTEROUS WILL have advantage on this saving throw.
When targeted by an effect that requires a Wisdom saving
throw, you may turn it into a Dexterity save instead to avoid the
BOON OF EXCEPTIONAL DEFLECTION BOON OF THE MASTER STAFF
You can use your Deflect Missiles ability to reduce the damage When you activate a staff, you can substitute a spell slot instead
of ranged magical attacks (including spells that require attack of using a charge. The spell slot must be one you have not used
rolls) as if they were ranged attacks. for the day. The spell slot lost must be equal to or higher in level
than the specific spell stored in the staff. You cannot emulate a
BOON OF FAST HEALING charge for a staff function that does not match a specific spell.
At the start of each of your turns, you regain 3 hit points if you
have no more than half of your hit points left. BOON OF MULTISPELL
You can cast another spell of any level during the same turn as
BOON OF GROUP INSPIRATION you cast a spell with a bonus action. Once you use this boon,
The number of allies you can affect with your bardic inspiration you can't use it again until you finish a short rest. You can take
doubles. When inspiring competence in multiple allies, you can this Boon up to three times.
choose different rolls to inspire for different allies.
BOON OF MULTIWEAPON REND
BOON OF HOLY STRIKE If you hit an opponent with two or more weapons (wielded in
Any weapon you wield is treated as a magic weapon (and deals different hands) in the same round, you may automatically rend
an extra 2d6 points of radiant damage against creatures of evil the opponent. This rending deals additional damage equal to the
alignment). base damage of the smallest weapon that hit plus your Ability
modifier. You can only rend once per round, regardless of how
BOON OF HEIGHTEN SPELL many successful attacks you make.
Choose one of your spells of 1st through 3rd level. Targets are at
disadvantage against saving throws from that spell. BOON OF NEGATIVE ENERGY BURST
You can use one Channel Divinity ability to unleash a wave of
BOON OF THE HIEROPHANT negative energy in a 60-foot-burst, except that the negative
You gain one 8th-level divine spell slot, provided that you energy burst affects living creatures rather than undead. Any
already have one. Additionally, you can cast any ritual spell you creature that would be rebuked by this result takes 21 (6d6)
know or have prepared without increasing its casting time. Once points of necrotic damage and has its maximum hit points
you do so, you can’t use this boon again until you finish a long reduced by that amount. The Constitution save DC to reduce the
rest. damage by half is equal to 8 + proficiency modifier + your
Charisma modifier.
BOON OF IMPROVED SPELL CAPACITY.
You gain one 10th level spell slot, provided you already have the BOON OF OVERWHELMING CRITICAL
Boon of High Magic. You can take this Boon up to three times When using the weapon you have selected, you deal maximum
gaining one slot of one level higher up to 12th level slots. damage on a successful critical hit. Creatures immune to critical
hits can’t be affected by this feat.
BOON OF INTENSIFY SPELL
You can apply the effect of your Overchannel feature to spells BOON OF PERFECT MULTIWEAPON FIGHTING
above 5th level. You may attack one time per round with an offhand weapon
without spending a bonus action. If you choose to spend a
BOON OF INFINITE DEFLECTION bonus action you can attack twice with an offhand weapon.
You may perform any number of deflections each round without
expending a reaction. If anything, such as the incapacitated BOON OF PERMANENT EMANATION
condition or the shocking grasp spell, is preventing you from Designate any one of your spells whose target is self, and has a
taking reactions, you can’t make a deflection. radius around the caster. This spell’s effect is permanent
(though you can dismiss it as a free action, or restart it as a
BOON OF KI bonus action). Effects that would normally dispel this spell
Add +2 to the DC of your Ki attacks. instead suppress it for 2d4 rounds.

BOON OF KEEN STRIKE BOON OF POSITIVE ENERGY AURA


Your unarmed strike is a critical hit on a roll of 19 or 20 and Every undead creature that comes within 15 feet of you is
deals slashing damage (at your option any attack can deal automatically affected as if you had used Channel Divinity. This
bludgeoning damage, but cannot then take advantage of the doesn’t cost a Channel Divinity, and it automatically affects all
enhanced critical range). undead in a 15-foot burst, but it only turns undead with CR 6 or
lower (and automatically destroys undead with CR 1 or lower).
Just as with normal Channel Divinity, you can’t affect undead
BOON OF LEGENDARY RESISTANCE that have total cover relative to you.
When you fail a saving throw, you can choose to succeed
instead. Once you use this boon, you can't use it again until you BOON OF PROWESS
finish a long rest. You gain a +1 bonus on all attacks.

BOON OF LINGERING DAMAGE BOON OF QUEST MAGIC


Any time you deal damage with a sneak attack, that target takes You gain one Epic-level divine spell slot, provided that you
damage equal to your sneak attack bonus damage on your next already have the Boon of High Magic.
turn as well.
BOON OF REFLECT ARROWS
BOON OF METAMAGIC When you deflect an arrow or other ranged attack, the attack is
The Sorcery point cost of any metamagic you use is reduced by reflected back upon the attacker at your base ranged attack
one to a minimum of 1. bonus is higher than the attack bonus of the attacker. Once you
use this boon, you can't use it again until you finish a short rest.
BOON OF SELF-CONCEALMENT BOON OF WEAPON SPECIALIZATION
Attacks against you have disadvantage if the attack relies on Add +4 to all damage you deal using the weapon you selected
sight. for your Boon of Weapon Focus, provided you have the Dueling
Fighting Style.
BOON OF SKILL FOCUS
You gain a +10 bonus to skill checks with a chosen skill, and BOON OF WIDEN AURA
have advantage on skills checks with that skill. Your auras extends to all allies within 100 feet of you.
BOON OF SNEAK ATTACK
Add +1d6 to your sneak attack damage, provided you have the BOON OF THE OVERSIZED WEAPON
sneak attack class feature. You can treat any weapon as if it were one size category smaller
than normal for the purpose of wielding it in combat.
BOON OF SNEAK ATTACK OF OPPORTUNITY
Any attack of opportunity you make is considered a sneak
attack.
EPIC POISONS
BOON OF SPECTRAL STRIKE While most high-level characters largely ignore the threat of
You can turn your unarmed attacks from bludgeoning damage deadly toxins, some particularly devious villains have devised
into Force damage. variant poisons that bypass common defenses. These poisons,
often referred to as antimagic poisons, are effectively an
BOON OF SPELL FOCUS antimagic field in toxic liquid (or gel) form. As such, they are
You gain a +1 to spell attack rolls and +1 bonus to saving throw totally unaffected by any magical effects that might protect
DC of a school of your choice. against their effects, including spells such as delay poison or
BOON OF SPELL KNOWLEDGE neutralize poison, periapt of proof against poison, magical
You learn two new spells from your arcane spellcasting class list resistances or immunities to poison, or even magical bonuses on
of any level up to the maximum level you can cast. saves against poison (such as from a ring of protection).
Furthermore, magical means are useless in restoring damage
BOON OF SPELL PENETRATION inflicted by these toxins. Only rest can restore such losses.
You can bypass resistance to spell damage, or, you can remove
the targets advantage to save against spells you cast. Chaos ichor (Contact). A creature subjected to this poison must
succeed on a DC 21 Constitution saving throw or gain one level
BOON OF SPELL STOWAWAY of exhaustion and must repeat the saving throw at the start of
Choose a spell you can cast. You are attuned to the magic you each of its turns or gain another level of exhaustion. Until this
choose. If another spellcaster within 300 feet of you uses this poison ends, the exhaustion levels can't be removed by any
magic, you also immediately gain the magic’s effect as if it had means. After three successful saving throws, the effect ends and
been used on you by the same caster. You must have direct line the creature can recover normally.
of effect to the spellcaster in order to gain the benefit of the
attuned magic (though you do not have to know the spellcaster Lyzeum (Injury). A creature subjected to this poison must
is present, and you can be flat-footed). The magic’s duration, succeed on a DC 23 Constitution saving throw each round or
effect, and other specifics are determined by its original caster’s become poisoned and paralyzed for 24 hours, and must repeat
level. Once you use this boon, you can't use it again until you the saving throw at the start of each of its turns. After three
finish a short rest. successful saving throws, the effect ends and the creature can
recover normally. Until this poison ends, the conditions can't be
BOON OF SUBTLE SPELL removed by any means.
Choose one of your spells of 1st through 3rd level. That spell
can now be cast without any somatic or verbal components. Illis thyr (Injury). A creature subjected to this poison must
succeed on a DC 25 Constitution saving throw taking 42 (12d6)
BOON OF TENACIOUS MAGIC poison damage on a failed save, or half as much damage on a
Choose one spell you know or possess. Whenever the chosen successful one and become poisoned, and must repeat the
form of magic would otherwise end due to a dispel effect, the saving throw at the start of each of its turns. Until this poison
magic is instead only suppressed for 1d4 rounds. The magic still ends, the damage the poison deals can't be healed by any means.
ends when its duration expires, but the suppressed rounds do After five successful saving throws, the effect ends and the
not count against its duration. You can dismiss your own spell creature can heal normally.
(if dismissible) or dispel your own tenacious magic normally.
Milk of Atropos (Injury). A creature subjected to this poison must
BOON OF UNDEAD MASTERY succeed on a DC 28 Constitution saving throw or become
You may command up to ten times your level in CR of undead. poisoned for 24 hours and enfeebled (as the ray of enfeeblement
spell), and must repeat the saving throw at the start of each of its
BOON OF UNHOLY STRIKE turns. After five successful saving throws, the effect ends and the
Any weapon your wield is treated as a magic weapon (deals an creature can recover normally. Until this poison ends, the
extra 2d6 points of necrotic damage against creatures of good enfeebled effect can’t be removed by any means.
alignment).
Godsblood (Injury). A creature subjected to this poison must
BOON OF VORPAL STRIKE succeed on a DC 30 Constitution saving throw or become
Your unarmed strike is considered to be a slashing vorpal poisoned for 24 hours and feebleminded (as the feeblemind
weapon. (At your option, any unarmed strike can do spell), and must repeat the saving throw at the start of each of its
bludgeoning damage instead, but it loses the vorpal quality.) turns. After seven successful saving throws, the effect ends and
the creature can recover normally. Until this poison ends, the
BOON OF WEAPON FOCUS feebleminded effect can't be removed by any means.
Add a +2 bonus to all attack rolls you make using one selected
weapon in your possession.

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