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The Best Things to do in Boone, NC
Boone, North Carolina was named after Daniel Boone, pioneer and explorer. It’s located in the western part of the state in the Blue Ridge Mountains. Boone’s population was 19,205 in 2017. This article highlights some of the best attractions and things to do in Boone, NC.
Foggy Mountain Gem Mine
Gem mines are popular tourist attractions, and you’ll be able to pan for the best gems at Foggy Mountain Gem Mine. Their website states that they are the best in the Boone, NC area as they have the most knowledgeable staff and the experience that they offer their guests. They are a family owned business that was founded in 1989. You will be provided with a sieve to sift through dirt, rock and other particles searching for gems. The company guarantees that you won’t go away empty-handed. This experience is great for families, and you’re assured to walk away with a souvenir.
Tweetsie Railroad
Tweetsie Railroad is a theme park and is known as North Carolina’s first. There are amusement park rides and games, as well as live entertainment which are typical to most theme parks. More unique attractions at Tweetsie Railroad are gold panning and gem mining. They also have a live animal petting zoo with deer, llamas, donkeys, sheep, turtles and more. The park is best known for the three-mile train tour that winds its way through the North Carolina mountains.
Cascades Trail
The Cascades Trail is a hiking trail throughout the forest of the Blue Ridge Mountains. As you hike along the paved trail, which then turns to dirt, you’ll encounter benches to rest on, as well as plaques that describe the various trees throughout the forest. Some of the trees growing in this forest are chestnut oak, dogwood, tulip, pignut, black locust and many more. There are also several overlook areas along the hiking path. This trail will lead to some of the waterfalls along the Blue Ridge Parkway. This hike is an easy 1.2-mile hike out to the falls, or 2.4 miles round-trip.
Appalachian Ski Mountain
If you’re traveling to Boone, NC in the winter season and you enjoy skiing, then a visit to the Appalachian Ski Mountain is a must. This ski resort first opened in 1962 and is the second oldest in the state. The resort is on the smaller side with shorter ski runs, which is perfect for both beginner and advanced skiers.
Turtle Island
Turtle Island is a 1,000-acre wildlife preserve and educational center. It was started in 1987 by Eustace Robinson Conway IV who owns the island preserve. The camp got its name from an American Indian legend, and its purpose is preserving the Earth. They offer blacksmithing, hide tanning, forestry and other workshops, as well as, educational classes and camps for scouts and families.
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DND 5th Edition
Community wiki.
Source: Dungeon Masters Guide
An Epic Boon is a special power available only to 20th level characters. Characters at that level gain such boons only if the DM wants them to and only when they find it appropriate. Epic Boons are best awarded after the characters complete a major quest, or accomplish something else particularly notable. A character might gain an epic boon after destroying an evil artifact, defeating an ancient dragon, or halting an incursion from the Outer Planes.
The text of a boon addresses its user. Unless a boon says otherwise, a character can't gain it more than once.
Boon of Combat Prowess
When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Dimensional Travel
As an action, you can cast the Misty Step spell, without using a spell slot or any components. Once you do so, you can't use this boon again until you finish a short rest.
Boon of Fate
When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Fortitude
Your hit point maximum increases by 40.
Boon of High Magic
You gain one 9th-level spell slot, provided that you already have one.
Boon of Immortality
You stop aging. You are immune to any effect that would age you, and you can't die from old age.
Boon of Invincibility
When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Irresistible Offense
You can bypass the damage resistances of any creature.
Boon of Luck
You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Boon of Peerless Aim
You can give yourself a +20 bonus to a ranged attack roll you make. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Perfect Health
You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.
Boon of Planar Travel
When you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the Plane Shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Quick Casting
Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell's casting time is now 1 bonus action for you.
Boon of Recovery
You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can't use it again until you finish a long rest.
Boon of Resilience
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Boon of Skill Proficiency
You gain proficiency in all skills.
Boon of Speed
Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can't do so again until you finish a short rest.
Boon of Spell Mastery
Choose one 1st-level sorcerer , warlock , or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
Boon of Spell Recall
You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can't use this boon again until you finish a long rest.
Boon of the Fire Soul
You have immunity to fire damage. You can also cast Burning Hands (save DC 15) at will, without using a spell slot or any components.
Boon of the Night Spirit
While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.
Boon of the Stormborn
You have immunity to lightning and thunder damage. You can also cast Thunderwave (save DC 15) at will, without using a spell slot or any components.
Boon of the Unfettered
You have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind.
Boon of Truesight
You have truesight out to a range of 60 feet.
Boon of Undetectability
You gain a +10 bonus to Dexterity (Stealth) checks, and you can't be detected or targeted by divination magic, including scrying sensors.
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One D&D: Every Epic Boon So Far, Ranked
There are several Epic Boons in One D&D, and players should know which ones are impactful enough to actually use.
Epic Boons are an additional customization option for high-level characters in Dungeons & Dragons . They're supernatural abilities that go well beyond the capabilities of most mortals. Fifth Edition presents them as an optional rule for high-level play. The One D&D playtest makes them a mandatory part of high-level play.
RELATED: One D&D: 5 Classes That Should Be Buffed (& 5 That Should Be Nerfed)
Every class now gets an Epic Boon at the 20th level. They're free to pick from a wide selection, although some have prerequisites. Ideally, these would be balanced so that any are viable choices. However, of the thirteen included so far in the One D&D playtest, players have spotted some that are better than others.
13 Epic Boon Of Combat Prowess Has A Very Mundane Benefit
The Epic Boon of Combat Prowess is one of the most straightforward Epic Boons in the game. It turns a missed melee attack into a hit. It's a very simple benefit and also one that isn't too impactful. Classes like the fighter, ranger, and monk tend towards making multiple, weaker attacks, especially at high levels. One attack doesn't often make a difference.
Certain classes may benefit better from the Epic Boon of Combat Prowess. Rogues can use it to ensure they get Sneak Attack damage, and paladins can use it with Divine Smite for big damage. However, turning one miss into a hit is far from a powerful ability. It also only recharges on a Short Rest or when the character rolls Initiative, limiting it even further.
12 Epic Boon Of Peerless Aim Is Only A Modest Damage Increase
Peerless Aim has the effect of turning a single missed ranged attack into a hit. It is only usable once per rest or per Initiative. Because of this, it's only ever going to provide a modest damage increase. Ranged weapons in D&D tend to deal less damage than melee, so one attack rarely makes a difference.
RELATED: 5 Classes We'd Like To See Come Back In One D&D (& 5 That Shouldn't Make The Cut)
Ranged attacks do have to contend more with cover than melee attacks and with having a disadvantage if next to an enemy. As such, a ranged attacker may get a reasonable amount of use out of Peerless Aim. However, it still doesn't provide a significant power boost.
11 Epic Boon Of Dimensional Travel Is An Underwhelming Movement Buff
Mobility is useful in Dungeons & Dragons , and teleportation especially so. An Epic Boon that grants free casting of a teleportation spell could be a significant benefit. However, the Epic Boon of Dimensional Travel manages to fall flat for many players.
The Epic Boon of Dimensional Travel grants a free casting of Misty Step once per Short Rest or per roll of Initiative. This requires a bonus action and only moves a player thirty feet. Other abilities give a far more significant increase to mobility. A late-game wizard feature even lets them cast Misty Step at will. This Epic Boon fails to hold up to comparison.
10 Epic Boon Of Irresistible Offense Isn't As Powerful As It Sounds
The Epic Boon of Irresistible Offense sounds good on paper. It lets a character's attacks circumvent enemy resistances. The character's attacks will deal full damage, even to creatures resistant to their damage type. However, this feature is more situational than it sounds.
Particularly in the late game, many creatures have more significant immunities than they do resistances. Players can circumvent most resistances by having access to another damage type, switching to a magical weapon, or using a feat like Elemental Adept . A high-level character rarely comes against a resistance they can't already bypass.
9 Epic Boon Of The Night Spirit Is Too Limiting
Invisibility is powerful in One D&D . It makes a creature impossible to target with spells, aids them in stealth, gives enemy attacks disadvantage and gives their own attacks advantage. The Epic Boon of the Night Spirit gives a player the ability to turn invisible when they're standing in dim light or darkness.
RELATED: Every Dungeons & Dragons Class, Ranked For Beginners
This doesn't cost any resources and is one of the easiest ways to turn invisible in all of 5e . However, it comes with a lot of restrictions. It only lasts until the player uses an action or a reaction. A player can turn invisible, but they can't do much else. It also costs an action to use and so has limited use in combat.
8 Epic Boon Of Energy Resistance Gives Flexible Protection
Resistance is useful for players, but it's also rare. It halves any incoming damage of that type, which can let a player character survive twice as many attacks. The Epic Boon of Energy Resistance gives a resistance that a player can change on a Short Rest.
This flexibility is its strength. If a player knows what they're going to face next, they can adjust the boon to weaken a lot of incoming damage. It doesn't cover every damage type, and many monsters late in Dungeons & Dragons can deal more than one damage type, but it's still plenty useful for any adventurer.
7 Epic Boon Of Undetectability Is A Huge Asset In Stealth
One D&D goes out of its way to codify its rules around stealth and hiding better than 5e . It turns hidden into a condition and explains when a character is hidden. The Epic Boon of Undectability provides the hidden condition with a huge buff.
It makes it impossible to see or hear a hidden creature, including by magical means. As such, it's a rare counter to things like True Sight, See Invisibility, or scrying. It also lets a character plan or prepare as much as they want while hidden, without any fear of detection.
6 Epic Boon Of The Unfettered Provides Combat Survivability
It's easy to get stuck next to an enemy in Dungeons & Dragons . Creatures get opportunity attacks, which punish creatures for attempting to move away from them. A character can be pinned in place and then ganged up on.
RELATED: 10 D&D Rules Nobody Realizes They Are Breaking
The Epic Boon of the Unfettered makes this much harder. It gives a character the ability to Disengage as a bonus action. This negates all opportunity attacks and lets a player flee or reposition safely. It also ends the grappled and restrained conditions. These are two of the most common ways of keeping a character in one place.
5 Epic Boon Of Fortitude Just Makes A Character Tougher
The Epic Boon of Fortitude has a simple goal: to keep a character on their feet. It gives an additional forty hit points and increases healing by the character's Constitution modifier once per round. It's a very straightforward benefit, but a powerful one.
This makes a character much tougher. Forty hit points are equivalent to four points in Constitution. The Epic Boon of Fortitude can stack with the Tough feat to provide 80 more hit points to a character. The improved healing simply makes the character even sturdier.
4 Epic Boon Of Luck Is A Versatile Way To Just Do Better
Flat bonuses to dice rolls are rare in 5e and One D&D . Advantage is more common, which still caps the roll at 20. The Epic Boon of Luck lets a player add 1d10 to a single d20 Test once per rest or roll of initiative.
A 30 is usually the highest target number a player needs to beat in One D&D . A 1d10 can take a player surprisingly far toward that goal. The Epic Boon of Luck can be used on any sort of d20 Test. As such, players can save it for a crucial attack, ability check, or saving throw and prevent disaster.
3 Epic Boon Of Speed Does What It Promises
The Epic Boon of Speed is one of the most simple: it gives a player character an additional thirty feet of speed. This may not seem like much, but thirty feet can be more than some characters get naturally. With a single Epic Boon, a character can more than double their movement.
RELATED: 10 Ways D&D Has Changed Since 1974
It also doesn't specify walking speed. It also applies to climbing, burrowing, swimming, and even flying. Any character with the ability to fly becomes much more mobile with the Epic Boon of Speed. It gives far more mobility than others, like the Epic Boon of Dimensional Travel, and doesn't require anything more than the ability to move.
2 Epic Boon Of Skill Proficiency Gives Unmatched Versatility
Skill proficiencies are limited in One D&D . A character might never get more than four or five across the entire game. Even skill-focused characters like rogues, bards, or Knowledge Domain clerics only get a few more. The Epic Boon of Skill Proficiency blows all of them out of the water.
It gives proficiency in every single skill. At 20th level, this improves every non-proficient skill by +6. It's already the best Epic Boon for versatility, but it gets even better with a rogue. A rogue's Reliable Talent prevents them from rolling below a 10 on any skill they're proficient in. With a minimum roll of 10 and proficiency, a rogue can overcome most ability checks effortlessly.
1 Epic Boon Of Recovery Makes A Character Near-Unkillable
Self-healing is often limited in Dungeons & Dragons . Barring expensive spells, characters can't regain huge numbers of hit points. The Epic Boom of Recovery breaks this pattern. It lets a player use a bonus action to recover half of their hit points.
At 20th level, this is a lot of hit points, especially for a class like fighter or barbarian. Even once per Long Rest, this is a life-saving ability. On top of that, however, it makes any death saving throw a success unless it's a Natural 1. A character with the Epic Boon of Recovery is unlikely to die unless an enemy goes out of its way to finish them off.
NEXT: One D&D: 10 Biggest Changes To Published Races
Boon of Dimensional Travel (5e Epic Boon)
From d&d wiki.
The epic boon, Boon of Dimensional Travel, is copyright Wizards of the Coast . For further information on the boon, see page 232 of the Dungeon Master's Guide .
Please do not create duplicates of official source material. This wiki lacks the legal rights to publish material that cannot be released under the GNU Free Documentation License 1.3 (see D&D Wiki:Copyrights for details).
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D&D 5e Epic Boons
by IronRule
Update Last: 1644096751819
Epic Boons v2
These boons are extraordinary powerful and represent the gradual transformation of a character into something resembling a demigod. they are designed for your group to continue their journey past level 20 and challenge cr 30+ enemies, note: these are designed to be extremely broken and make your characters insanely powerful, the acquisition of a boon might visibly transform a character. for example, the eyes of a character with the boon of true sight might glow when he or she feels strong emotion, and a character who has the boon of high magic might have faint motes of light glimmering around his or her head, each boon can be picked multiple times unless stated otherwise., 1st level boons, boon of combat prowess.
When you miss with a melee weapon attack, you can choose to hit instead. You can use this boon threes times afterwards you can't use it again until you finish a short rest.
BOON OF DIMENSIONAL TRAVEL
As an action, you can cast the misty step spell, without using a spell slot or any components. You can use this boon threes times afterwards you can't use this boon again until you finish a short rest.
BOON OF FATE
When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw , you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest.
BOON OF FORTITUDE
Your hit point maximum increases by 40.
BOON OF HIGH MAGIC
You gain one 9th-level spell slot, provided that you already have one.
BOON OF IMMORTALITY
You stop aging. You are immune to any effect that would age you, and you can't die from old age.
BOON OF INVINCIBILITY
When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can't use it again until you finish a short rest.
BOON OF IRRESISTIBLE OFFENSE
You can bypass the damage resistances of any creature.
BOON OF LUCK
You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest.
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BOON OF MAGIC RESISTANCE
You have advantage on saving throws against spells and other magical effects.
BOON OF PEERLESS AIM
You can give yourself a +20 bonus to a ranged attack roll you make. You can use this boon threes times afterwards you can't use it again until you finish a short rest.
BOON OF PERFECT HEALTH
You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.
BOON OF PLANAR TRAVEL
When you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the plane shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can't use it again until you finish a short rest.
BOON OF QUICK CASTING
Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell's casting time is now 1 bonus action for you.
BOON OF RECOVERY
You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can't use it again until you finish a long rest.
BOON OF RESILIENCE
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. (Some powerful creatures natural weapons - ie claws and teeth are still considered magical)
BOON OF SKILL PROFICIENCY
You gain proficiency in all skills.
BOON OF SPEED
Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can't do so again until you finish a short rest.
BOON OF SPELL MASTERY
Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
BOON OF SPELL RECALL
You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you cant use this boon again until you finish a long rest.
BOON OF THE FIRE SOUL
You have immunity to fire damage. You can also cast burning hands (save DC 15) at will, without using a spell slot or any components.
BOON OF THE NIGHT SPIRIT
While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.
BOON OF THE STORMBORN
You have immunity to lightning and thunder damage. You can also cast thunderwave (save DC 15) at will, without using a spell slot or any components.
BOON OF THE UNFETTERED
You have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind.
BOON OF TRUESIGHT
You have truesight out to a range of 60 feet.
BOON OF UNDETECTABILITY
You gain a +10 bonus to Dexterity (Stealth) checks, and you can't be detected or targeted by divination magic, including scrying sensors.
BOON OF ARTIFACT AFFINITY
Pick 1 item that you are attuned to. That item becomes part of your demigod persona and merges with your physical form. You now gain the benefits of this item without needing to hold it and no longer use an attunement slot for it. You can summon or conjure the item to your hand as an action, cause it to merge back into your form or become invisible. Even if it is not summoned or held at the time when you take an action you can act as if you are using the item rather than whatever you might be wielding, as if the item is an extension of your body. Some restrictions may apply based on the item, and your physical form would change based on the item. As your legend spreads you'll be heavily associated with this item (think Zeus and his lightning bolts) This boon cannot be picked more than once.
BOON OF ENERGY INVESTMENT
You attune to the elemental energies of the universe. When casting a spell that deals fire, thunder, lightning or cold damage you can change its damage type to another of those types. In addition when taking this boon you gain immunity to one of those types. Your body takes on properties that correspond thematically to that element, altering your appearance. Additionally any energy around you seems more volatile, fires crackles louder and brighter, wind blows more fiercely, etc.
BOON OF RESURRECTION
Prerequisite: You must have died at some point and been brought back You gain advantage on any spell casting abilities checks to return a soul to life
BOON OF TITANS GRIP
Prerequisite: You must at least have a Strength of 15 You can wield a heavy or 2-handed weapon in 1 hand and use two-weapon fighting with such weapons. Any creature under CR 10 automatically fail any checks to avoid your grapples.
BOON OF HIGHER MAGIC
You gain one spell slot one level higher than your current highest spell slot. (You cannot a spell slot over level 9 with this boon)
BOON OF DIVINE SIZE
You physical size grows to match your emerging power. You grow in size becoming 1 size larger
BELOVED OF VALARIAN
Prerequisite: You must be female, a follower of Valarian the unicorn god You are bound to the service of a unicorn mount you can summon as an action. If the unicorn dies can be summoned again after 1 day
WYRM KNIGHT
Prerequisite: Must be a martial class, and have a horde worthy of a dragon at least 100,000g in gold, gems, jewels, art etc. Title Gained: Wyrm Knight/Dragon Knight You gain a +1 bonus to your AC and you gain the breath weapon of a young dragon of your choice. Once the breath weapon is used you cannot use it again until you take a long rest.
SCION OF ARKHOSIA
Prerequisite: Must be a Dragonborn You can pick a 2nd Draconic ancestry
DUNGEON LORD
Prerequisite: Must own a building and have a horde of over 100,000g there Title Gained: Lord of ______ Your building and horde are so amazing word starts to spread, creatures attuned to your alignment will come to serve and live in the new dungeon, you gain lair actions inside and regional effects (determined by your alignment, the building location etc), and teams of enemies not of your alignment will come to attack your dungeon, possibly bringing you even more treasure and fame. As your dungeon kills more and more enemies its fame grows, perhaps even more than the most famous of dungeons like the Tomb of Horrors
LEGENDARY GENERAL
Once a day you can give a invigorating shout to restore one ability for an ally within 60 ft that would normally be recharged by a short rest. You also gain advantage on ability checks involving leadership or gaining a title
Prerequisite: Elf or half-elf Title Gained: Skylord As a bonus action you can summon a spectral celestial giant eagle, celestial giant owl, or celestial pegasus which serve as a mount until slain or dismissed. While flying on your mount if you move at least 60ft in a straight line towards your target you deal an extra 2d6 damage A skylord's mount has +10 to AC, weapon dice is 1 larger (d6s become d8s, etc), has +10 speed, is immune to hold, paralysis, sleep, charms, and compulsions. As a bonus action you can activate Lightning Bolt, turning your form and your mounts form into lightning, you can then move 100 ft in a straight line, through creatures but not solid objects. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
Hands of the King
Once a day as an action you can touch a creature. The target magically restores 30 hit points and has lesser restoration cast on it. Taking this feat again heals an extra 30 hit points and casts greater restoration on the target. Taking this feat a 3rd time heals an extra 30 hit points and casts Raise Dead with no need of components if the target is dead.
Class Specific
Boon of the ravager.
Title Gained: Ravager At the very start of your turn, even if you cannot act but as long as you have 1 hit point or more and are raging, you are cured of 1 condition of your choice currently afflicting you and gain 10 hit points
BOON OF THE TRUESPEAKER
Title Gained: Truespeaker Your Bardic Inspiration now affects all allies within a 15 ft radius circle within 60 ft. You also learn two additional spells from any class
BOON OF THE SONG OF FATE
Title Gained: Mesgralli You have learned to open your ears to play with the song of fate itself. Any of Mesgralli's Bardic Inspiration dice can be treated as having rolled their maximum, if they choose
BOON OF THE ASCENDANT
Title Gained: Ascendant Your spell casting becomes divinely endowed. Any 4th level domain spell you cast using a 4th level spell slot or below is treated as if it was cast as 4th level. As well when casting a spell requiring concentration you can expend another spell slot to cause the spell to persist without concentration
Before taking any boon here you mark up to 6 square miles around you and dedicate yourself to it. No matter what happens life will bloom and flourish in this land, flowers and animals of all sorts will emerge here.
BOON OF THE EMERGENT PRIMORDIAL
Title Gained: Emergent Primordial You start to merge further into your connection to a specific elemental plane. You gain the following traits depending on which elemental plane you choose: Air Elemental - Fly speed of 90 ft and Air Form trait Earth Elemental - Burrow speed of 30 ft and Earth Glide and Siege Monster traits Fire Elemental - Fire form and Illumination traits Water Elemental - Swim speed of 90 ft and Water Form trait You also gain resistance to your choice of element and add 1d6 of that element to any physical attacks you make. You gain these traits regardless of what form you are Wild Shaped into.
BOON OF THE FOCUSED SHIFTER
You gain the ability to turn into 1 type of creatures besides just beasts Title Gained: The Unspeakable Can turn into abberations Title Gained: The Great Beast Can turn into giants Title Gained: Monsterkind Can turn into monstrosities Title Gained: Oozemaster Can turn into oozes Title Gained: Seedling Can turn into plant creatures Title Gained: Blightbeast Can turn into undead creatures
BOON OF THE LEVIATHAN
Title Gained: The Leviathan You gain the ability to turn into more powerful and larger creatures. The Max. CR of a creature you can turn into is increased by 5.
BOON OF THE DREADNOUGHT
Title Gained: Dreadnought You gain a +3 bonus to your AC
BOON OF THE SCALE BREAKER
Title Gained: Scale Breaker You gain advantage on saving throws against dragon fear and breath weapons, and you deal an extra dice of damage anytime you strike a dragon with a melee weapon attack
BOON OF THE BATTLE CRY
Title Gained: Battle Cryer You can give a shout that invigorates each ally within 40 ft. These allies gain damage resistance to all damage, they can dash as a bonus action and they cannot be stopped or slowed by any effects. This cry lasts until the end of your next turn.
BOON OF THE ENLIGHTENED FIST
Title Gained: Enlightened Fist Whenever you spend a Ki point your fists and monk weapons deal an extra 1d10 damage until the start of your next turn (this can stack if you spend more than 1 Ki point)
BOON OF THE CRUSADER
Title Gained: Crusader You gain the ability to sanctify an action once per round Sanctified Attack Action - When taking the attack action you attack 3 times Sanctified Channel Divinity - When you use your Channel Divinity feature you also regain two 5th level spell slots Sanctified Lay On Hands - You restore x2 as many hit points, the ability has a range of 120 ft and this effect cannot be reduced or prevented by any effect
BOON OF THE DEMONSLAYER
Title Gained: Demonslayer When striking a fiend with a smite you also damage all other fiends within 10 ft of the target for 1/2 of the total damage of the strike
BOON OF THE UNDEAD SLAYER
Title Gained: Undead Slayer When striking an undead with a smite you also damage all other undead within 10 ft of the target for 1/2 of the total damage of the strike
BOON OF MULTI-SHOT
Title Gained: Slayer You can now maintain concentration on up to 3 instances of Hunters Mark (still have to be cast separately) When you make a ranged weapon attack against 1 of the creatures you have marked you also make an attack against all other creatures you have marked as long as they are in range and you are able to see them
BOON OF THE ARCANE ARCHER
Title Gained: Arcane Archer When making a ranged weapon attack you can select an element (fire, cold, acid, necrotic, lightning, force) and all damage you do to deals that specific elemental damage instead and deals an extra 1d6 damage
BOON OF THE BEAST TAMER
Title Gained: Tamer of Beasts Your beast companion turns into a more powerful and larger creatures. The Max. CR of a beast you can have as a companion is increased by 5. Your beast companion also can no longer be slowed by difficult terrain (even magical terrain) and has advantage on saving throws against environmental effects.
BOON OF THE MAGICAL BEAST
Title Gained: Magic Beast Tamer Your beast companion can equip items that they could reasonably use and wield, it has 3 attunement slots
BOON OF THE BLADE
Title Gained: Blade Your sneak attack now deals 10d10 damage
BOON OF THE PHASE ARROW
Title Gained: Phase Arrow Once per minute you can shoot an arrow through any magic barrier or cover or even through solid structures. If you know a creature is there but cannot see it you still get to -5 to your attack roll. Hitting a creature that cannot see you shooting deals sneak attack damage.
BOON OF THE ELEMENTAL LORD
You further infuse yourself to a specific elemental power Title Gained: Stormlord When you cast a spell that deals lightning or thunder damage you cast it as if it was 4 levels higher Title Gained: Stonelord When you cast a spell that deals bludgeoning damage you cast it as if it was 4 levels higher Title Gained: Firelord When you cast a spell that deals fire damage you cast it as if it was 4 levels higher Title Gained: Oceanlord When you cast a spell that deals cold damage you cast it as if it was 4 levels higher

BOON OF THE OVERLORD
Title Gained: Overlord You can now use your Eldritch Master class ability as bonus action rather than it taking 1 minute
BOON OF THE DEMONOLIGIST
Title Gained: Demonoligist Once a day as an action you can attempt to summon a demon. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for l minute or its summoner dies, or until 1ts summoner dismisses it as an action. You can summon 1d4 vrocks, ld2 hezrous or 1 glabrezus
BOON OF THE ARCHMAGE
Title Gained: Archmage When casting a 6th level spell or lower with a casting time of 1 action you may simultaneously cast a 1st level spell with a casting time of 1 action. You also gain another 9th level spell slot
BOON OF THE BLOODMAGE
Title Gained: Bloodmage You can spend a number of hit dice when casting a spell, you roll them to take that amount of damage but then increase the damage dice done by a spell by that same number of dice
Planeswalker
Boon of the plane lord.
Title Gained: Plane Lord You have gain the ability to survive the effects of the many different planes. You cant gain exhaustion due to extreme heat or cold, you can breath underwater, and take no fall damage. These apply regardless of the plane you are current on. In addition you cannot be harmed by any other specific planar effects, such as being moved through time, having your alignment or state of mind altered, being turned into raw chaotic energy or being prevented from leaving the plane
BOON OF THE GATECRASHER
Title Gained: Gatecrasher When traveling between planes can choose to rip a temporary portal to that plane while you do. The portal remains open for 1 minute, you and any creature you designate can also pass through the portal as many times as you want.
BOON OF THE BATTLE ARTIFICER
Title Gained: Battle Artificer You gain 1 additional attunement slot. This boon cannot be picked more than once but does stack with the Boon of Artifact Affinity.
BOON OF THE MASTER OF THE FORGE
Title Gained: Master of the Forge Your talents with a forge and magic items are legendary. During a short rest you can work to temporarily improve 1 non-magical item, turning it into a +3 weapon, armor or shield until your next short rest. You can also make magic items x2 as fast as normal.
3rd Level Boons
When you would receive your 3rd epic boon you gain access to these additional boons. at this point your progress to a demigod or similar force may almost be complete., boon of the arcane savant.
Your spell save DC becomes 12 + prof + spell casting modifier
BOON OF THE DEATH BRINGER
If you physically strike a creature of CR 10 or less it instantly dies. So potent are you killing abilities that the afterlife fills with the souls of your victims, making you legend in those planes
BOON OF EXTRAORDINARY CONCENTRATION
You maintain concentration through unconscious or incapacitated conditions, and even through death. You don't need to make concentration checks when taking under 50 damage.
Title Gained: ______ The Immortal Your soul is a priceless treasure, you dont age (even from magical sources) and if you reach 0 hp you can spend your reaction to spend hit dice as if finishing a short rest.
BOON OF THE PARAGON
You increase your proficiency by 1 and become a perfect specimen of your species, with perfect body features for your species. If you have a child it is born with this Boon.
Your body is in perfect health. Your maximum HP is as if you rolled the maximum on each hit dice roll when leveling up.
BOON OF THE SPELL LORD
Your spells against any creature of CR 10 or less automatically succeed and deal maximum damage. Your spell attacks critical hit on a 18-20. All creatures automatically assume your the most powerful spell caster in the room.
BOON OF THE SPELL SLINGER
You can cast cantrips as bonus actions and you can use your reaction twice in a turn to cast a spell with a casting time of a reaction.
BOON OF EVEN HIGHER MAGIC
Prerequisite: Have a 9th-level spell slot You gain one 10th-level spell slot.
BOON OF HIGHEST MAGIC
Prerequisite: Have a 10th-level spell slot You gain one 11th-level spell slot.
BOON OF 10th LEVEL MAGIC
Prerequisite: Have a 10th-level spell slot You can pick one 10th level spell which you learn to cast.
BOON OF 11th LEVEL MAGIC
Prerequisite: Have a 11th-level spell slot You can pick one 11th level spell which you learn to cast.
BOON OF LESSER BOONS
You gain two 1st level Boons.
BOON OF GREATER ARTIFACT AFFINITY
Prerequisite: Have the Boon of Artifact Affinity Pick 1 item that you are attuned to. That item becomes part of your demigod persona and merges with your physical form. You now gain the benefits of this item without needing to hold it and no longer use an attunement slot for it. You can summon or conjure the item to your hand as an action, cause it to merge back into your form or become invisible. Even if it is not summoned or held at the time when you take an action you can act as if you are using the item rather than whatever you might be wielding, as if the item is an extension of your body. Some restrictions may apply based on the item, and your physical form would change based on the item. As your legend spreads you'll be heavily associated with this item (think Zeus and his lightning bolts) This boon cannot be picked more than once.
BOON OF THE SUMMONER
You double the number of creatures you summon from conjuration spells
BOON OF THE DRAGON LORD
Prerequisite: Be a Wrym Knight Title Gained: Dragon Lord You gain lair actions at a building you own (depending on the type of dragon you are), your breath becomes the adult dragons version, and you gain permanent spectral dragon wings granting you a fly speed of 80 ft. And you gain a legendary resistance, so once per day if you fails a saving throw, you can choose to succeed instead.
TALON OF TIAMAT
Prerequisite: Be a Wrym Knight of a chromatic dragon Title Gained: Talon of Tiamat When using your breath weapon roll a d4, you can also use that many other chromatic dragon breaths at the same time (your choice which kind)
MYTHIC LEADER
Prerequisite: Be a Legendary General Once a day you can give a invigorating shout to restore one ability for an ally within 60 ft that would normally be recharged by a long rest. You can also start recruiting a 1000 personal army from the surrounding area.
BOON OF MULTI-CLASS
You gain a level in a class of your choice. This cannot raise a class over 20.
BOON OF MULTI-SUBCLASS
You can pick another subclass from a class you have a subclass selected alread and gain all the benefits and features from that new class as well.
BOON OF FEATS
You can select 3 feats (still have to pass any requirements to pick those feats)
BOON OF GREATER SPEED
All your speeds (walking, flying, swimming) increase by 10ft. This includes any ability or spell that normally would have a set speed limit.
BOON OF THE RAGEBORN
Title Gained: Rageborn Literally become to angry to die. You become immune to the unconscious condition while raging. While at 0 hp, you make death saving throws at the start of your turns. Success does nothing, but a 20 grants 1 hp as normal. 3 failed attempts and you die. Once per round when making a Charisma, Intelligence or Wisdom saving throw you can instead make a Strength Saving Throw.
BOON OF THE ALL SPEAKER
Title Gained: All Speaker You can take a class specific boon from any other class
BOON OF INSPIRED INSPIRATION
Your inspiration die becomes a d20
BOON OF THE DEMIGOD
Title Gained: Demigod You begin to receive worship from those followers that revere you as the paragon saint of your deity. You become immortal, no longer aging, or need to sleep, eat or drink. If slain your body and items are reduced to divine essense and reform over a period of 7 days on a plane associated with your divine nature at a location of your choice. Any 5th level domain spell you cast using a 5th level spell slot or below is treated as if it was cast as 5th level. In addition when you fail a saving throw you can use your reaction and a use of Channel Divinity to succeed instead.
In a 10 minute ritual you can reach out into the cosmos with your new divine powers. You take temporarily control over the sun, stars and planets and move them along their path in the sky. Your divine powers means this movement does not cause any direct damage, but can alter the weather or time of day. Once used this cannot be done again for 1 week.
BOON OF THE PRIMORDIAL
Prerequisite: Requires the Boon of the Emergent Primordial Title Gained: Primordial You gain immunity to your choice of element and now add 3d6 of that element to any physical attacks you make. When you die you merge into that elemental plane.
BOON OF THE DRAGONSOUL
Title Gained: Dragonsoul You are able to transform into any young chromatic or metallic dragon
BOON OF THE GREATER DRAGONSOUL
Prerequisite: Requires the Boon of the Dragonsoul Title Gained: Greater Dragonsoul You are able to transform into any adult chromatic or metallic dragons, and unique dragons like Dragon Turtles, Sea Dragons, Mithril Dragons, Gem Dragons
BOON OF THE KING/QUEEN OF THE WILD
Title Gained: King/Queen of the Wild All beasts are friendly to you, you can speak with them and they will follow your commands
BOON OF THE GREATER BATTLE CRY
Title Gained: Greater Battle Cryer When you take an Action Surge you also allow all allied to take any extra action on their turn before the start of your next turn
BOON OF THE VOID
Title Gained: One With The Void You gain a flight speed of 100 ft and if you move 100 ft in a straight line at a target your first strike deals an extra 2d10 damage
BOON OF THE LIVING SAINT
Title Gained: Living Saint All auras you create affect all allies engaged in combat with you if you wish them to
BOON OF DIVINE MULTI-SHOT
Prerequisite: Requires the Boon of Multi-shot Title Gained: Rapid Slayer Hunters Mark no longer requires concentration for you, you can have as many marks up as you want and your multi attack will fire on them all as long you can see them and they are in range.
BOON OF THE BEASTLORD
Title Gained: Beastlord Removes any restrictions of type of creature that can be a companion and the Max. CR of a creature you can have as a companion is 15
BOON OF THE DEADLY BLADE
Title Gained: Deadly Blade Once a day you can perform an attack that hits any creatures in your range that you would get sneak attack against, you roll to attack each target, you then roll sneak attack damage and it applies to all targets
BOON OF THE ARCHON
Title Gained: Archon When you deal damage from a spell roll a d20, on a roll of 11 or higher you deal an extra dice of damage and roll the d20 again. This continues until you roll 10 or under.
BOON OF THE WILD MAGE
Title Gained: Wild Mage When you cast a spell you can choose to pick a specific wild magic surge effect you want to happen. If prompted to roll on the Wild Magic table this will stack with whatever you roll. You can do this once equal to your charisma bonus, recharging on a long rest.
BOON OF THE GREATER DEMONOLIGIST
Title Gained: Greater Demonoligist Once a day as an action you can attempt to summon a demon. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for l minute or its summoner dies, or until 1ts summoner dismisses it as an action. You can summon 1d4 nalfeshnees, 1d2 mariliths, or 1 goristro
BOON OF THE DEAD GOD FRAGMENT
Prerequisite: You must find the remnant of a dead god to absorb Title Gained: The Fragment The divine essense grants you +5 to all stats. You gain advantage on death saving throws and must fail two additional death saving throws to be killed while at 0 hit points.
BOON OF THE ARCANE MASTER
Title Gained: Master of the Arcane Choose a 7th level spell or less to master, you can then use any spell slot of 7th level or less to cast this spell as if it was cast at 7th level. You also gain a 10th level spell slot
BOON OF THE GRAND TRADITION
Title Gained: Master of the _____ School Choose a school you have selected as an Arcane Tradition. Choose a 1st level spell from this school, you can now cast it as a cantrip.
Abjuration: you gain +1 bonus to saving throws against magic effects
Conjuration: when you summon creatures with a conjuration spell, they all have resistances to one damage type of your choice.
Divination: when you finish a long rest, roll 2 d20s and record the results. Anytime before your next long rest, you can substitute any d20 roll for one of the rolls you made. You can only use each roll once.
Enchantment: The number of targets of your enchantment spells is doubled.
Evocation: If you have a damaging spell that requires a dexterity saving throw, traits such as Indomitable or Evasion do not function for the save
Illusion: If you have an illusion spell that allows you to choose one of multiple illusory effects, you can choose two, instead
Necromancy: If you have a spell that raises creatures from the dead, you can raise 3 more creatures from the dead.
Transmutation: While affected by a transmutation spell of 1st level or higher, you have a bonus to your AC equal to your spellcasting ability modifier.
BOON OF THE PLANESHAPER
Title Gained: Planeshaper You gain access to your own demiplane (as with the spell CREATE DEMIPLANE, GREATER) but also lets you start to affect the Material plane. As a 10 min ritual you can shift the material plane features in a 1 mile radius around you as described in that spell.
BOON OF THE ARTIFICER MASTER
Title Gained: Artificer Master Your Soul of Artifice ability now allows you to be attuned to 12 magic items at once.
6th Level Boons
Only people of legendary power ever attain a boon, only a select few of those may attain more than 1. rarely in the history of the world has anyone attained 6. your status as a demigod is assured, at this point you may look to whatever your destiny will resolve to... becoming a god yourself reshaping the world, different planes of existence or afterlife in your image or passing peacefully on to the next life, boon of divine magic.
Prerequisite: Have a 11th-level spell slot You gain one 12th-level spell slot.
BOON OF 12th LEVEL MAGIC
Prerequisite: Have a 12th-level spell slot You can pick one 12th level spell which you learn to cast.
BOON OF MASTER TACTICIAN
When you have advantage roll 3d20s and take the highest result rather than 2d20s
BOON OF GREATER BOONS
You gain two 3rd level Boons.
BOON OF DIETY ARTIFACT AFFINITY
Prerequisite: Have the Boon of Greater Artifact Affinity Pick 2 items that you are attuned to. Those items becomes part of your demigod persona and merges with your physical form. You now gain the benefits of this item without needing to hold it and no longer use an attunement slot for it. You can summon or conjure the item to your hand as an action, cause it to merge back into your form or become invisible. Even if it is not summoned or held at the time when you take an action you can act as if you are using the item rather than whatever you might be wielding, as if the item is an extension of your body. Some restrictions may apply based on the item, and your physical form would change based on the item. As your legend spreads you'll be heavily associated with this item (think Zeus and his lightning bolts) This boon cannot be picked more than once.
CRITICAL WEAPON MASTER
You gain +1 to your critical hit range (if you should crit on 20 you now crit on a 19-20, if you would crit on an 18-20 you would crit on 17-20) and when you score a critical hit you deal x3 the damaged dice rather than x2
CRITICAL SPELL CASTER
When you cast a spell that deals damage that causes the targets to make a saving throw, roll a d20. On a 20 the spells damage dice are doubled (on a 1 the spell does not fail).
BOON OF PARTIAL DIVINITY
Increase a single attribute to 30
BOON OF GODLY MULTI-CLASS
You gain 5 levels in a class of your choice. This cannot raise a class over 20.
BOON OF GREATER FEATS
You can select 10 feats (still have to pass any requirements to pick those feats)
BOON OF PHOENIX
Prerequisite: Must have found a phoenix egg and merged with it Title Gained: The Reborn Your inner spirit transforms into the fearsome fire of a phoenix. You can radiate heat and light from your body enough to emit bright light in a 15 foot radius and dim light in an additional 15 foot radius. Your eyes become bright gold and fiery red. You can heat an object you are touching to ignition if it is a material that can be ignited. You gain the following benefits: You absorb fire and radiant damage, being healed for the amount of damage dealt. You are immune to poison damage, along with the charmed, frightened and poisoned conditions. You sprout magnificent gold and fiery red wings. These wings give you a flying speed of 120 feet. You can use a bonus action to make the wings either disappear or appear. You can also make the light surrounding you appear and disappear at will. You are immune to the wet, cold and heat from environmental exposure, can survive incredibly high altitudes, and cannot gain more than four levels of exhaustion. If you should die, your body bursts into flames and becomes ashes. If your ashes are kept together for 1d10 days, you are reborn as if a True Resurrection spell was used.
BOON OF CELESTIAL
Prerequisite: Good alignment Title Gained: The Celestial Your soul has become so pure your form has manifested into the form of a celestial. You gain the following benefits: You are resistance to radiant, necrotic and poison damage. You sprout angelic wings that radiate with glory and power. These wings give you a flying speed of 120 feet. Your weapon attacks deal an extra 3d8 radiant damage Healing Touch (3/Day). As an action you touch another creature. The target magically regains 6d8 + 3 hit points and is freed from any curse, disease, poison, blindness, or deafness
BOON OF FIEND
Prerequisite: Evil alignment Title Gained: The Enemy Your soul has become so pure your form has manifested into the form of a fiend. You gain the following benefits: You are resistance to fire and poison damage. You sprout demonic wings that radiate with fear and power. These wings give you a flying speed of 120 feet. Your weapon attacks deal an extra 3d8 radiant damage Healing Touch (3/Day). As an action you touch another creature. The target magically regains 6d8 + 3 hit points and is freed from any curse, disease, poison, blindness, or deafness
10th Level Spells
11th level spells, 12th level spells.
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Epic Boons Breakdown – DnD 5e – RPGBOT
Introduction.
5th edition’s character advancement “stops” at 20th level, and for many parties that’s the end of things. You might run a few sessions at level 20 to enjoy those capstone class features, but generally that’s where people decide it’s time to retire characters and start a new story. But level 20 doesn’t need to be the end of things.
DnD 5e’s Epic Boons provide a system for the DM to award a new form of character advancement for 20th-level characters that continue adventuring. You don’t even need to wait very long to grant them: The DMG recommends one boon for every 30,000xp beyond the xp needed to hit 20th level. A CR 20 creature awards 25,000xp, so in a party of four you can get a boon roughly every 5 encounters. That feels a bit fast, but these are an optional reward so your DM is certainly free to adjust that number.
While this article is listed under Character Optimization, it’s also a helpful articles for dungeon masters. The Dungeon Master’s Guide states that by default the DM picks which Epic Boon a character receives, but can choose to let players pick. Either option works fine, but if you as the DM are going to pick, I hope that you’ll use this article to help you pick boons which will benefit the characters who receive them.
RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.
- Red : Bad, useless options, or options which are extremely situational. Nearly never useful.
- Orange : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- Green : Good options. Useful often.
- Blue : Fantastic options, often essential to the function of your character. Useful very frequently.
We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew. We also won’t cover Unearthed Arcana content because it’s not finalized, and we can’t guarantee that it will be available to you in your games.
The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows.
Ability Score Increase / Feat
The “Alternatives to Epic Boons” sidebar suggests an ASI or feat as an option in place of an Epic Boon. This is an easy option to give to any character, and every character will appreciate it.
For MAD classes, this offers the opportunity to raise multiple ability scores to 20 and also take a feat. Classes like the Monk and the Paladin often need to make sacrifices, and an additional ASI/Feat makes that opportunity cost less of a challenge.
Boon of Combat Prowess
Intended for melee martial characters. Since this works infrequently, relying on big single attacks is your best option. By this level that only leaves rogues as a likely beneficiary. Any melee martial build will benefit, but it’s only impressive on the Rogue, and even then I would much rather have something else.
Boon of Dimensional Travel
The Fey Touched feat has made this largely obsolete.
Boon of Fate
A fantastic support option. This doesn’t consume an action, so it works well on any character.
Boon of Fortitude
The equivalent of taking the Tough feat. It’s fine, especially for front-line martial characters, but Boon of Invincibility, Boon of Recovery (unless you have pitifully few hit points), and Boon of Resilience will all provide more durability.
Boon of High Magic
9th-level spells include insanely powerful options like Foresight, True Polymorph, and Wish. For full spellcasters, this is spectacular. For everyone else, there’s Boon of Recall.
Boon of Immortality
This is more of a plot device than a character option. Some class and subclass features like the Druid’s Ageless Body make your character extremely long-lived or even immortal, and for characters who don’t get those options this Epic Boon has some appeal. Even a wizard might get sick of casing Clone and waiting for old age to set in before pushing the soft reset button on their body. If your DM is planning a storyline which might play out over decades or even centuries, this may be a crucial option for characters who aren’t immortal or at last very long-lived.
Boon of Invincibility
A great way to negate a big hit a few times per day. Good on any character, but front-line martial characters will get the most benefit because they’re most likely to be targeted. You might be tempted to use this for things like critical hits, but it also works for things like Meteor Swarm, which will almost certainly do more damage than even the most terrifying critical hit.
Boon of Irresistible Offense
By this level, magic weapons should be not only available but abundant. Almost nothing resists damage from magic weapons, and spellcasters can typically just change spells if one damage type isn’t working. Unless you’re built around a specific damage type, this isn’t as helpful as you might expect. And even then, Elemental Adept may be more helpful.
Boon of Luck
Boon of Fate, but it only works on you. It’s still good, of course, but making it available to one character rather than 3 (assuming a party of 4) is strictly worse.
Boon of Magic Resistance
Spectacularly powerful. Great on any character. It typically requires a legendary magic item (or playing a Satyr/Yuan-Ti prior to Monsters of the Multiverse) to replicate this.
Boon of Peerless Aim
This essentially guarantees that you will hit, but unlike Boon of Combat Prowess you need to use it before you roll, making it less powerful. Boon of Combat Prowess isn’t especially powerful, so neither is this.
Boon of Perfect Health
Diseases and poison are common across the full level range, and Constitution saves cover both dangerous effects and Concentration saves. This is great on any character.
Boon of Planar Travel
Neat and potentially a great plot device, but not especially useful.
Boon of Quick Casting
Spectacular. Upcasting the spell doesn’t appear to matter, so you can turn Fireball into a Bonus Action and upcast it as much as you’d like. Keep in mind that you can no longer choose to cast the spell with a regular Action, and this doesn’t change the restriction on casting other spells when you cast a spell with a Bonus Action casting time.
This is especially powerful for wizards with Spell Mastery or character with the Spell Mastery Epic Boon. Pick a spell that you can cast for free and now it’s both free and a Bonus Action.
Boon of Recovery
A good source of in-combat healing for front-line martial characters, but I would only take this if you have a huge pile of hit points. Barbarians and Fighters with high Constitution are a good example.
Boon of Resilience
Most monsters’ attacks aren’t magical, even at this level. This will provide broad and reliable resistance to the most common damage types. This also makes it easier for martial characters to handle being swarmed by small enemies.
Boon of Skill Proficiency
Few characters are built to be effective with more skills than they start with at first level, so even with Proficiency you may still be less effective with any given skill than someone in your party who is better suited to that skill.
The Rogue’s Reliable Talent makes this especially useful. Add an Ioun Stone of Mastery (the one that improves your Proficiency Bonus) and you have a minimum result of 17+mod on any skill check.
Boon of Speed
The ability to Disengage as a Bonus Action is appealing for many characters, and increasing your speed by 30 feet is enough that most enemies will struggle to keep you within reach unless you want to be there. This is great for melee Strikers like monks, rangers, and rogues, and might even be useful for spellcasters who like to use short-range spells.
Boon of Spell Mastery
Excellent. Not quite as good as the Wizard’s Spell Mastery, but close. 1st-level spells include great options like Absorb Elements, Healing Word, and Shield.
Boon of Spell Recall
This allows you to cast one of your spells once per day. Since you cast it without spending a spell slot, you can’t spend a higher level spell slot to upcast the spell. You’ll almost certainly use this to case a spell of your highest spell level to get the most benefit.
Boon of the Fire Soul
Immunity to fire is really nice at any level because fire is consistently one of the most common damage types.
At level 20 Burning Hands does less damage than cantrips. Sure, you can hit multiple targets, but that’s still just not good enough to make it a consistently useful option in combat. I would consider this on a martial character if you also got Boon of Quick Casting so that you could spend your Action to attack and use your Bonus Action to cast Burning Hands every turn.
Boon of the Night Spirit
Similar in purpose to the Ring of Invisibility. Boon of the Night spirit is more restrictive in where you can become invisible and has different restrictions on what will break your invisibility. It also doesn’t specify that it turns your equipment invisible, but WotC almost certainly didn’t intend to have you walking around invisibly with visible gear.
The wording on what you can do without breaking invisibility explicitly omits Bonus Actions. This means that you can use things like Bonus Action spells and Cunning Action without breaking invisibility. You can even make attacks (provided that you can do so with only a Bonus Action), unlike the Invisibility spell.
Boon of the Stormborn
Similar to Boon of the Fire Spirit. It has all of the same challenges.
Boon of the Unfettered
Too situational. If you’re this worried about being grappled, have someone cast Freedom of Movement on you.
Boon of Truesight
Excellent, but technically only situationally useful. At this level high-level spellcasters are abundant, so enemies will often have access to invisibility and illusions, and the ability to see past them is great protection.
Boon of Undetectability
Stellar for any rogue. Great for any character who likes to be sneaky, but unless you’re using Stealth during combat it’s not essential.
Aberrant Dragonmark
The Aberrant Dragonmark feat introduced in Eberron: Rising from the Last War, grants the character a 10% chance upon gaining a level to gain an Epic Boon starting at level 10.
Don’t use this mechanic.
Aberrant Dragonmark is already one of the best spellcasting feats , and doesn’t need the added capabilities. On average, a character who starts at level 10 with Aberrant Dragonmark will expect to have an Epic Boon, putting them a step above the rest of the party. The boon is also determined randomly, which leaves a good chance that a character will get a boon that’s totally useless to them, like casting a spell as a Bonus Action for a character with no ability to cast spells.
You can manage this by delaying when they get the boon and hand-picking the boon, but at that point you’re just choosing to give them a boon with extra steps that add nothing but frustration.
Again: Don’t use this mechanic.
About The Author
T.E. "RPGBOT" Kamstra
Tyler "RPGBOT" Kamstra has been the author of RPGBOT.net since 2013. Tyler began playing tabletop RPGs with 3rd edition Dungeons and Dragons over 20 years ago. Tyler has a long-standing love for building characters and for game mechanics, and brings that enthusiasm to everything he creates.
List of Boons
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Boons are magical effects that are imbued upon a character very being, becoming a part of a creature that cannot be removed by anything short of a Wish spell, divine intervention, or the complete and utter destruction of the creature's soul.
Boons are very powerful, so much so that almost all of them have strict requirements before a character can attain it, and some even come with side effects that could be detrimental in the wrong circumstances. Because boons are imprinted upon a creature's soul, death mean little to the recipient of a boon, resurrected and reincarnated creatures retain all the boons they had before their brush with the grim reaper. Any character can have a number of boons imbued upon them equal to one tenth of their Character Level . Boons may be magical in nature, however they are of a kind of magic normally unreachable by mere mortals, so much so that those with access to boons are seen as gods by some. As such, boons and their effects cannot be dispelled via the Dispel Magic spell, and are impervious to the effects of an Antimagic Field .
The number of boons available in the Extended Realms setting is limited, as almost all of them are originally shaped by divine hands. As such, the boons listed on this page is shared among all the worlds in the Extended Realms.
General Boons [ ]
Class-specific boons [ ].
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One d&d: new & epic boon feats you need to know first.
One D&D has added a lot of new Feats to D&D, as well as changed some of the existing ones, including new Epic Boon Feats for level 20 characters.
The latest One D&D article for Dungeons & Dragons has included lots of new Feats, as well as revising old ones that appeared in the Player's Handbook . One D&D has made Feats mandatory in D&D , as they used to be an optional rule that groups could ignore. Now, characters will get multiple Feats as they go through their campaign.
In One D&D, a lot of Feats have been altered in different ways. All of the Feats have a level requirement and nearly every Feat now grants a stat bonus when they didn't before. It's easy to see why this change was made, as the Feats that granted even a single stat point were far more appealing than ones that didn't, especially as characters had to skip taking the two free stat points that were gained in lieu of taking a Feat.
Related: One D&D Has Reversed Unpopular Critical Hit Rules Changes
One D&D has overhauled Backgrounds by tying them into free Feats that the character gains at level 1. The new article on the official One D&D website has now added the Feats that can be taken at level 4 when characters would normally get their first Feat in D&D 5e. There are also the new Epic Boon Feats that can be taken at level 20.
D&D's Epic Boon Feats Are The New Level 20 Reward
The Epic Boon Feats can only be selected when the character reaches level 20. The old level 20 abilities that characters used to receive have now been brought forward to level 18. Honestly, a lot of these Epic Boon Feats feel really underpowered for a high-level character, and they will hopefully be boosted in the future.
- Epic Boon of Combat Prowess lets the player automatically hit with a melee attack once per combat encounter and it refreshes the next time they roll initiative.
- Epic Boon of Dimensional Travel lets the character cast misty step for free once per short or long rest.
- Epic Boon of Energy Resistance lets the character resist one elemental damage type, and they can change it when taking a short or long rest.
- Epic Boon of Fortitude increases the user's maximum hit point score by 40, and they regain their Constitution modifier as a bonus when healing.
- Epic Boon of Irresistible Offense lets the character ignore resistances.
- Epic Boon of Luck users can add a d10 to a d20 check once per one of D&D 's short or long rests .
- Epic Boon of the Night Spirit lets the character turn invisible when in dim light or darkness.
- Epic Boon of Peerless Aim is the same as Epic Boon of Combat Prowess, except that it's used for ranged attacks.
- Epic Boon of Recovery lets the character regain half their maximum hit point score as a Bonus Action, which can be used once per long rest. The character also only fails a death saving throw if they roll a 1.
- Epic Boon of Skill Proficiency gives proficiency in all skills.
- Epic Boon of Speed grants 30ft of walking speed.
- Epic Boon of Undetectabilty makes the character completely immune to detection when Hidden, even from spells from D&D 's Divination school of magic.
- Epic Boon of the Unfettered allows the character to escape from the Grappled or Restrained condition by using a Bonus Action.
One D&D's "Expert Classes" New Feats
One D&D introduces some new Feats for players to use. Ability Score Improvement is a Feat that replaces the benefit that all characters receive in the Player's Handbook , where they can add a +2 or two +1s to their stats. This Feat is handy for DMs who don't like the Feat rules and want to keep things as simple as possible, so they can ask that players only take this Feat in their game. Speedster is a new Feat that requires a Dexterity or Constitution of 13+ to take. The feat grants a point of Dexterity or Constitution and grants 10ft of movement speed when not wearing heavy armor, and the player ignores difficult terrain when using the Dash action, making it a great choice for rogues. All of the D&D Fighting Style class features from the Player's Handbook are now classed as Feats that require the player to be in the Warrior class group to select.
One D&D's "Expert Classes" Revised Feats
One D&D also features lots of Feats that appear in the Player's Handbook , yet they have been updated as part of the playtesting process. It's likely that these will be refined before they reach the new D&D Player's Handbook in 2024, which is why it's important that fans fill out the feedback surveys when they open up. The people who are unhappy about any changes can take that opportunity to make their voices heard.
Related: One D&D Finally Makes Musical Instruments Useful
- Actor now requires a Charisma stat of 13+ in order to be selected, no longer grants advantage on Charisma (Deception), and the mimicry aspect now requires a Charisma (Performance) check with a DC 15 in order to be convincing, rather than requiring an opposed saving throw.
- Athlete requires a Strength, Dexterity, or Constitution score of 13+ and it now lets the character increase their Constitution score by 1. Athlete now grants advantage on any checking involving jumping and the character gains a climb speed.
- Charger has been totally changed, as it now grants a point of Strength or Dexterity, adds 10ft of movement to a Dash action, and if the character moves 10ft in a straight line before attacking, then they can deal an extra 1d8 damage or push the target 10ft.
- Crossbow Expert now requires proficiency with a Martial Weapon, grants a point of Dexterity and the Dual Wielding feature for D&D 's dual-wielding character builds now specifies that both weapons must have the Light trait.
- Defensive Duelist grants a point of Dexterity but is otherwise identical.
- Dual Wielder now requires proficiency with a Martial Weapon and it grants a point of Strength, but it no longer provides an AC bonus. The Enhanced Dual Wielding can now be used with one Light weapon and a non-Light weapon that is treated as Light, rather than two non-Light weapons.
- Durable now requires a Constitution of 13 to take. It now grants advantage on Death Saves and lets players spend their healing Hit Dice as a Bonus Action outside of a short rest.
- Elemental Adept is the feat of D&D 's elemental-themed spellcasters and it now grants a point of Intelligence, Wisdom, or Charisma but is otherwise identical.
- Grappler can now be taken by characters with a Dexterity of 13+ and it grants a point of Strength or Dexterity on selection. The Grappler Feat ensures the character is never Slowed when moving a grappled character and they can attempt a grapple check whenever they perform an Unarmed Strike.
- Great Weapon Master now requires proficiency with a Martial Weapon and it grants a point of Strength. The other effects have been nerfed, however, as the -5 penalty to attack roll for +10 damage has been replaced with dealing extra damage equal to the character's Proficiency bonus upon hitting with a heavy weapon.
- Heavily Armored can grant a point of Constitution instead of Strength but is otherwise identical.
- Heavy Armor Master can grant a point of Constitution instead of Strength and its damage reduction is equal to Proficiency bonus, rather than a flat 3.
- Inspiring Leader is a popular Feat among D&D's paladin and cleric characters and it can now be taken by characters with a Wisdom of 13+ and it grants a point of Wisdom or Charisma. The bonus effect can now only be done at the end of a short or long rest and it grants 2d4 + Proficiency bonus in temporary hit points.
- Keen Mind requires an Intelligence of 13+ to be selected and it still grants a point of Intelligence, but all of its other abilities are gone. Instead, the character gains proficiency in Arcana, History, Investigation, Nature, or Religion, and can gain the effects of the Expertise feature if they already have proficiency in one of the skills. The character can also use the new Study Action as a Bonus Action.
- Lightly Armored no longer grants any stat points, but it grants proficiency in medium armor and shields.
- Mage Slayer is a popular Feat among D&D 's arcane and divine spellcaster hunters and it now requires proficiency with a Martial Weapon and it grants a point of Strength or Dexterity. The Feat no longer grants bonuses on attacking spellcasters within 5ft, except that they now have disadvantage on Concentration saving throws. The user can now automatically pass one Intelligence, Wisdom, or Charisma saving throw per long rest.
- Medium Armor Master no longer affects Stealth checks, but it grants a point of Strength or Dexterity.
- Mounted Combatant now requires proficiency with a Martial Weapon, it grants a point of Strength, Dexterity, or Wisdom, and grants advantage on Animal Handling checks for mounted animals.
- Observant no longer grants one of D&D 's Passive Perception or Passive Investigation bonuses . Instead, the character gains proficiency in Insight, Investigation, or Perception, and can gain the effects of the Expertise feature if they already have proficiency in one of the skills. The character can also use the new Search Action as a Bonus Action.
- Polearm Master now requires proficiency with a Martial Weapon and it grants a point of Strength.
- Resilient is the same, except the rules clarify that it can only be taken for a stat in which the player doesn't have a saving throw proficiency.
- Ritual Caster is completely different now, as all casters can use rituals in One D&D. The D&D spells that could be cast as rituals are now open to all. Ritual Caster can now be taken by a character with a Charisma of 13+ and it grants a point of Intelligence, Wisdom, or Charisma. The caster now has the ability to perform a Ritual spell as it were a regular spell in terms of casting time, which can be used once per long rest.
- Sharpshooter now requires proficiency with a Martial Weapon and it provides a point of Dexterity. Sharpshooter users can no longer take a hit penalty to increase damage, but they no longer have disadvantage when within 5ft of an enemy.
- Shield Master now requires shield proficiency and it grants a point of Strength. The shoving move isn't is part of a main Attack Action and the character no longer adds their shield's AC bonus to Dexterity saving throws.
- Skulker is a great feat for D&D 's stealth-based classes and it now grants a point of Dexterity. Its hidden attack effect can be done with any weapon, the character gains 10ft of Blindsight, and they have advantage on Stealth checks when trying to hide in combat.
- Spell Sniper now grants a point of Intelligence, Wisdom, or Charisma. The user no longer gains a cantrip and their spell range isn't doubled. Instead, they no longer have disadvantage when using spells within 5ft of an enemy and they can increase a spell with an attack range of at least 10ft by 60ft.
- War Caster now grants a point of Intelligence, Wisdom, or Charisma, but users can no longer perform spells while holding weapons or shields.
- Weapon Training is the new name for the Weapon Master Feat and it now grants proficiency in all Martial Weapons and not just four.
Next: How To Enhance Your D&D Experience With Tarot Playing Cards
Source: One D&D

DnD Ref Magical Item Epic Boons Overview
- Post author By thedarkelf007
- Post date Sep 23, 2020
- No Comments on DnD Ref Magical Item Epic Boons Overview
Dungeons and Dragons – Mystara
Magical item – epic boons overview.
- Source : Dungeon Masters Guide (dmg) and Xanathar’s Guide to Everything (xge)
- Epic Boons Overview
Known Epic Boons
Design notes, content updates.

Epic Boons – Overview
An epic boon is a special power available only to 20th level characters. Characters at that level gain such boons only if you want them to and only when you feel it’s appropriate. Epic boons are best awarded after the characters complete a major quest, or accomplish something else particularly notable. A character might gain an epic boon after destroying an evil artifact, defeating an ancient dragon, or halting an incursion from the Outer Planes.
Epic boons can also be used as a form of advancement, a way to provide greater power to characters who have no more levels to gain. With this approach, consider awarding one epic boon to each character for every 30,000 XP he or she earns above 355,000 XP.
You determine which epic boon a character gains. Ideally, the boon you pick is something the character would put to use in future adventures. You can allow a player to select a boon for his or her character, subject to your approval.
Whatever boon a character ends up with, consider its place in your story and world. Many of the boons are extraordinary and represent the gradual transformation of a character into something resembling a demigod. The acquisition of a boon might visibly transform a character. For example, the eyes of a character with the Boon of True sight might glow when he or she feels strong emotion, and a character who has the Boon of High Magic might have faint motes of light glimmering around his or her head. Also, decide how the boon first appears. Does the boon appear spontaneously and mysteriously? Or does a being of cosmic power manifest to bestow it? The bestowal of a boon can itself be an exciting scene in an adventure.
The text of a boon addresses its user. Unless a boon says otherwise, a character can’t gain it more than once.
Alternatives to Epic Boons
Boon of combat prowess, boon of dimensional travel, boon of fate, boon of fortitude, boon of high magic, boon of immortality, boon of invincibility, boon of irresistible offense, boon of luck, boon of magic resistance, boon of peerless aim, boon of perfect health, boon of planar travel, boon of quick casting, boon of recovery, boon of resilience, boon of skill proficiency, boon of speed, boon of spell mastery, boon of spell recall, boon of the fire soul, boon of the night spirit, boon of the stormborn, boon of the unfettered, boon of truesight, boon of undetectability.
You might decide to grant one of the following rewards to a 20th-level character, instead of awarding an epic boon. These two options can be awarded to a character more than once.
- Ability Score Improvement . The character can increase one ability score by 2 or increase two ability scores by l each. The ability score can now be increased above 20, up to a maximum of 30.
- New Feat . The character gains a new feat chosen by the player, but subject to your approval.
When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest.
As an action, you can cast the misty step spell, without using a spell slot or any components. Once you do so, you can’t use this boon again until you finish a short rest.
When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can’t use it again until you finish a short rest.
Your hit point maximum increases by 40.
You gain one 9th-level spell slot, provided that you already have one.
You stop aging. You are immune to any effect that would age you, and you can’t die from old age.
When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can’t use it again until you finish a short rest.
You can bypass the damage resistances of any creature.
You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can’t use it again until you finish a short rest.
You have advantage on saving throws against spells and other magical effects.
You can give yourself a +20 bonus to a ranged attack roll you make. Once you use this boon, you can’t use it again until you finish a short rest.
You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.
When you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the plane shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can’t use it again until you finish a short rest.
Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you.
You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest.
You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
You gain proficiency in all skills.
Your walking speed increases by 30 feet.
In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can’t do so again until you finish a short rest.
Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can use this boon again until you finish a long rest.
You have immunity to fire damage. You can also cast burning hands (save DC 15) at will, without using a spell slot or any components.
While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.
You have immunity to lightning and thunder damage. You can also cast thunderwave (save DC 15) at will, without using a spell slot or any components.
You have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind.
You have truesight out to a range of 60 feet.
You gain a +10 bonus to Dexterity (Stealth) checks, and you can’t be detected or targeted by divination magic, including scrying sensors.
This section is still under consideration for how it will fit into the setting ongoing. But I am expecting to have boons come as gifts from the gods only, so different gods might offer different boons in line with their interests.
- 2021-08-26 – Update to layout and menu.
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Boon of Dimensional Travel. As an action, you can cast the Misty Step spell, without using a spell slot or any components. Once you do so, you
11 Epic Boon Of Dimensional Travel Is An Underwhelming Movement Buff. A spellcaster using the Misty Step spell in DnD. Mobility is useful in
Epic Boon of Dimensional Travel... Allows you to cast Misty Step... Once.... Combat prowess... Once a combat you can decide to hit.
The epic boon, Boon of Dimensional Travel, is copyright Wizards of the Coast. For further information on the boon, see page 232 of the Dungeon
BOON OF PLANAR TRAVEL. When you gain this boon, choose a plane of existence
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Once you use this boon, you can't use it again until you finish a short rest. Boon of Dimensional Travel. As an action, you can cast the
Boon of Dimensional Travel. The Fey Touched feat has made this largely obsolete. Boon of Fate. A fantastic support option. This doesn't
Once you use this boon, you cannot use it again until you finish a short or long rest. Boon of Dimensional Travel, 20+ CL. Access to the Spellcasting feature.
Epic Boon of Dimensional Travel lets the character cast misty step for free once per short or long rest. Epic Boon of Energy Resistance lets
Boon of Combat Prowess; Boon of Dimensional Travel; Boon of Fate; Boon of Fortitude; Boon of High Magic; Boon of Immortality; Boon of