Epic & Legendary Boons

by Olaeus

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Epic & Legendary Boons
Epic Tier

Introduction

Boons are extraordinarily powerful and represent the gradual transformation of a mortal into a higher power. Deities and other higher powers recognise your contributions and sacrifice and invest in you a portion of their power.


The acquisition of a boon might visibly transform a character. For example, the eyes of a character with the Boon of Truesight might glow when it feels strong emotion, and a character with the Boon of High Magic might have faint motes of light glimmering around its head.

Boons are broken down into 3 tiers – epic, legendary and mythic, with each mightier than the last. Boons can't be picked multiple times unless stated otherwise.

Earning Boons

When an Inspiration point is awarded, you may keep it for normal use that session. If unused, the Inspiration point expires at the end of the session. Alternatively, you may choose to ‘refine’ the Inspiration point, handing it back in to the DM. This must be done immediately: it can't be refined at a later point in session. Only 20th-level characters (or higher) can refine Inspiration.

No player is awarded more than 1 Inspiration point per session.

Each type of boon requires a minimum number of refined Inspiration to acquire, and in order to acquire legendary and mythic boons, a minimum number of boons from the previous tier is required.

Boon Minimum Inspiration points Boons needed for next tier
Epic 5 3
Legendary 10 2
Mythic 15

Once you have at least the minimum required refined Inspiration points, you must make a Boon check by rolling a d100. Consult the Boon Acquisition table at the end of this document on page 5 for success rates. The more Inspiration you refine, the greater the odds of success.

Wards

Whether you fail or succeed, the refined Inspiration points are lost. Before attempting the Boon check, if you wish, you may sacrifice some gold or XP in exchange for a preservation ward. This is only consumed in the event of a Boon check failure and instead of your refined Inspiration points. This means in the event of a failed Boon check, you lose the preservation ward but retain your refined Inspiration. You can have another go at the Boon check!

Alternatively, if you wish, you may sacrifice a greater number of gold or XP for a coalescent ward. This is a one-instance item that is consumed upon use, but it does guarantee success in acquiring the boon --- no Boon check required.

Ward Cost (gold) Cost (XP)
Preservation 12,000 8,000
Coalescent 36,000 24,000

Boons by Tier

Epic Boons

An epic boon is what separates the pinnacle of mortal power and what are known as demipowers – the most powerful beings that aren't deities.

  • Alacrity
  • Chauntea
  • Combat Prowess
  • Dimensional Travel
  • Epic Spellcaster
  • Fortitude
  • Gond
  • Helm
  • High Magic
  • Immortality
  • Invincibility
  • Iron Will
  • Lathander
  • Legendary Resistance I
  • Mask
  • Oghma
  • Paragon
  • Peerless Aim
  • Quintessence
  • Selûne
  • Shar
  • Silvanus
  • Spell Mastery I
  • Sune
  • Superior Magic
  • Tempus
  • The Earth
  • The Fire Soul
  • The Stormborn
  • The Unfettered
  • Water Spirit
  • Tymora

Legendary Boons

Lesser deities typically benefit from these as traits. It would seem that you have your eye firmly on casting off your mortality and becoming something greater…

  • Akadi
  • Azuth
  • Deneir
  • Divine Size
  • Epic Spell Capacity
  • Grumbar
  • Higher Magic
  • Ilmater
  • Increased Alacrity
  • Itishia
  • Kossuth
  • Legendary Resistance II
  • Legendary Spellcaster
  • Malar
  • Planar Travel
  • Pristine Health
  • Savras
  • Spell Mastery II
  • Talos
  • Titan’s Grip
  • Tyr
  • Unconquerability

Mythic Boons

Attaining this level of power implies the advent of ascendancy.

  • Energy Investment
  • Highest Magic
  • Immaculate Health
  • Kelemvor
  • Legendary Resistance III
  • Legendary Spell Capacity
  • Mystra
  • Mythical Tactician
  • Spell Mastery III
  • The Death Bringer

Epic Boons

Boon of Alacrity

Prerequisite: One 1st-level spell slot. Choose one spell of 1st to 3rd level you know how to cast that has a casting time of 1 action. That spell's casting time is now 1 bonus action for you. You can take this boon more than once.

Boon of Chauntea

You are immune to all diseases, have resistance to being poisoned and have resistance (10) to poison damage.

Boon of Combat Prowess

When you miss with a melee weapon attack, you can choose to hit instead. You can't use this boon again until you finish a long or short rest. You can take this boon more than once.

Boon of Dimensional Travel

As an action, you can cast misty step, without using a spell slot or any components. You can't use this boon again until you finish a long or short rest.

Boon of Fortitude

Your hit point maximum increases by 30. You can take this boon more than once.

Boon of Gond

You gain proficiency in 4 skills of your choice. You can take this boon more than once.

Boon of Helm

When taking bludgeoning, piercing, or slashing damage from nonmagical weapons, the damage you take reduces by up to 5. You can't reduce this damage to less than 5.

Boon of High Magic

Prerequisite: One 7th-level spell slot. You gain one 7th-level spell slot. You also gain a +5% bonus to Spellcraft checks when attempting to learn a new spell.

Boon of Immortality

You stop ageing. 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 long rest.

Boon of Iron Will

You don't need to make concentration checks when taking fewer than 20 hit points of damage, and gain advantage on saving throws against being charmed.

Boon of Lathander

You gain advantage on Resurrection checks to return a soul or be returned to life. Additionally, you gain resistance (10) to necrotic damage.

Boon of Legendary Resistance

Once per long rest, if you fail a saving throw, you can choose to succeed.

Boon of Mask

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 Oghma

You learn 5 new languages of your choice and have advantage on Intelligence (History) checks.

Boon of the Paragon

You increase one ability score of your choice by 1 (up to a maximum of 30). You may take this boon more than once.

Boon of Peerless Aim

You can give yourself a +20 bonus to a ranged attack roll you make. You can't use it again until you finish a long or short rest. You can take this boon more than once.

Boon of the Polar Spirit

You have resistance (10) to cold damage. You can also cast ice knife (spell save DC 15) at will, without using a spell slot or any components.

Boon of Quintessence

Choose a saving throw you are not proficient in. When you make a saving throw of this kind, you may add a +2 bonus to the roll. You may take this boon more than once.

Boon of Selûne

You have truesight out to a range of 60 feet.

Boon of Shar

While completely in an area of dim light or darkness, as an action, you can become invisible. You remain invisible until you take an action or a reaction. You also gain darkvision out to 60 feet, if you didn’t already have it, or by another 60 feet if you did.

Boon of Silvanus

Your speed increases by 10 feet. In addition, you can use a bonus action to take the Dash action.

Boon of Spell Mastery

Prerequisite: One 1st-level spell slot. Choose one 1st-level wizard spell that you can cast. You can now cast that spell at its lowest level at will, without expending a spell slot. You can take this boon more than once.

Boon of Sune

The first time you are forced to gain a level of exhaustion each day, you can choose not to.

Boon of Superior Magic

Prerequisite: The ability to cast spells. Pick one spell that you know how to cast. Each time you cast this spell, you cast it at one level higher without using a higher-level spell slot. You can take this boon more than once.

Boon of Tempus

Your critical range expands by 1.

Boon of the Earth

You have resistance (5) to slashing damage. You can also cast earth tremor (spell save DC 15) at will, without using a spell slot or any components.

Boon of the Epic Spellcaster

Prerequisite: The ability to cast spells. When one creature succeeds on a saving throw against one of your spells that isn’t higher than 5th level, you can force it to re-roll the save. If that creature takes any damage from the spell, you may add half your caster level to the damage. This boon can be used twice per day. You can’t use this

boon to override legendary resistance.

Boon of the Fire Soul

You have resistance (10) to fire damage. You can also cast burning hands (spell save DC 15) at will, without using a spell slot or any components.

Boon of the Stormborn

You have resistance (10) to lightning and thunder damage. You can also cast thunderwave (spell 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 a bonus action to automatically escape a grapple or free yourself of nonmagical restraints.

Boon of Tymora

When you or another creature that you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can roll a d10 and apply the result as a bonus to the roll. Once you use this boon, you can't use it again until you finish a long or short rest.

Legendary Boons

Boon of Akadi

You have immunity to lightning and thunder damage. You can also cast lightning bolt (save DC 15) at its lowest level twice per day, without expending a spell slot and without any components.

Boon of Azuth

You have advantage on saving throws against spells and other magical effects.

Boon of Deneir

You maintain concentration through unconscious or incapacitated conditions for 1d4 + 1 turns. In addition, you don't need to make concentration checks when taking fewer than 30 hit points of damage.

Boon of Divine Size

Your physical size grows to match your emerging power. You grow in size, becoming 1 size larger. You can choose to revert freely as a bonus action, or back again.

Boon of Epic Spell Capacity

Prerequisite: One epic spell slot. Your spells known for epic spells increases by 1. Pick a new epic spell to learn.

Boon of Grumbar

You have immunity to one of either nonmagical bludgeoning, nonmagical piercing or nonmagical slashing damage from weapons. You can also cast erupting earth (save DC 15) at its lowest level twice per day, without expending a spell slot and without any components. You can take this boon more than once, choosing a different damage type each time.

Boon of Higher Magic

Prerequisite: Boon of High Magic and one 8th-level spell slot. You gain one 8th-level spell slot. You also gain a +5% bonus to Spellcraft checks when attempting to learn a new spell.

Boon of Ilmater

You can use an 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 Increased Alacrity

Prerequisite: Boon of Alacrity and one 4th-level spell slot. Choose one of your spells of 4th to 6th level that has a casting time of 1 action. That spell's casting time is now 1 bonus action for you. You can take this boon more than once.

Boon of Itishia

You have immunity to cold damage. You can also cast water breathing at will, without using a spell slot or any components.

Boon of Kossuth

You have immunity to fire damage. You can also cast fireball (save DC 15) at its lowest level twice per day, without expending a spell slot and without any components.

Boon of Legendary Resistance II

Once per long rest, if you fail a saving throw, you can choose to succeed.

Boon of the Legendary Spellcaster

Prerequisite: Boon of the Epic Spellcaster. When one creature succeeds on a saving throw against one of your spells that isn’t higher than 8th level, you can force it to re-roll the save. For any creatures that take damage from the spell, you may add half your caster level to the damage. This boon overlaps with Boon of the Epic Spellcaster. This boon can be used twice per day. You can’t use this boon to override legendary resistance.

Boon of Malar

When you conjure a creature, its hit points are set to maximum values.

Boon of Planar Travel

When you gain this boon, choose a plane of existence other than the Material. You can now use an action to cast the plane shift (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material. Once you use this boon, you can't use it again until you finish a long rest.

Boon of Plenty

Each time you finish a long rest, a celestial coffer has appeared beside you. Only you can open the coffer. When you open it, roll a d6. On a 1, the coffer is empty. Otherwise, it contains 500 coins. The d6 roll determines the coin type. Copper on a 2, silver on a 3, electrum on a 4, gold on a 5, platinum on a 6.

Boon of Savras

Your spell save DC becomes 9 + proficiency + spell casting modifier. You also gain a +5% bonus to Spellcraft checks when attempting to learn a new spell. This bonus stacks with Boons of High, Higher and Highest Magic.

Boon of Spell Mastery II

Prerequisite: One 2nd-level spell slot. Choose one 2nd-level wizard spell that you can cast. You can now cast that spell at its lowest level at will, without expending a spell slot. You can take this boon more than once.

Boon of Talos

Your attacks bypass the damage resistances of any creature.

Boon of Titan's Grip

Prerequisite: Strength of at least 16. You can wield a heavy or 2-handed weapon in 1 hand and use two-weapon fighting with such weapons. Creatures with Strength less than 20 automatically fails any checks to avoid your grapples.

Boon of Tyr

You have 2 reactions per turn, but may only use one to cast a spell with a casting time of a reaction.

Boon of Unconquerability

If you are subjected to any effect that would reduce your hit points to 0 or kill you outright, but does not deal damage, you take 10d10 force damage instead. This excludes power word kill.

Mythic Boons

Boon of Energy Investment

Prerequisite: Boon of Higher Magic and one 9th-level spell slot.

Boon of Immaculate Health

Boon of Kelemvor

Prerequisite: Can’t be a necromancer or have made a pact with any fiend.

Boon of Legendary Resistance III

Boon of Legendary Spell Capacity

Prerequisite: One legendary spell slot

Boon of Mystra

Prerequisite: The ability to cast spells.

Boon of Mythical Tactician

Boon of Spell Mastery III

Prerequisite: Boon of Spell Mastery II.

Boon of Myrkul


Mythic Boons?

Oh yes. Coming to a GM Binder near you, Fall 2021.

Boon Acquisition

Boon Refined Inspiration Points % Chance of Success
Epic 5 50
Epic 6 60
Epic 7 70
Epic 8 80
Epic 9 90
Epic 10 100
Legendary 10 30
Legendary 11 40
Legendary 12 50
Legendary 13 60
Legendary 14 70
Legendary 15 80
Mythic 15 10
Mythic 16 20
Mythic 17 30
Mythic 18 40
Mythic 19 50
Mythic 20 60

Court the

Favour of

the Gods

This compendium contains all boons introduced into my campaigns. They reflect extraordinary abilities available to characters of 20th level and above.

Themed on the incredible FORGOTTEN REALMS campaign setting's pantheon, there's something for everyone.

Earning boons is not a foregone conclusion though - they are bought with unused Inspiration points with a chance of failure or success loosely modelled on Cryptic's Neverwinter Online game.



Cover Art: Elder Scrolls Online, by Bethesda Softworks

In the hope these boons give you the edge you'll need.

 

This document was lovingly created using GM Binder.


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