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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.