Epic Boons (Unofficial and Official Within)
Epic Boons (Unofficial and Official Within)
Instead of taking an Ability score improvement or ASI, you can choose to take one of the
following boons, provided your total levels are 19 or more.
Boon of Archetypical Specialty. Increase one ability score that you have a proficient saving
throw in from your class by 1, to a maximum of 30. You gain all features of an archetype of your
same class other than your own up to 3rd level.
Boon of Angelic Flight. Increase one ability score of your choice by 1, to a maximum of 30.
Your body feels light as a feather and you gain a flying speed of 60ft. If you already have a
flying speed of 60ft or less, your flying speed increases by 60ft. While you fly, wings appear
behind you if you already have any.
Boon of Combat Prowess. Increase one ability score of your choice by 1, to a maximum of 30.
On each of your turns, the first attack roll you make that misses, you can choose to hit instead.
Boon of Criticals. Increase one ability score of your choice by 1, to a maximum of 30. When
you roll a critical hit against a creature, if its remaining hit points are lower than or equal to your
level, it must succeed on a Constitution saving throw with the DC equaling 8 + PB + the ability
modifier used to make the attack or die instantly.
Boon of Dimensional Travel. Increase one ability score of your choice by 1, to a maximum of
30. Immediately after you take the Attack action or cast a spell, you can teleport up to 30ft to an
unoccupied space you can see.
Boon of Energy Resistance. Increase one ability score of your choice by 1, to a maximum of 30.
You gain resistance to two of the following damage types of your choice: Acid, Cold, Fire,
Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest,
you can change your choices. When you take damage of one of the types chosen, you can take a
Reaction to direct damage of the same type or the other resistance chosen toward another
creature you can see within 60ft of yourself that isn’t behind total cover. If you do so, that
creature must succeed on a Dexterity saving throw (DC 8 + Constitution modifier + PB) or take
damage equal to 2d12 + your CON modifier.
Boon of Fate. Increase one ability score of your choice by 1, to a maximum of 30. When you or
another creature within 60ft of you succeeds on or fails a d20 test, you can roll 2d4 and apply the
total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can’t use it again
until you roll initiative or finish a short or long rest.
Boon of Fortitude. Your Constitution is increased by 1, to a maximum of 30. Furthermore, your
hit point maximum increases by 2 for every level. Your hit point maximum increases by 2 every
time you gain a level. Additionally, whenever you regain hit points, you can regain additional hit
points equal to your Constitution modifier. Once you’ve regained these additional hit points, you
can’t do so again until the start of your next turn.
Boon of High Magic. Increase one ability score of your choice by 1, to a maximum of 30. You
gain one additional 9th level spell slot, provided you already have one.
Boon of Immortality. Increase one ability score of your choice by 1, to a maximum of 30. You
stop aging, you suffer none of the effects of old age, you are immune to any effect that would age
you, and you can’t die of old age.
Boon of Irresistible Offense. This boon of epic proportions starts by allowing you to increase
your Strength or Dexterity by 1 up to a maximum of 30. You also get the ability to overcome
resistance to damage you deal with your attacks and immunity to Bludgeoning, Piercing, and
Slashing damage is treated as resistance. Finally, when you roll a 20 on the die for an attack roll,
you get to deal damage equal to the ability score increased by this feature, dealing the same type
of damage as the attack’s type.
Boon of the Night Spirit. Increase one ability score by 1, up to a maximum of 30. While in Dim
Light or Darkness, you have Resistance to all damage except Psychic and Radiant and, as a
Bonus Action, you can gain the Invisible condition if you are in dim light or darkness until you
take an action, bonus action, or reaction.
Boon of Rapid Attacks. Increase one ability score of your choice by 1, to a maximum of 30.
When you take the Attack action on your turn, you can make one additional weapon attack.
Instead of a weapon attack, you can cast a cantrip that has a casting time of 1 action for each
attack you would be able to make.
Boon of Recovery. Increase one ability score of your choice by 1, to a maximum of 30. When
you would be reduced to 0 hit points, you can drop to 1 hit point instead and regain a number of
hit points equal to half your hit point maximum. Once you use this benefit, you cannot do so
until you finish a long rest. Additionally, you have a pool of ten d10s. As a bonus action, you can
expend dice from the pool, roll those dice, and regain a number of hit points equal to the roll’s
total. You regain all the expended dice when you finish a long rest.
Boon of Skill. Increase one ability score of your choice by 1, to a maximum of 30. You gain
proficiency in all skills, and gain expertise in one skill in which you don’t already have it.
Boon of Speed. Increase one ability score of your choice by 1, to a maximum of 30. Your
movement speed increases by 30ft. Also, as a bonus action, you can take the Disengage action,
which also ends the grappled condition on you.
Boon of Spell Recall. Increase your Intelligence, Wisdom, or Charisma ability score by 1 up to a
maximum of 30, and when you cast a spell using a level 1-4 spell slot, roll 1d4. If you roll the
spell's level, the slot isn’t expended.
Boon of Truesight. Increase one of your ability scores by 1 up to a maximum of 30 and you gain
Truesight out to a radius of 60 feet.
Boon of Unbreaking. Increase one ability score of your choice by 1, to a maximum of 30. You
gain immunity to one damage type of your choice.
Boon of Weapon Mastery. Increase one ability score of your choice by 1, to a maximum of 30.
You gain three Major specialties, three Intermediate, and three Minor specialties from the
Weapon Specialty list.