231-232 describes many epic boons for after level 20. Two of those are: Boon of High Magic. You gain one 9th-level spell slot, provided that you already have one. Boon of Spell Recall. You can cast any spell you know or have prepared without expending a spell slot. Sql download mac. Once you do so, you cant use this boon again until you finish a long rest. Boon of the Beast- Rangers and druids get one trait from a specific beast. This follows all the standard rules that apply to that trait. Which beast depends on how the boon is obtained. Boon of Protection- Paladins gain an Aura of Defense. It provides +1 to armor class to all allies within 30’. Boon of (Energy Type)- Paladins gain an Aura of Energy. From D&D Wiki. Jump to: navigation, search. Use these in conjunction with the Other Rewards section of the Dungeon Master's Guide on page 227. Blessings and Charms; Epic Boons; Mythic Ascensions; Dragon Shouts; Spells of Legend; Hidden Skills; Back to Main Page → 5e Homebrew.
Feats
A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
You can take each feat only once, unless the feat's description says otherwise.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can't benefit from the Grappler feat until your Strength is restored.
Custom Feat
If you desire an effect that isn't on this list, consult with your DM over the idea of adding a customized feat.
Alert
Always on the lookout for danger, you gain the following benefits:
Athlete
You have undergone extensive physical training to gain the following benefits:
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 4 metres in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 4 metres away from you (if you chose to shove and you succeed).
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
Defensive Duellist
Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
Durable
Hardy and resilient, you gain the following benefits:
Elemental Adept
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. Download microsoft office mac 2011 full version.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Grappler
Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
Heavily Armoured
Prerequisite: Proficiency with medium armour
You have trained to master the use of heavy armor, gaining the following benefits:
Heavy Armour Master
Prerequisite: Proficiency with heavy armour
You can use your armour to deflect strikes that would kill others. You gain the following benefits:
Inspiring Leader
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 10 metres of you who can see or hear you and who can understand you. Each creature can gain shielding equal to your level + your Charisma modifier. https://uiwoipv.weebly.com/mac-how-to-install-dmg.html. A creature can't gain shielding from this feat again until it has finished a short or long rest.
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Lightly Armoured
You have trained to master the use of light armour, gaining the following benefits:
Linguist
You have studied languages and codes, gaining the following benefits:
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Mage Slayer
You have practised techniques useful in melee combat against spellcasters, gaining the following benefits:
Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.
Martial Adept
You have martial training that allows you to perform special combat manoeuvres. You gain the following benefits:
Medium Armour Master
Prerequisite: Proficiency with medium armour
You have practised moving in medium armour to gain the following benefits:
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Moderately Armoured
Prerequisite: Proficiency with light armour
You have trained to master the use of medium armour and shields, gaining the following benefits:
Mounted Combat
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
Observant
Quick to notice details of your environment, you gain the following benefits:
Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
Resilient
Choose one ability score. You gain the following benefits:
Ritual Caster
Prerequisite: Intelligence or Wisdom 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Shield Master
You use shields not just for protection but also for offence. You gain the following benefits while you are wielding a shield:
D&d 5e Epic Boons DmgSkilled
You gain proficiency in any combination of three skills or tools of your choice.
Skulker
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
War Caster
Prerequisite: The ability to cast at least one spell
You have practised casting spells in the midst of combat, learning techniques that grant you the following benefits:
Weapon Master
You have practised extensively with a variety of weapons, gaining the following benefits:
List Of Epic Boons 5e
Epic Boons
An epic boon is a special power available only to 20th level characters. Epic boons are typically 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, epic boons can be awarded to each character for every 3,000 XP he or she earns beyond level 20.
Dnd 5e Boon
The DM determines which epic boon a character gains. Ideally, the boon picked is something the character would put to use in future adventures. The DM might allow a player to select a boon for his or her character, subject to their approval.
5e Dmg Epic Boons
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 Truesight 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
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