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Uncommon Boons Ogre's Savagery: When you score a critical hit, you deal

extra damage equal to a maximum roll of your weapon's


damage die.
Spider Climb: you can move up, down, and across vertical Assassin's Tools: While raging, your melee attacks deal
surfaces and upside down along ceilings, while leaving your 1d6 extra damage, if the target has cast a spell or magic
hands free. You have a climbing speed equal to your walking effect between your last and current turn your attacks against
speed. it deal 1d6 extra damage. You can have only one Tool's gift
Mystic Health: The mystic energies flowing through you active at any time.
makes you immune to disease. Gale's Gift: your jump distance is tripled. Also, your melee
Breeze's Protection: You can breathe normally in any weapons have the thrown property with a normal range of 20
environment. feet and a long range of 60 feet if they are one handed or 10
Vision of Owl: You gain darkvision out to a range of 60 feet and a long range of 20 feet if they are two handed.
feet. Immediately after the attack, the weapon flies back to your
Gift of the Tongue: You understand the literal meaning of hand.
any spoken language that you hear.
Skilled: You have proficiency in the one skill. Legendary Boons
River's Gifts: You can breathe underwater, and you have a Ancient Wisdom: You gain a +1 bonus to your proficiency
swimming speed equal to your walking speed. bonus.
Minor Gift of Iron: You gain +1 bonus to AC, you can have True Gift of Iron: You gain +3 bonus to AC, you can have
only one Gift of Iron active at any time. only one Gift of Iron active at any time.
Strider's Feet: Difficult terrain doesn't cost you extra Echoe's Blessing: If you roll a 20 on a saving throw
movement. against a spell that targets you, the spell has no effect on you
Blessing of the Mist: You are hidden from divination and instead targets the caster, using the slot level and spell
magic. You can't be targeted by such magic or perceived save DC of the caster.
through magical scrying sensors. Executioner Ferocity: When you score a critical hit with a
Rare Boons melee while raging, you can roll one of the weapon's damage
dice three additional times and add it to the extra damage of
the critical hit.
Bat Hearing: You gain blindsight 60 ft. Void's Touch: Once per turn, the damage dealt by one of
Mountain's Health: Poisons have no effect on you. You are your attacks ignores any damage immunity or resistance the
immune to the poisoned condition and have immunity to target has.
poison damage. Rabbit's Luck: Whenever you make an attack roll, an
Sunlight's Sustenance: You don't need to eat or drink. ability check, or a saving throw, you can roll an additional
Gift of Iron: You gain +2 bonus to AC, you can have only d20. You can choose to use this feature after you roll the die,
one Gift of Iron active at any time. but before the outcome is determined. You choose which of
Strength from Fury: When you score a critical hit against the d20s is used.
a creature while ragins, you deal extra damage equal to your After Using this feature, you must finish a short rest before
Strength modifier + your rage damage. using it again.
Vampire Thirst: When you score a critical hit against a Primordial Hide: You gain damage immunity to one of the
creature, you regain hit points hit points equal to one rolled following damage types: acid, cold, fire, lightning, necrotic,
weapon's damage die. radiant or thunder. You can have only one Hide active at any
Hunter's Tools: While raging, your melee attacks deal 1d4 time.
extra damage, if the target has cast a spell or magic effect, Slayer's Tools: While raging, your melee attacks deal 1d10
such as a beholder's eye rays, between your last and current extra damage, if the target has cast a spell or magic effect,
turn your attacks against it deal 1d4 extra damage. You can between your last and current turn your attacks against it
have only one Tool's gift active at any time. deal 1d10 extra damage. You can have only one Tool's gift
Elemental Hide You gain resistance to one of the active at any time.
following damage types: acid, cold, fire, lightning, necrotic,
radiant or thunder. You can have only one Hide active at any
time. Artifact Boons
artifacts are not covered in this subclass because
Very Rare Boons they are very special items. Just like the One Ring,
each one of them must have their own methods to
Spring's Gift: You regain 1d4 hit points every 10 minutes, be destroyed as well as their benefits, both linked
provided that you have at least 1 hit point. If you lose a body to the adventure itself and not a class mechanic.
part, the boon causes the missing part to regrow and return
to full functionality after 1d6 + 1 days if you have at least 1 hit
point the whole time.
Dragon's Hide: You gain +1 bonus to AC and resistance to
one of the following damage types: acid, cold, fire, poison or
lightning. You can have only one Hide active at any time.

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