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(5e) IMMORTAL RULES
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<blockquote data-quote="Foxydono" data-source="post: 7351579" data-attributes="member: 6941119"><p>Before I knew of this thread, I made my own epic boons. This was partly because I thought the boons from the DMG were kinda limited. I know you already made your own boon system, but perhaps you can draw some inspiration from the boons I made.</p><p></p><p>Boons:</p><p>1. Hit Me Baby: Gain an extra 40 hit points</p><p>2. Cause More is Better: Gain max hit points every level (reroll if already rolled)</p><p>3. High Magic: Gain an extra spell slot. You can have only one 9 th level extra slot, two 8 th level slots,</p><p>three 7 th level slots etc. Reroll if you don’t have access to spells.</p><p>4. Like a Fish in the Ocean: Gain Swimming Speed equal to your walking speed and you gain the</p><p>ability to breath underwater (reroll if you can already swim)</p><p>5. No Mountain High Enough: Increase or decrease your size by one size category by one, you</p><p>choose (larger: increase your range by 5 feet and gain +4 damage on your melee attacks, shorter:</p><p>increase your AC by +2)</p><p>6. Raging: Gain an extra attack when you use the attack action (reroll if caster)</p><p>7. Power Up: increase a stat of your choice by +2, or two stats by +1 (maximum of 30)</p><p>8. Feed Me: Choose a feat of your choice</p><p>9. Reflective Shield: Gain resistance to damage from spells</p><p>10. Toughened Up: Gain resistance to melee attacks</p><p>11. Flying High: Gain flying speed equal to your walking speed (reroll if you can already fly)</p><p>12. Road Runner: Gain +30 base speed. This counts to all modes of natural movement speed if you</p><p>have it (burrowing, flying, swimming and walking). In addition, you can make a dash action as a</p><p>free action once per short or long rest</p><p>13. Snake Eyes: Gain advantage to spells and magical effects</p><p>14. Fire Walk with Me: Gain Immunity to an elemental type of your choice</p><p>15. Tuned In: Gain an extra attunement slot</p><p>16. Cheat Death: you automatically stabilize when reaching 0 hit points</p><p>17. All Seeing Eye: Gain True Sight 120 feet</p><p>18. Who is the Mole: Gain Burrowing speed equal to your walking speed (reroll if you can already</p><p>burrow)</p><p>19. Resilience: gain resistance to non-magical damage if you roll this again gain immunity instead</p><p>20. Skill Monkey: You are proficient in all skills. If you roll this again you gain expertise in all skills.</p><p>21. Especially for you: You get an ability depending on your class. If you are multiclass you may</p><p>choose from which class you want the ability, but you cannot take the same class ability twice:</p><p>- Wizard: you may cast all the spells you know. You don’t have to prepare spells anymore.</p><p>- Fighter: You gain an increased critical damage range of two</p><p>- Rogue: Gain +5d6 sneak attack dice</p><p>- Barbarian: Gain an additional 4 Strength and 4 Constitution with a maximum of 30</p><p>- Ranger: You gain 4 extra spells known. In addition, you become a full spell caster for the</p><p>purpose of determining your spell slots and you may pick a 6 th , 7 th , 8 th and 9 th level spell from</p><p>the cleric spell list. These spells count towards your total number of spells known. Wisdom is</p><p>your casting modifier for these spells.</p><p>- Warlock: Double your known spell slots</p><p>- Sorcerer: Gain 10 additional sorcery points</p><p>- Bard: Choose an additional spell of your choice from any spell list that you can cast. You can</p><p>cast this spell. In addition, your inspiration die and song of rest now count as D20 instead of</p><p>D12</p><p>- Monk: Gain 10 extra KI points</p><p>- Cleric: You can use the divine intervention ability once per seven days without fail. If you</p><p>already have the feature, you can now use it twice per seven days.</p><p>- Druid: You can Transform into any type of creature. In addition, you can choose to do this</p><p>with your normal CR + 5, you can only do this once per short or long rest.</p><p>- Paladin: The range of your auras is doubled, in addition every spell slot you smite deals an</p><p>additional 1d8 damage</p><p>22. Spell Mastery: Choose a first level spell. You can cast it without expending a spell slot. If you roll</p><p>this again, choose a second level spell and if you roll it a third time a third level spell. If you</p><p>cannot cast spells or if you roll this a fourth time, reroll.</p><p>23. Children of the Night: As an action you can become invisible in dim light or darkness.</p><p>24. Rise of the Phoenix: If you die, you instead return to live with 50% of your maximum hit points. If</p><p>you die again within the same die. You are permanently dead, no death saving throws allowed.</p><p>25. Boon of Faith: You can change your faith by redoing your own turn. You may use this ability once</p><p>per long rest and you must do so at the end of your turn.</p><p>26. Curse of the Faithless: You can force another creature to redo his turn. There is a 50% chance</p><p>that the creature will do or attack someone else. You may use this ability once per long rest and</p><p>you must do so at the end of the creatures turn.</p><p>27. I am Invincible: Any damage from a source or creature in a specific round is reduced to 0. You</p><p>must finish a long rest before you can use this ability again.</p><p>28. Dimensional Travel: You can use the plane shift spell as an action once per short rest, targeting</p><p>yourself only.</p><p>29. Quick recovery: use can use a bonus action to regain half your hit point maximum. You can use</p><p>this again after you finish a long rest.</p><p>30. I am Legend: You gain a legendary resistance (to a maximum of three)</p><p>31. Lucky Strike: once per short rest you may roll a D20 to any ability check, saving throw or attack</p><p>roll you make.</p><p>32. Magic Lore: You may prepare spells from any spell list (reroll if you cannot cast spells)</p><p>33. Body Perfect: You don’t need to sleep, eat or drink and you no longer age (also immune to aging</p><p>effects) or die of old age. Reroll if undead or monk.</p><p>34. Feeling Lucky Punk: Increase your spell save DC by two (casters only), you may only get this</p><p>ability twice.</p><p>35. Bully: you have as much opportunity attacks as your dexterity modifier (less than +2 Dexterity or</p><p>if caster you may reroll). You may use an opportunity attack against creatures that enter your</p><p>reach and you have advantage on opportunity attacks</p><p>36. Mind Black: You are immune to psychic damage, any effect that would sense its emotions or</p><p>read its thoughts, Divination Spells, mind control and the Charmed/sleep condition.</p><p>37. Check Mate: You gain advantage in (ability) checks and saving throws of (str, con, dex, wis, cha,</p><p>int, roll d6). Reroll if you already have advantage on certain checks.</p><p>38. Natural caster: You are able to use Metamagic and you start every day with 1d12 sorcery points.</p><p>These points cannot be carried over to the next day. If you are already a sorcerer, these count as</p><p>extra sorcery points. Reroll if you are not a caster</p><p>39. Free as a bird: Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed or movement. You cannot be stunned, paralyzed or restrained. You may spend half your movement to escape from nonmagical restraints, such as manacles or when grappled. Finally, underwater or being in the air imposes no penalties on your</p><p>movement or attacks.</p><p>40. Choose one of the abilities below</p></blockquote><p></p>
[QUOTE="Foxydono, post: 7351579, member: 6941119"] Before I knew of this thread, I made my own epic boons. This was partly because I thought the boons from the DMG were kinda limited. I know you already made your own boon system, but perhaps you can draw some inspiration from the boons I made. Boons: 1. Hit Me Baby: Gain an extra 40 hit points 2. Cause More is Better: Gain max hit points every level (reroll if already rolled) 3. High Magic: Gain an extra spell slot. You can have only one 9 th level extra slot, two 8 th level slots, three 7 th level slots etc. Reroll if you don’t have access to spells. 4. Like a Fish in the Ocean: Gain Swimming Speed equal to your walking speed and you gain the ability to breath underwater (reroll if you can already swim) 5. No Mountain High Enough: Increase or decrease your size by one size category by one, you choose (larger: increase your range by 5 feet and gain +4 damage on your melee attacks, shorter: increase your AC by +2) 6. Raging: Gain an extra attack when you use the attack action (reroll if caster) 7. Power Up: increase a stat of your choice by +2, or two stats by +1 (maximum of 30) 8. Feed Me: Choose a feat of your choice 9. Reflective Shield: Gain resistance to damage from spells 10. Toughened Up: Gain resistance to melee attacks 11. Flying High: Gain flying speed equal to your walking speed (reroll if you can already fly) 12. Road Runner: Gain +30 base speed. This counts to all modes of natural movement speed if you have it (burrowing, flying, swimming and walking). In addition, you can make a dash action as a free action once per short or long rest 13. Snake Eyes: Gain advantage to spells and magical effects 14. Fire Walk with Me: Gain Immunity to an elemental type of your choice 15. Tuned In: Gain an extra attunement slot 16. Cheat Death: you automatically stabilize when reaching 0 hit points 17. All Seeing Eye: Gain True Sight 120 feet 18. Who is the Mole: Gain Burrowing speed equal to your walking speed (reroll if you can already burrow) 19. Resilience: gain resistance to non-magical damage if you roll this again gain immunity instead 20. Skill Monkey: You are proficient in all skills. If you roll this again you gain expertise in all skills. 21. Especially for you: You get an ability depending on your class. If you are multiclass you may choose from which class you want the ability, but you cannot take the same class ability twice: - Wizard: you may cast all the spells you know. You don’t have to prepare spells anymore. - Fighter: You gain an increased critical damage range of two - Rogue: Gain +5d6 sneak attack dice - Barbarian: Gain an additional 4 Strength and 4 Constitution with a maximum of 30 - Ranger: You gain 4 extra spells known. In addition, you become a full spell caster for the purpose of determining your spell slots and you may pick a 6 th , 7 th , 8 th and 9 th level spell from the cleric spell list. These spells count towards your total number of spells known. Wisdom is your casting modifier for these spells. - Warlock: Double your known spell slots - Sorcerer: Gain 10 additional sorcery points - Bard: Choose an additional spell of your choice from any spell list that you can cast. You can cast this spell. In addition, your inspiration die and song of rest now count as D20 instead of D12 - Monk: Gain 10 extra KI points - Cleric: You can use the divine intervention ability once per seven days without fail. If you already have the feature, you can now use it twice per seven days. - Druid: You can Transform into any type of creature. In addition, you can choose to do this with your normal CR + 5, you can only do this once per short or long rest. - Paladin: The range of your auras is doubled, in addition every spell slot you smite deals an additional 1d8 damage 22. Spell Mastery: Choose a first level spell. You can cast it without expending a spell slot. If you roll this again, choose a second level spell and if you roll it a third time a third level spell. If you cannot cast spells or if you roll this a fourth time, reroll. 23. Children of the Night: As an action you can become invisible in dim light or darkness. 24. Rise of the Phoenix: If you die, you instead return to live with 50% of your maximum hit points. If you die again within the same die. You are permanently dead, no death saving throws allowed. 25. Boon of Faith: You can change your faith by redoing your own turn. You may use this ability once per long rest and you must do so at the end of your turn. 26. Curse of the Faithless: You can force another creature to redo his turn. There is a 50% chance that the creature will do or attack someone else. You may use this ability once per long rest and you must do so at the end of the creatures turn. 27. I am Invincible: Any damage from a source or creature in a specific round is reduced to 0. You must finish a long rest before you can use this ability again. 28. Dimensional Travel: You can use the plane shift spell as an action once per short rest, targeting yourself only. 29. Quick recovery: use can use a bonus action to regain half your hit point maximum. You can use this again after you finish a long rest. 30. I am Legend: You gain a legendary resistance (to a maximum of three) 31. Lucky Strike: once per short rest you may roll a D20 to any ability check, saving throw or attack roll you make. 32. Magic Lore: You may prepare spells from any spell list (reroll if you cannot cast spells) 33. Body Perfect: You don’t need to sleep, eat or drink and you no longer age (also immune to aging effects) or die of old age. Reroll if undead or monk. 34. Feeling Lucky Punk: Increase your spell save DC by two (casters only), you may only get this ability twice. 35. Bully: you have as much opportunity attacks as your dexterity modifier (less than +2 Dexterity or if caster you may reroll). You may use an opportunity attack against creatures that enter your reach and you have advantage on opportunity attacks 36. Mind Black: You are immune to psychic damage, any effect that would sense its emotions or read its thoughts, Divination Spells, mind control and the Charmed/sleep condition. 37. Check Mate: You gain advantage in (ability) checks and saving throws of (str, con, dex, wis, cha, int, roll d6). Reroll if you already have advantage on certain checks. 38. Natural caster: You are able to use Metamagic and you start every day with 1d12 sorcery points. These points cannot be carried over to the next day. If you are already a sorcerer, these count as extra sorcery points. Reroll if you are not a caster 39. Free as a bird: Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed or movement. You cannot be stunned, paralyzed or restrained. You may spend half your movement to escape from nonmagical restraints, such as manacles or when grappled. Finally, underwater or being in the air imposes no penalties on your movement or attacks. 40. Choose one of the abilities below [/QUOTE]
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