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Species-based epic boons
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<blockquote data-quote="J-H" data-source="post: 8434758" data-attributes="member: 7020951"><p>Obviously I'm maintaining the old/normal approach of different species being different. </p><p>I'd like to have at least two epic boons per species to offer to my players. Here's what I have so far. Power levels vary - just like the power levels of the base epic boons, from "Misty Step 1/SR" to "Fire Immunity and a 1st level spell at will" to "Have an extra 9th level slot." I generally tried to lean into things that use or emphasize base species traits, but that are (mostly) not "bigger numbers". Suggestions?</p><p></p><p>Half-elves, orcs, etc, may choose from the boons available to either parent species.</p><p></p><p><strong>Aasimar</strong></p><p>Eyes of Light. An Aasimar gains immunity to the Blinded condition, and can see invisible and ethereal creatures within 30’.</p><p></p><p><strong>Aaracokra</strong></p><p>Wings of Cover. As a reaction, an Aaracokra can use its wings to shield its body against a weapon attack, reducing the damage of the attack by 2d6+CON modifier. Doing so reduces the Aaracokra’s flying speed to 10’ the following round.</p><p></p><p><strong>Dragonborn</strong></p><p>Lungs of Steel. Whenever it takes the Attack action, a Dragonborn can replace one of its attacks with a use of it’s breath weapon. It’s breath weapon recharges every four rounds.</p><p></p><p><strong>Dwarf</strong></p><p>Resilient Spirit. The dwarf gains advantage on saving throws against exhaustion, paralysis, and petrification.</p><p></p><p><strong>Elf</strong></p><p>Hearing the Air. An elf gains blindsight 30’ unless in an area of magical silence, and has advantage on Perception checks.</p><p></p><p><strong>Goliath</strong></p><p>Lasting Endurance. Stone’s Endurance is no longer limited to once per short rest. Instead, it may be used until a 1 is rolled on the 1d12 before requiring a rest to recover.</p><p></p><p><strong>Halfling</strong></p><p>Nimble Dodge. As long as a halfling’s speed is above 0, it gains +1 AC.</p><p></p><p><strong>Human</strong></p><p>Versatile Adaptation. A human gains +1 to hit on all attack rolls and skill checks.</p><p></p><p><strong>Orc</strong></p><p>Ferocious Attacker. An orc deals 4 extra damage with any weapon attack it makes. </p><p></p><p><strong>Satyr</strong></p><p>Ramming Charge. If a satyr moves at least 10’ in a straight line towards a target and hits it with a ram attack on the same turn, the target takes an extra 2d4 bludgeoning damage, and must succed on a Strength saving throw or be pushed up to 10’ away and knocked prone. The saving throw is 8 + PB + the Satyr’s STR mod.</p><p></p><p>Tricky Dodge. When hit by a weapon or spell attack with an attack roll, a satyr may use its reaction to force the attacker to re-roll the attack, taking the new result. This ability may be used a number of times equal to the satyr’s DEX modifier, recharging on a short or long rest.</p><p></p><p><strong>Tiefling</strong></p><p>Hellish Immunity. A tiefling gains immunity to poison and fire damage, and resistance to cold damage.</p><p></p><p><strong>Triton</strong></p><p>Master of the Tides. A triton gains the ability to cast its racial spells 3 times per long rest each. It can also cast Maelstrom once per long rest.</p><p></p><p><strong>Warforged</strong></p><p>Created Mind. A warforged’s mind is not conventionally constructed. It gains immunity to psychic damage, and powers or abilities that detect thoughts or alignment.</p><p></p><p><strong>Yuan</strong>-<strong>Ti</strong></p><p>Potent Poison. Any time a yuan-ti deals poison damage to a creature, the target takes 1d12 extra poison damage. The range of the Poison Spray cantrip increases to 30’.</p></blockquote><p></p>
[QUOTE="J-H, post: 8434758, member: 7020951"] Obviously I'm maintaining the old/normal approach of different species being different. I'd like to have at least two epic boons per species to offer to my players. Here's what I have so far. Power levels vary - just like the power levels of the base epic boons, from "Misty Step 1/SR" to "Fire Immunity and a 1st level spell at will" to "Have an extra 9th level slot." I generally tried to lean into things that use or emphasize base species traits, but that are (mostly) not "bigger numbers". Suggestions? Half-elves, orcs, etc, may choose from the boons available to either parent species. [B]Aasimar[/B] Eyes of Light. An Aasimar gains immunity to the Blinded condition, and can see invisible and ethereal creatures within 30’. [B]Aaracokra[/B] Wings of Cover. As a reaction, an Aaracokra can use its wings to shield its body against a weapon attack, reducing the damage of the attack by 2d6+CON modifier. Doing so reduces the Aaracokra’s flying speed to 10’ the following round. [B]Dragonborn[/B] Lungs of Steel. Whenever it takes the Attack action, a Dragonborn can replace one of its attacks with a use of it’s breath weapon. It’s breath weapon recharges every four rounds. [B]Dwarf[/B] Resilient Spirit. The dwarf gains advantage on saving throws against exhaustion, paralysis, and petrification. [B]Elf[/B] Hearing the Air. An elf gains blindsight 30’ unless in an area of magical silence, and has advantage on Perception checks. [B]Goliath[/B] Lasting Endurance. Stone’s Endurance is no longer limited to once per short rest. Instead, it may be used until a 1 is rolled on the 1d12 before requiring a rest to recover. [B]Halfling[/B] Nimble Dodge. As long as a halfling’s speed is above 0, it gains +1 AC. [B]Human[/B] Versatile Adaptation. A human gains +1 to hit on all attack rolls and skill checks. [B]Orc[/B] Ferocious Attacker. An orc deals 4 extra damage with any weapon attack it makes. [B]Satyr[/B] Ramming Charge. If a satyr moves at least 10’ in a straight line towards a target and hits it with a ram attack on the same turn, the target takes an extra 2d4 bludgeoning damage, and must succed on a Strength saving throw or be pushed up to 10’ away and knocked prone. The saving throw is 8 + PB + the Satyr’s STR mod. Tricky Dodge. When hit by a weapon or spell attack with an attack roll, a satyr may use its reaction to force the attacker to re-roll the attack, taking the new result. This ability may be used a number of times equal to the satyr’s DEX modifier, recharging on a short or long rest. [B]Tiefling[/B] Hellish Immunity. A tiefling gains immunity to poison and fire damage, and resistance to cold damage. [B]Triton[/B] Master of the Tides. A triton gains the ability to cast its racial spells 3 times per long rest each. It can also cast Maelstrom once per long rest. [B]Warforged[/B] Created Mind. A warforged’s mind is not conventionally constructed. It gains immunity to psychic damage, and powers or abilities that detect thoughts or alignment. [B]Yuan[/B]-[B]Ti[/B] Potent Poison. Any time a yuan-ti deals poison damage to a creature, the target takes 1d12 extra poison damage. The range of the Poison Spray cantrip increases to 30’. [/QUOTE]
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