Skip to main content

Altharion Boons

Boons stand as the ultimate testament to a character’s supremacy. Upon reaching level 20, every character is granted a single boon, marking the start of their ascension to true greatness. If a character finds and defeats a legendary World Boss, they gain an additional boon of their choice (up to 2 extra boons from Bosses may be acquired- to a maximum of 4 for Monoclass [Including the 19/1 split] or 3 for Multiclasses). Boons may only be taken once unless they specify otherwise.

Every time a lvl 20 character receives a boon, they may increase one of their statistics, and its maximum, by 2, up to a maximum of 30. The level 19 monoclass boon does not grant this stat increase. All selected boons and their stat increases must be logged here.

Search filters by heading and content. Matching sections open while a search is active.

Showing 0 of 0 boons.

Nocturne

You become a living shadow, slipping between moments and striking with stolen life

Step of Shadows

Whenever you move using your walking speed, you can teleport instead of moving, appearing in an unoccupied space you can see within the distance you would normally move. This teleportation still expends your walking speed. Additionally, you can stand up from being prone by spending 5 feet of movement instead of half your speed.

Killer’s Precision

Your critical hit range increases by 1. While you are invisible, your critical hit range increases by an additional 1.

Gloom-Drinker

While you are in dim light or darkness, your attacks are empowered by necrotic energy. Whenever you hit with an attack, it deals an additional 1d10 + your proficiency bonus necrotic damage, and you regain hit points equal to the necrotic damage dealt this way.

Lumenheart

Radiance follows your every step, refusing to let life fade in your presence

Ascendant Flight

You gain a flying speed of 60 feet.

Holy Surge

When you deal radiant damage to a creature, you can cause that creature to take an additional 4d4 Holy damage.

Undying Dawn

At the start of each of your turns, if you have at least 1 hit point, you regain 10 hit points.

Firebrand

You are an inferno given will, burning hotter the longer the battle rages

Volatile Mark

When you deal fire damage to a creature, you can mark it (no action required). A creature can be marked this way only once per turn. The next time you deal fire damage to a marked creature, the mark detonates, dealing 8d6 fire damage to the marked creature and every creature within 20 feet of it. A creature can be affected by only one detonation per turn, and a mark cannot detonate on the same turn it is applied.

Perfect Combustion

Whenever you roll fire damage dice, you treat any roll of 1 or 2 as a 3.

Phoenix Rebirth

When you would be reduced to 0 hit points, you are instead reduced to 1 hit point, and you immediately cast fireball at 9th level, centered on yourself. When this happens, you may choose to gain immunity to fire damage until the end of your next turn. You can use this feature once per day.

Winter’s Grasp

Cold answers your call, locking enemies in creeping, inevitable ice

Freezing Touch

Whenever you deal cold damage to a creature, you can reduce all of its movement speeds by half until the end of your next turn. If you deal cold damage to that creature again while its speed is reduced this way, it must succeed on a Constitution saving throw (DC 20 or your spell save DC, whichever is higher) or become restrained until the end of your next turn.

Shatter the Frozen

When you deal cold damage to a creature whose speed is reduced to half or less, you deal an additional 6d6 cold damage.

Icebound Reflex

When you make a saving throw, you can use your reaction to gain advantage on all saving throws until the start of your next turn.

Living Storm

You move as thunder given form, unstoppable and untouchable

Tempest Stride

Your walking speed increases by 30 feet.

Momentum Strike

Once per turn, when you take the Dash action, you can make one melee weapon attack or unarmed strike at any point during that movement. The attack deals an additional 1d4 lightning damage for every 10 feet you have moved before making the attack this turn, to a maximum bonus of 100d4 lightning damage.

Storm’s Evasion

When you are hit by an attack, you can use your reaction to make a Dexterity (Acrobatics) check. If the result exceeds the total attack roll, the attack misses instead. You can use this reaction once per round.

Corrosive Maw

Your presence eats away at steel, flesh, and certainty alike

Toxic Physiology

You are immune to the poisoned condition. Whenever you deal acid damage to a creature, it has disadvantage on attack rolls until the end of its next turn.

Armor Dissolution

Whenever you deal acid damage to a creature, its defenses corrode. Until the end of your next turn, attack rolls against that creature gain a +5 bonus.

Veil of Acid

When you take damage, you can choose to take no damage instead as corrosive energy surges around you. You can use this feature once per day.

Venomweaver

Your poisons are not merely toxins. They are systems, evolving and adapting mid-combat

Master Toxins

Whenever you deal poison damage to a creature, you can apply one of the following poison effects to it (no action required):
Serpent’s Kiss. The creature takes 1d6 poison damage at the start of each of its turns per stack.
Malaise Poison. The creature suffers a -1 penalty to all saving throws per stack.
Catalyst Agent. If the creature has 3 or more stacks, it becomes vulnerable to poison damage.
Magebane Toxin. Whenever the creature casts a spell, it takes 4d6 poison damage per stack.

Toxic Decay

Poison effects from this boon can stack without limit. At the end of each of a creature’s turns, it loses 1 stack of each type of poison affecting it.

Alchemical Preparation

At the start of each quest, you can create poisons worth up to 1,000 gp at no cost. These poisons can be given to other creatures, but all poisons created this way vanish at the end of the quest, regardless of their duration.

Venomous Reversal

When a creature affected by one of your poisons targets you with an attack, spell, or ability, you can use your reaction to immediately end one of your poison effects on that creature. If you do, the creature must choose a different target if possible; otherwise, the triggering attack, spell, or ability fails.

Paragon of Might

Your physical power borders on the mythic

Titanic Blows

Whenever you hit a creature with a melee weapon attack, the weapon’s base weapon damage die is doubled. This doubling applies only to the weapon’s normal damage die and does not affect damage from spells, class features, or other effects. Additionally, whenever you shove, push, or otherwise forcibly move a creature using a weapon attack or weapon-based feature, you can double the distance the creature is moved.

Decisive Strike

Before making an attack with a weapon you are wielding with two hands, you can choose to forgo any number of attacks you can make this turn. For each attack forgone, your next weapon attack before the end of the current turn gains the following benefits: You roll one additional d20 and choose which result to use, your critical hit range increases by 1 for that attack, and if that attack hits, it deals the weapon’s base damage an additional time. These benefits apply only to that single attack.

Unyielding Frame

At the start of your turn, you can end one of the following conditions affecting you: grappled, restrained, or frightened.

Paragon of Swiftness

You move faster than thought, acting in the space between heartbeats

Reflect Beyond Measure

You gain one additional reaction.

Instant Response

Once per round, at the end of another creature’s turn, you can use a reaction to take a single action. That action can be only one of the following: Attack (one attack only), Dash, Disengage, Hide, or Use an object.

Blinding Tempo

On your turn, you can use your bonus action to take one of the following actions: Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Paragon of Endurance

​​You are an immovable bastion, standing firm while others fall

Living Bulwark

When a spell or effect would affect both you and an ally within your reach, you can use your reaction to shield that ally. If you do, your ally suffers no effects or damage from the spell or effect, and you instead take all damage that ally would have taken. You do not suffer any additional conditions or secondary effects that would have applied only to the ally. The range of this reaction is 5 feet plus your weapon’s reach, or 10 feet plus your weapon’s reach if you are wielding a shield.

Last Stand

When you would be reduced to 0 hit points, you can instead drop to 1 hit point and unleash a rallying cry. You and all allied creatures within 60 feet of you gain temporary hit points equal to twice your Armor Class. You can use this feature once per day.

Unbreakable

You cannot be pushed or moved against your will, though teleportation still affects you. You are also immune to the stunned and paralyzed conditions.

Paragon of Spellcraft

Magic bends around your will, answering instinct rather than study

Omnicaster

You choose a number of spells equal to your Intelligence modifier from any spell list. These spells are always prepared for you, count as spells from your class, and can be cast using your spell slots. You can change these chosen spells at the end of a long rest.

Mutable Preparation

As a bonus action on your turn, you can replace one spell you have prepared or know with another spell from your spell list.

Sustained Power

When you cast a spell that requires concentration, you can choose to forgo concentrating on it. If you do, the spell persists without concentration until the end of your next turn, after which it immediately ends, as if your concentration had been broken.

Paragon of Restoration

Your healing bends the rules of mortality itself

Perfect Recovery

Whenever you restore hit points to a creature, all dice rolled to determine the healing are treated as having rolled their maximum values.

Arcane Renewal

Whenever you affect another creature with a spell or ability, you can expend a spell slot. If you do, that creature regains one expended spell slot of a level equal to or lower than the slot you expended. If the expended slot is 5th level or higher, the creature can also recharge one of its features that normally recharges on a short rest, as if it had completed one. If the expended slot is 9th level, the creature can instead recharge any one of its features, as if it had completed a long rest.

Refuse the Reaper

If you are at 0 hit points at the start of your turn, you can expended and roll up to five Hit Dice, adding your Constitution modifier to each roll, and regaining hit points equal to the total. You can also use this feature if you have died within the last 6 seconds. You can use this feature once per day.

Paragon of Prowess

Every blow against you is an insult, and you answer insults decisively

Overwhelming Output

Whenever you deal 10 or more damage of a single damage type to a creature with one instance of damage, you deal an additional 2 damage of the same type for every 10 damage dealt.

Punish Defiance

When a creature succeeds on a saving throw against one of your spells or abilities, you can deal force damage to it equal to twice your proficiency bonus. If the saving throw was made against an effect that deals a specific damage type, you can choose for this damage to be that type instead.

Prowess Insulted

Whenever you take damage from a hostile creature, you gain one stack of Prowess Insulted. Each stack grants a +1 bonus to attack rolls, saving throw DC’s and damage rolls. All stacks of Prowess Insulted are lost at the end of your turn.

Paragon of Momentum

You move in layered rhythms, lending motion to yourself and others alike

Dual Impulse

You gain an additional bonus action on each of your turns. You cannot use both bonus actions to take the same type of bonus action.

Shared Momentum

As a bonus action, you can choose one willing creature you can see within 30 feet of you. On that creature's next turn, it gains an additional bonus action. The creature must use this bonus action before the start of your next turn. A creature can benefit from Shared Momentum only once per round, and a bonus action granted this way follows all normal restrictions of that creature’s features, spells, and abilities. The creature cannot use both bonus actions on the same turn to perform the same type of bonus action.

Pass the Baton

If you end your turn with a spare bonus action, one creature of your choice that you can see within 60 feet gains a reaction that it can use before the start of your next turn, even if it has already used its reaction this round.

Dreadlord’s Host

You rule through expendable legions, life traded for your own survival

Sacrificial Continuance

When you would be reduced to 0 hit points, you can use your reaction to sacrifice a creature you created or summoned that is within 120 feet of you. That creature is instantly destroyed, and you are instead reduced to 1 hit point.

Necromancer’s Gift

Whenever you summon or create a creature, you can mark it with Necromancer’s Gift. If a creature marked this way would be reduced to 0 hit points, it is instead teleported to the nearest unoccupied space adjacent to you (you choose the space if multiple are equally close), regains all of its hit points, and then loses Necromancer’s Gift. You can have a maximum number of creatures marked this way equal to twice your proficiency bonus. A creature can benefit from Necromancer’s Gift only once.

Amalgamation Ritual

Over the course of 10 minutes, you can perform a ritual targeting up to 50 identical creatures you summoned. Those creatures merge into a single creature for all mechanical purposes. Any Necromancer’s Gift marks on the creatures are lost, and the merged creature cannot gain Necromancer’s Gift. The merged creature has hit points equal to the combined hit points of all merged creatures but otherwise uses the statistics of one of them. It can make a number of attacks equal to the number of creatures merged. When the merged creature is reduced to half its hit points or fewer, the number of attacks it can make is halved. When you create the merged creature, you choose whether it is Medium, Large, or Huge.

Unified Will

Your will extends beyond your body, acting through a perfected companion

Chosen Companion

Whenever you summon or create a creature, you can designate it as your chosen companion. Its maximum hit points increase by 100, and whenever it makes a saving throw, you can choose for it to use your saving throw modifier instead of its own. You can have only one chosen companion at a time; if you designate a new one, the previous companion instantly vanishes and is destroyed.

Perfect Coordination

Whenever you hit a creature with an attack or a creature fails a saving throw against one of your spells, you can mentally command your chosen companion (no action required). If the companion is within range, it immediately makes one attack against the same target.

Shared Precision

Whenever your chosen companion makes an attack, you can choose for it to use your attack modifier instead of its own.

Connected Attunement

When you cast a spell that targets or affects only you, you can choose for that spell to also target or affect your chosen companion.

Specialization Supremacy

You perfect a single discipline beyond mortal limits

When you gain this boon, choose ONE of the following benefits:

Battle Master, Legally Distinct™

You gain all subclass features of the Battle Master fighter subclass (if you are not already a Battle Master)

Advanced Stabbing Techniques

You gain (or increase) the Sneak Attack feature by 6d6 damage, following the same rules as the rogue’s Sneak Attack feature.

Arcane Hoarding

If you have spell slots, you gain one additional 3rd-level, 4th-level, and 5th-level spell slot; if you have Pact Magic, you instead gain two additional pact slots.

Tougher than Tough

You may instead increase your maximum hit points by 40

I’m Just Better at Stuff

You gain a +2 bonus to all ability checks and crafting checks.

This boon may be taken multiple times, each time granting a different choice.

Unrelenting Assault

You overwhelm foes through relentless pressure and perfect counters

Weapon Override

Whenever you make an attack with an off-hand weapon, you can have that weapon use the properties of your main-hand weapon for the attack, including weapon type, base weapon damage, weapon mastery, and any additional effects granted by a magic item.

Momentum Energy

Whenever you hit a hostile creature with a weapon attack, you gain one stack of Momentum, up to a maximum of 10 stacks. At the start of your turn, you automatically consume all Momentum stacks. Until the end of your turn, your weapon attacks deal an additional 1d4 damage for each stack consumed.

Perfect Parry

When you are hit by an attack, you can use your reaction to attempt to parry. Make an attack roll with a melee weapon you are wielding. If the result exceeds the total attack roll of the incoming attack, the attack is completely negated. If the attacking creature is within your weapon’s reach, you can then make one melee weapon attack against it. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses of this feature on a short or long rest.

Cascading Onslaught

Your attacks spill outward, punishing all who dare stand near you

Sweeping Strike

When you make a melee attack, you can choose to target any number of creatures within your melee reach with the same attack roll. Until the start of your next turn, attack rolls against you have advantage.

Battlefield Momentum

At the end of your turn, if you hit more than one creature with melee attacks during that turn, you gain a bonus to your Armor Class equal to the number of different creatures you hit. This bonus lasts until the start of your next turn.

Relentless Precision

Whenever you make a melee attack, your critical hit range increases by 1 for that attack.

Deadeye’s Focus

Distance becomes a weapon as deadly as the arrow itself

Measured Lethality

Whenever you make a ranged weapon attack, the attack deals an additional 1d6 damage for every 20 feet between you and the target, up to a maximum of 10d6. This bonus damage is ignored if you have disadvantage on the attack roll from any source.

Killing Angle

When you make a ranged weapon attack with advantage, your critical hit range for that attack increases by 1.

Rain of Munitions

As an action, you fire 15 pieces of ammunition into the air, which rain down in a 20-foot-radius sphere at a point within your weapon’s long range. Creatures of your choice in the area must make a Dexterity saving throw (DC equal to 10 + your attack modifier with the ranged weapon). You make two ranged weapon attacks against each creature that failed the save and one against each creature that succeeded. These attacks automatically hit and count as ranged weapon attacks. If all ammunition used was of the same type, its effects apply to these attacks.

Living Fort

You shape the battlefield into a bastion of your own design

Defensive Synergy

While a creature is within 5 feet of an object or magical effect you created with a spell or ability, you can cause that creature to ignore the harmful magical effects of that object or effect. Instead, the creature gains a +5 bonus to Armor Class and attack rolls while it remains within that distance.

Citadel Manifestation

As an action, you create a magical dome centered on yourself, up to a 40-foot radius, which can be a partial or complete sphere and made of any material you choose. You can omit any portions of the dome while maintaining its magical effect. When the dome is created, you can freely shape terrain inside it as though you cast Wall of Stone once and/or bones of the earth once.

While you remain inside the dome, at initiative count 20 each round, you can take one additional action. If you are forced outside the dome, become incapacitated, or the dome is dispelled (treated as a 9th-level spell), the dome and its terrain collapse instantly, you gain one level of exhaustion, and you lose 50 hit points. Otherwise, the dome crumbles harmlessly after 1 hour. You can use this feature once per day.

Font of Undying Vitality

Your life force overflows, spilling outward to sustain others and refuse the limits of mortality

Overflowing Restoration

Whenever you restore hit points to a creature in excess of its hit point maximum, the excess healing is converted into temporary hit points instead of being lost. Temporary hit points gained this way stack with one another, up to a maximum equal to half your hit point maximum. When you finish a long rest, you gain temporary hit points equal to half your hit point maximum.

Amplified Renewal

Once per turn, when you restore hit points or grant temporary hit points to one or more creatures, you can increase the total amount of hit points granted by an amount equal to four times your proficiency bonus.

Vital Surge

When you affect a creature with any spell, ability, or effect, you can flood it with life energy. That creature can immediately take one action of its choice. You can use this feature once per day.

Bastion of the Living Form

Your body endures punishment that would annihilate lesser beings

Damage Mitigation

Once per round, when you take damage, you can reduce the damage by an amount equal to your proficiency bonus multiplied by your Constitution modifier.

Adaptive Resilience

At the start of your turn, you can choose to gain temporary hit points equal to your Constitution score. If you choose not to gain these temporary hit points, you instead gain one additional reaction until the start of your next turn. This reaction is lost if it is not used before then.

Vital Conversion

Whenever you would gain temporary hit points, you can choose to forgo gaining them and instead regain hit points equal to the number of temporary hit points you would have received.

Titan’s Tenacity

Your body becomes a force of nature

Heart of the Titan

Your maximum HP increases by 60.

Health of Giants

You gain proficiency in Constitution saving throws; if you already have this proficiency, you instead gain expertise.

Form of Titans

Your size category increases by one. This effect can be toggled off and on(no action required).

Titanic Opening

Fall damage for you is calculated in d12’s and has no limit.

True Resonance

You move in layered rhythms, lending motion to yourself and others alike

Internal Acoustics

You are immune to the deafened condition. Whenever you deal thunder damage to a creature, that creature has disadvantage on saving throws until the end of its next turn.

Resonant Casting

Whenever you cast a spell that deals thunder damage, you can manipulate the spell’s sonic wave. Choose one of the following effects:

Focused Wave. The spell ignores all forms of cover.

Echoing Spell. After the spell resolves, a secondary wave deals 5d6 thunder damage to creatures of your choice within 30 feet of the original target or the center of the spell.

Disruptive Frequency. Creatures damaged by the spell must succeed on a Constitution saving throw (DC 20 or your spell save DC, whichever is higher) or become deafened and unable to cast spells with verbal components until the end of their next turn.

The Perfect Harmonics

You align your thunderous power with precise resonant frequencies. Your thunderous resonance has a wavelength of 15 feet. Whenever you deal thunder damage to a creature that is exactly a multiple of this distance from you, the sound waves constructively interfere. Resonant distances are 15, 30, 45, 60, 75, 90, 105, 120 feet (Continues on with multiples of 15). When this occurs, the attack or spell deals an additional 8d6 thunder damage.

Psionophage

Your thoughts invade and unravel the minds of others, eroding their certainty until nothing remains but doubt

Psychic Erosion.

Once per turn, when you deal psychic damage to a creature, you can erode its mind, imposing a –1 penalty to its attack rolls, saving throws, and ability checks for 1 minute.

This penalty stacks with itself, up to a maximum of –5. If the creature is affected by multiple instances of this effect, the duration resets to 1 minute each time the penalty increases.

Shattered Focus

Whenever a creature affected by your **Psychic Erosion** fails an attack roll, saving throw, or ability check, it takes 8d10 psychic damage.

Psychosomatic Twist

Your mastery of the mind allows you to blur the line between body and thought.

When you deal psychic damage, you can choose for that damage to instead become bludgeoning, piercing, or slashing damage.

Additionally, when you deal bludgeoning, piercing, or slashing damage, you can choose for that damage to instead become psychic damage.

You decide the damage type when the damage is dealt.

Perfect Vector

Gravitic Collapse.

Whenever you affect a creature with a spell, or deal force damage to a creature, you can choose to move the creature 10ft in any direction. A creature can only be affected by this effect once per turn. If you push a creature while it is adjacent to a wall, it takes 6d6 force damage as it is crushed against it, unless you are pushing it towards the ground it is standing on, in which case it is instead subjected to the Prone Condition(and no extra damage).

Vector Lock

If you deal force damage to a creature exactly once on your turn, at the end of your turn, you can lock it. At the start of your next turn, if you can see the creature, the creature gains vulnerability to force damage until the end of your turn. This effect can only be used twice per long rest.

Reality Altered

Whenever you cast a spell that deals damage, you can freely change the damage type that the spell deals to be force. You permanently lose the ability to cast Prismatic Wall.

Cosmic Singularity

All existence bends toward you, where endings and beginnings share the same point.

Endless Horizon

As an action, you conjure a miniature black hole in a location you can see within 300ft of you. Any nonmagical terrain within 30ft around the black hole is instantly destroyed, leaving only empty air. Whenever a creature of your choice starts or ends its turn within 30ft of the black hole, it takes 8d8 force damage.

Whenever a creature of your choice is targeted by a ranged attack while within 30ft of the black hole, you can choose to give the attack disadvantage(no action required). As an action or bonus action on subsequent turns, you can choose to move a black hole up to 150ft in any direction(this does not destroy nonmagical terrain). If the black hole collides with another black hole, they both explode, triggering Supernova. Any black hole created this way dissipates harmlessly after 1 minute.

Supernova

As an action, you can cause your black hole created by **Endless Horizon** to explode violently. Doing so causes any creature within 30ft of the black hole to make a Str, Dex, Con and Wis save. A creature takes 10d12 force damage on a failed save, and half as much on a success(this is repeated for each save).

Wormhole Travel

Whenever you are subjected to the damage from Supernova, you can choose to get immunity to that damage instead. Once on your turn you can, as a free action, teleport to any location within 30ft of a black hole you have created with **Endless Horizon**.

Edict of Mercy and Ruin

You command divine power that heals and annihilates in equal measure

Divine Storm

As an action, you summon a storm of divine energy centered on you that moves with you and extends 120 feet in all directions. When the storm appears, and at the start of each of your turns, you can call down bolts of divine energy on any number of creatures within the storm. Each bolt either restores 5d10 hit points or deals 10d10 radiant damage, your choice for each creature. This storm is a magical effect treated as a 9th-level spell for the purpose of dispelling.

Judgment Infusion

At the start of your turn while the storm is active, you can choose to forgo calling down bolts. Until the end of your turn, whenever you hit with an attack, you can choose for the attack to deal an additional 2d10 radiant damage, or deal no damage and instead restore 4d10 hit points to the target.

Edict of Death and Decay

Death spreads outward from your presence, growing stronger with every soul claimed

Zone of Oblivion

As an action, you create a sphere of necrotic energy up to 30 feet in radius at a point you can see within 300 feet. Creatures of your choice that start their turn, end their turn, or are forced into the sphere take 6d6 necrotic damage, no more than once per turn. Each time a creature takes damage from this effect, the sphere’s radius increases by 5 feet, up to a maximum of 100 feet, and the damage increases by 1d6, up to a maximum of 20d6. The sphere lasts for 10 minutes or until you dismiss it.

Consume the Grave

If you start your turn inside the zone, you can draw power from it, reducing its radius by 5 feet and its damage by 1d6. If you do, you gain advantage on your next attack roll this turn, and that attack deals an additional 2d6 necrotic damage on a hit. Alternatively, you can completely consume the zone, ending it immediately; if you do, all your attacks have advantage until the end of your turn and deal an additional 2d6 necrotic damage on a hit.