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Types of Boons

General Boons

Some boons are general, meaning that no special rules govern them as a group.

Combat Boons

Combat boons allow for you to perform feats in combat, and can be taken with the bonus boon points granted by the fighter.

Critical Boons

Critical boons allow you to make your critical hits more devastating. You can only apply the effects of one critical boon on a single hit, unless you possess the Critical Mastery boon.

Spellcasting Boons

Spellcasting boons allow for more powerful and flexible magic, and can be taken with the bonus boon points granted by the sorcerer.

Metamagic Boons

Metamagic boons allow you to augment the effects of your spells. Any spellcaster can take them, whether Arcane, Divine, or Primal. You can apply the effects of multiple metamagic boons on a single spell, as long as you pay each cost separately.

Metamagic (Sorcery) Boons

Metamagic (sorcery) boons act just as metamagic boons, except only sorcerers may take them and they use a sorcerer's sorcery points.

Class Boons

Class boons augment class features. You can have a maximum number of boon points allocated to class boons equal to your proficiency bonus plus one. You can exchange one Class boon for boon points when you level up.

Upbringing Boons

Upbringing boons affect what you were before adventuring, or professions you learned along the way. You can only choose these boons at character creation, or during long stretches of downtime. You must choose one upbringing boon that is not a culture boon during character creation, which you receive for free at no cost in boon points.

Culture Boons

Culture boons affect special abilities granted to you by your culture.

General Boons

Boon Name Prerequisites Benefit
Boon Point Cost
Ability Score Improvement - You gain +1 to an Ability Score 2
Alert - You cannot be surprised while you are conscious 2
Climber The ability to climb Your climbing speed equal to walking speed 2
Durable Constitution 13 or higher You gain a bonus to hit die healing rolls on a short rest 2
Eidetic Memory Intelligence 13 or higher You gain the ability to accurately recall things with great accuracy 3
Endurance - You gain advantage on Con saves against exhaustion 3
- Improved Endurance - Endurance The first level of exhaustion you gain after a long rest is nullified 3
Expertise Proficiency with at least one skill You double your proficiency bonus in a skill with which you are proficient 2
Heavy Armor Proficiency Proficiency with medium armor You gain proficiency with heavy armor 2
Inner Arcana Sorcerer level 1st You add both your Intelligence and Charisma modifier to Arcana checks 2
Intimidating Prowess Proficiency in Intimidation, Strength 13 or higher You add both your Strength and Charisma modifier to Intimidation checks 2
Language The ability to speak at least one language You gain fluency in one or more languages 1
Light Armor Proficiency - You gain proficiency with light armor 2
Lucky - You gain the ability to reroll one d20 per long rest 2
Master Craftsman Proficiency with a Craft skill You can create masterwork items 2
- Extraordinary Craftsman - Master Craftsman, +9 or greater with a Craft skill You can create magic items without being a spellcaster 2
Medium Armor Proficiency Proficiency with light armor You gain proficiency with medium armor 2
Resilience - You gain proficiency in one type of saving throw 3
Fleet A walking speed You add 2 meters to your walking speed 1
Shield Proficiency Proficiency with light armor You gain proficiency with shields 1
Skill Proficiency - You gain proficiency in a skill 1
Soul Tether - You gain one additional attunement slot 2
- Improved Soul Tether - Soul Tether, character level 5th You gain one additional attunement slot 2
-- Master Soul Tether -- Improved Soul Tether, character level 11th You gain one additional attunement slot 3
Sprinter Walking speed of 12 meters or greater You can use your entire action to run at four times your speed 2
Swimmer The ability to swim You gain a swim speed equal to your walking speed 2
Tool Proficiency - Gain proficiency in one tool of your choice 1
Tough - You gain an additional 1 hit point per level 2
Weapon Proficiency - You gain proficiency in one martial or two simple weapons of your choice 1

 

Combat Boons

Boon Name Prerequisites Benefit
Boon Point Cost
Arcane Strike The ability to cast at least one arcane spell Your non-magical weapon attacks deal an additional 1 force damage, and are considered magical 2
- Arcane Penetration -
Arcane Strike, character level 5th When you attack a creature that is currently under the effects of a spell like Arcane Shield or Mage Armor, you ignore those spells' bonus to AC 2
- Improved Arcane Strike - Arcane Strike, character level 5th Your weapon attacks deal an additional 2 force damage 3
Battle-Ready - You gain a +5 bonus to initiative checks 2
Close-Quarters Shooter Proficiency with a ranged weapon You can make ranged attacks normally within reach of an enemy 2
Crossbow Expert Proficiency with a crossbow You ignore the loading property of crossbows you are proficient with 2
Defensive Duelist Dexterity 13 or higher You can add your proficiency bonus to AC as a reaction with a finesse weapon 4
Easy Up - You can stand from prone using only 1 meter of movement 2
Great Weapon Master - You can trade accuracy for damage with a heavy melee weapon 2
- Cleave - Great Weapon Master, Strength 15 or higher If you hit with a heavy melee slashing weapon using Great Weapon Master on your turn, you can attack with that weapon again as a part of your attack action 3
- Clobber -
Great Weapon Master, Strength 15 or higher If you hit with a heavy melee bludgeoning weapon using Great Weapon Master on your turn, you can attack with that weapon again as a part of your attack action 3
- Run-Through -
Great Weapon Master, Strength 15 or higher If you hit with a heavy melee piercing weapon using Great Weapon Master on your turn, you can attack with that weapon again as a part of your attack action 3
Haft Strike Proficiency with a Glaive, Halberd, Quarterstaff, Spear, or Staff  You can make an additional attack with your bonus action using a polearm 2
Improved Charge - You do not provoke an attack of opportunity on a failed Charge attempt 2
- Advanced Charge - Improved Charge You can use your bonus action to Overrun on a successful Charge 2
Improved Disarm - You do not provoke an attack of opportunity on a failed Disarm attempt 2
- Advanced Disarm - Improved Disarm You can Disarm as an attack during an attack action on your turn 2
Improved Dodge Dexterity 13 or higher When you take the Dodge action, you also gain a +2 bonus to AC 2
- Mobility - - You do not provoke attacks of opportunity from creatures that you attack 2
Improved Grapple - You do not provoke an attack of opportunity on a Grapple attempt 2
- Advanced Grapple - Improved Grapple You can Grapple as an attack during an attack action on your turn 2
- Monster Grappler - Improved Grapple, Strength 15 or higher You can grapple creatures up to two size categories larger than you 2
- Pinning Grapple - Improved Grapple You can pin a creature that you are grappling 2
Improved Lunge - You do not provoke an attack of opportunity on a failed Lunge attempt 2
- Advanced Lunge - Improved Lunge You can Lunge as an attack during an attack action on your turn 2
Improved Overrun - You do not provoke an attack of opportunity on an Overrun attempt 2
- Advanced Overrun - Improved Overrun A creature you Overrun must be Overrun, and they fall prone on a fail 2
Improved Shove - You do not provoke an attack of opportunity on a failed Shove attempt 2
- Advanced Shove - Improved Shove You can Shove as an attack during an attack action on your turn 2
Improved Sunder - You do not provoke an attack of opportunity on a Sunder attempt 2
- Advanced Sunder - Improved Sunder You can Sunder as an attack during an attack action on your turn 2
Improved Trip - You do not provoke an attack of opportunity on a Trip attempt 2
- Advanced Trip - Improved Trip You can Trip as an attack during an attack action on your turn 2
Improved Two-Weapon Fighting Dexterity 15 or higher Reduce the penalties for fighting with two weapons 2
- Dual Wielding Defense - Improved Two-Weapon Fighting You gain +1 to AC while wielding two melee weapons in each hand 2
- Dual Wielding Versatility - Improved Two-Weapon Fighting You can dual wield with weapons that are not light 1
Long-Ranged Attacker - You can attack at long range with a ranged weapon without disadvantage 2
Preemptive Strike - You can make an attack of opportunity when an enemy enters your reach 2
Ranged Weapon Master - You can trade accuracy for damage with a ranged weapon 2
Ruthless Combatant - You can attack as a bonus action when you knock a creature out or score a critical hit 2
Savage Attacker - You can reroll a weapon's damage dice once per turn 3
Sharpshooter - Your ranged weapon attacks ignore half and three-quarters cover 2
Steady Strength 13 You have advantage resisting being Overrun, Shoved, and Tripped 3
Warrior's Fervor Character level 5th, Endurance When you drop to 0 hit points, you have a chance to not receive exhaustion 2
- Improved Warrior's Fervor - Character level 7th, Warrior's Fervor, Improved Endurance You do not receive a level of exhaustion when falling to 0 hit points 3

Critical Boons

Improved Critical Fighter level 6th You can roll damage dice three times when you score a critical hit with a weapon attack 3
- Bleeding Critical - Improved Critical, character level 8th Upon a critical hit, the target takes an additional 2d8 damage 3
- Blinding Critical - Improved Critical Upon a critical hit, the target must succeed on a Con save or go blind 2
- Critical Mastery - Two critical boons, character level 8th You can use the affects of two different critical boons on a single hit 2
- Disarming Critical - Improved Critical Upon a critical hit, you can make a Disarm maneuver as a reaction 2
- Forceful Critical - Improved Critical, Strength 13 or higher Upon a critical hit, you can make a Shove maneuver as a reaction 2
- Stunning Critical - Improved Critical, character level 12th Upon a critical hit, the target must succeed a Con save or become stunned 3
- Threatening Critical - Improved Critical Upon a critical hit, you can attempt to frighten a creature 2
- Tiring Critical - Improved Critical Upon a critical hit, the target must make a Con save or gain exhaustion 2
- Tripping Critical - Improved Critical Upon a critical hit, you can make a Disarm maneuver as a reaction 2

 

Spellcasting Boons

Boon Name Prerequisites
Benefit
Boon Point Cost
Armed Caster The ability to cast at least one spell You can perform the somatic components of spells while wielding a shield or weapons 2
Basic Magic - You learn one cantrip of your choice 2
Elemental Adept The ability to cast at least one spell Spells you cast of a chosen elemental damage type ignore resistance 2
- Elemental Expert - Elemental Adept, character level 5th Spells you cast of a chosen damage type are more potent 2
- Elemental Potency - Elemental Adept, character level 5th Spells you cast of a chosen damage type ignore immunity 2
Energy Adept The ability to cast at least one spell, character level 7th Spells you cast of a chosen damage type ignore resistance 2
- Energy Expert - Energy Adept, character level 11th Spells you cast of a chosen damage type are more potent 2
- Energy Potency - Energy Adept, character level 11th Spells you cast of a chosen damage type ignore immunity 2
Improved Concentration The ability to cast at least one spell You have advantage on Con saves to concentrate on spells 2
- Attentive Concentration - Improved Concentration You do not need to make concentration checks unless you take damage 2
- Dual Concentration - Improved Concentration, character level 7th You can concentrate on two spells at once for a limited time per day 3
- Durable Concentration - Improved Concentration, character level 5th You do not need to make a concentration check if you take little damage 3
- Expert Concentration - Improved Concentration You can choose to succeed a concentration check once per rest 2
Improved Counterspell The ability to cast at least one spell You can counter a spell with a spell of the same school 2
- Reactive Counterspell - Improved Counterspell, character level 7th You can counter a spell as a reaction 3
Major Magic Character level 3rd, Minor Magic You learn and can cast a 2nd level spell once per long rest 2
Minor Magic Basic Magic You learn and can cast a 1st level spell once per long rest 2
Ultimate Magic Character level 5th, Major Magic You learn and can cast a 3rd level spell once per long rest 3
War Caster The ability to cast at lest one spell You can cast spells as an attack of opportunity 2

Metamagic Boons

Careful Spell Caster level 3rd You can give creatures of your choice advantage on saving throws against a spell you cast 2
- Improved Careful Spell - Caster level 5th, Careful Spell You can choose creatures to be immune to your spell's effects 2
Delayed Spell Caster level 3rd You can delay a spell's effects to occur until your next turn 2
Distant Spell Caster level 3rd You can double a spell's range 2
- Improved Distant Spell - Distant Spell You can triple a spell's range 2
Empowered Spell Caster level 3rd You can increase the damage dice of a spell by one stage 2
Extended Spell Caster level 3rd The duration of a spell that is longer than instantaneous is doubled 2
Heightened Spell Caster level 3rd You can give a creature disadvantage on a saving throw against your spell 2
Merciful Spell Caster level 3rd You can choose for a spell's damage to be non-lethal 2
Quickened Spell Caster level 3rd You can cast a spell that is an action as a bonus action 2
Shared Spell Caster level 3rd You can cast a spell that has a range of self with a range of touch 2
Silent Spell Caster level 3rd You can cast a spell without verbal components 2
Still Spell Caster level 3rd You can cast a spell without somatic components 2
Subtle Spell Silent Spell or Still Spell You can cast a spell without verbal or somatic components 2
Transmuted Spell Caster level 3rd You can change the damage type of a spell to another 2
Twinned Spell Caster level 3rd You can target a second creature with a spell you cast 2
Widen Spell Caster level 3rd You can make a spell's area of effect larger 2

Metamagic (Sorcery) Boons

Careful Spell (Sorcery) Sorcerer level 3rd You can give creatures of your choice advantage on saving throws against a spell you cast 2
- Improved Careful Spell (Sorcery) - Sorcerer level 5th, Careful Spell (Sorcery) You can choose creatures to be immune to your spell's effects 2
Delayed Spell (Sorcery) Sorcerer level 3rd You can delay a spell's effects to occur until your next turn 2
Distant Spell (Sorcery) Sorcerer level 3rd You can double a spell's range 2
- Improved Distant Spell (Sorcery) - Distant Spell (Sorcery) You can triple a spell's range 2
Empowered Spell (Sorcery) Sorcerer level 3rd You can increase the damage dice of a spell by one stage 2
Extended Spell (Sorcery) Sorcerer level 3rd The duration of a spell that is longer than instantaneous is doubled 2
Heightened Spell (Sorcery) Sorcerer level 3rd You can give a creature disadvantage on a saving throw against your spell 2
Merciful Spell (Sorcery) Sorcerer level 3rd You can choose for a spell's damage to be non-lethal 2
Quickened Spell (Sorcery) Sorcerer level 3rd You can cast a spell that is an action as a bonus action 2
Shared Spell (Sorcery) Sorcerer level 3rd You can cast a spell that has a range of self with a range of touch 2
Silent Spell (Sorcery) Sorcerer level 3rd You can cast a spell without verbal components 2
Still Spell (Sorcery) Sorcerer level 3rd You can cast a spell without somatic components 2
Subtle Spell (Sorcery) Silent Spell (Sorcery) or Still Spell (Sorcery) You can cast a spell without verbal or somatic components 2
Transmuted Spell (Sorcery) Sorcerer level 3rd You can change the damage type of a spell to another 2
Twinned Spell (Sorcery) Sorcerer level 3rd You can target a second creature with a spell you cast 2
Widen Spell (Sorcery) Sorcerer level 3rd You can make a spell's area of effect larger 2

 

Class Boons

Boon Name Prerequisites
Benefit
Boon Point Cost

Barbarian

Deepened Rage Barbarian level 3rd You can Rage one additional time per day 2
       
       
       

Bard

Deepened Inspiration Bard level 3rd You gain one additional Bardic Inspiration per rest 2
       
       
       

Cleric

Deepened Divinity Cleric or Paladin level 3rd You gain one additional Channel Divinity per rest 4
Improved Divine Intervention Cleric level 10th Your Divine Intervention chance increases by 10% 3
       
       

Druid

Additional Wild Shape Druid level 3rd You gain an additional use of Wild Shape 3
Extended Wild Shape Druid level 3rd The duration of your Wild Shape increases by 1 hour 2
Wild Speech Druid level 3rd You can speak while using Wild Shape 2
       

Fighter

Third Wind Fighter level 3rd You can use Second Wind one additional time per rest 3
       
       
       

Monk

Deepened Ki Monk level 3rd Your ki pool increases by 2 2
Improved Flurry of Blows Monk level 3rd Your Flurry of Blows damage increases by one step 2
Spider Step Monk level 7th You can move across ceilings and walls when you use step of the wind 2
- Wind Step - Spider Step, Monk level 11th You can walk on air when you use step of the wind 3

Paladin

Deepened Divinity Cleric or Paladin level 3rd You gain one additional Channel Divinity per rest 4
Deepened Healing Power Paladin level 3rd Your Lay on Hands pool increases by twice your proficiency bonus 2
       
       

Ranger

Additional Favored Enemy Ranger level 3rd You gain an additional favored enemy 3
Bestial Retaliation Beast Master Ranger level 9th When your animal companion is hit by an attack, you can use your reaction to make a weapon attack against the attacker 3
Companion's Bond Beast Master Ranger level 3rd You can use your action to perceive through your animal companion's senses 2
Defensive Tact Hunter Ranger level 9th You gain an improved Defensive Tactics feature of your choice 3
Hunter's Quarry Hunter Ranger level 3rd You gain an improved Hunter's Prey feature of your choice 2
Planar Strike Horizon Walker Ranger level 9th You can use your action to make an attack to banish a creature 3
Portal Sense Horizon Walker Ranger level 3rd You can use your Detect Portal ability at will, and when you use it you can also sense from which plane the portal leads to 2
Feral Magic Ranger level 3rd You may learn one Druid or Ranger spell of your choice that you can cast 1
Slayer's Capability Monster Slayer Ranger level 9th The die from Slayer's Prey and Supernatural Defense becomes a d8 3
Slayer's Mark Monster Slayer Ranger level 3rd You can use your bonus action to attack a creature marked with Slayer's Prey 2
Stalker's Ambush Gloom Stalker Ranger level 9th You can use your Dread Ambush ability whenever you go first in initiative 3
Twilight Sight Gloom Stalker Ranger level 3rd You can see in magical and non magical darkness out to a range of your darkvision 2

Rogue

Ambushing Spell Arcane Trickster Rogue level 9th You can add your sneak attack to any spell attack you cast that deals damage and that you have advantage on 3
Assassin's Infiltration Assassin Rogue level 3rd You can unfailingly create false identities for yourself 2
Beguiling Panache Swashbuckler Rogue level 9th A hostile creature you affect with Panache is considered Blind against targets other than you 3
Expert Skirmisher Scout Rogue level 3rd When you use your Skirmisher ability, you may immediately make a weapon attack against the creature which provoked it 2
Extraordinary Mobility Scout Rogue level 9th You can move through other creature's spaces. Movement through a creature's space is considered difficult terrain. You cannot end your turn in another creature's space. 3
Greater Insight Inquisitive Rogue level 3rd You have advantage on attack rolls against a creature affected by your Insightful Fighting feature 2
Improved Sneak Attack Rogue level 3rd Your Sneak Attack damage increases by 1d6 2
Infallible Eye Inquisitive Rogue level 9th You treat a roll of 14 or lower on the d20 as a 15 when you make Perception and Investigation skill checks 3
Deft Hand Assassin Rogue level 9th The critical range from Careful Strike becomes 17-20 3
Master Manipulator Mastermind Rogue level 9th You can use your Insightful Manipulator feature as an action, and you may learn all of the creature's ability scores, class levels, and saving throw proficiencies 3
Nimble Casting Arcane Trickster Rogue level 3rd You may use your Dexterity instead of Intelligence for your spellcasting ability modifier 2
Pin-Point Tactician Mastermind Rogue level 3rd When you use the help action to aid an attack roll, roll half of your sneak attack damage (rounded down) and add it to the total damage 2
Rakish Duel Swashbuckler Rogue level 3rd You can cast the spell Compelled Duel once per short rest 2
Supreme Maneuverability Thief Rogue level 9th If you move no more than half your movement on a turn, you also have advantage on Acrobatics and Sleight of Hand skill checks 3
Supreme Sneak Attack Rogue level 9th Your Sneak Attack damage increases by one step 5
Thief's Technique Thief Rogue level 3rd You can cast Jump or Spiderclimb on yourself once per long rest 2

Sorcerer

Deepened Magical Font Sorcerer level 3rd You gain 2 maximum Sorcery Points 2
Divine Healing Divine Sorcerer level 9th The range of Empowered Healing becomes 20 meters 3
Draconic Affinity Draconic Sorcerer level 9th You can choose one additional Draconic Ancestory 3
Exalted Favor Divine Sorcerer level 3rd You can use Favored by the Gods one additional time between rests 2
Furorous Travel Storm Sorcerer level 3rd  You may move through creatures using Tempestous Magic. If you do so, they take lightning or thunder damage  2
Grip of Dusk Shadow Sorcerer level 3rd You can use Strength of the Grave until you fall to 0 hit points 2
Hastened Spell Conversion Sorcerer level 3rd You can convert spells and Sorcery Points as a reaction 2
Heart of the Hurricane Storm Sorcerer level 9th You can use your Storm's Guide feature to cause a cyclone around you 3
Hound of Shade Shadow Sorcerer level 9th You gain an improved Hound of Ill Omen 3
Preminisced Pandemonium Wild Magic Sorcerer level 3rd At the end of a long rest, you may roll on the wild magic surge table. You can choose to replace the effects of any wild magic surge with this roll, before your next long rest, before or after the effects are determined 2
Primal Resilience Draconic Sorcerer level 3rd Your hit point maximum increases by 10 2
Strain Luck Wild Magic Sorcerer level 3rd Your Bend Luck die increases by one step 3

Warlock

Additional Eldritch Invocation Warlock level 3rd You learn one additional Eldritch Invocation 2
Archfey's Escape Archfey Patron Warlock level 9th You may teleport up to 200 meters using Misty Escape 3
Bound Specter Hexblade Patron Warlock level 9th A specter you summon using Accursed Specter does not vanish until you use the ability again 3
Celestial Soul Celestial Patron Warlock level 9th You gain resistance to necrotic damage and immunity to radiant damage, as long as you have at least two Healing Light dice 3
Eldritch Blade Mastery Pact of the Blade Warlock level 5th Bonding to a pact weapon takes only 1 minute, and you may affect an artifact or sentient weapon 3
Eldritch Chain Mastery Pact of the Chain Warlock level 5th You gain additional forms for your familiar 3
Eldritch Tome Mastery Pact of the Tome Warlock level 5th You learn two spells from any class' spell list 3
Enduring Curse Hexblade Patron Warlock level 3rd The duration of Hexblade's Curse increases to 1 hour, and it does not end if you are incapacitated 2
Entropy of the Old One Great Old One Patron Warlock level 9th A creature that misses you when you use Entropic Ward becomes paralyzed until the beginning of your next turn 3
Fiendish Luck Fiend Patron Warlock level 9th You can add dice from Dark One's Own Luck to attack rolls, and you gain one additional use per rest 3
Invigorating Blessing Fiend Patron Warlock level 3rd While you have temporary hit points from Dark One's Blessing, you gain a +1 to attack and damage rolls 2
One of the Dead Undying Patron Warlock level 3rd You are immune to disease, and undead creatures cannot become immune to the effects of Among the Dead 2
Radiant Light Celestial Patron Warlock level 3rd You can use your Healing Light dice to damage enemies 2
Riveting Presence Archfey Patron Warlock level 3rd When you affect creatures with Fey Presence, they must make a saving throw at the end of their turns to end it 2
Transmissible Mind Great Old One Patron Warlock level 3rd The distance you can communicate using Awakened Mind becomes sight 2
Undying Breath Undying Patron Warlock level 9th You gain advantage on death saving throws 3

Wizard

Abjuration Adept School of Abjuration Wizard level 3rd You replenish use of your Arcane Ward on a short rest 2
Conjuration Adept School of Conjuration Wizard level 3rd An object you create using Minor Conjuration lasts for 8 hours, and you can choose for it not to glow 2
Divination Adept School of Divination Wizard level 3rd You can choose to sacrifice a portent die to add or subtract a d6 from you or another creature's attack roll, saving throw, or ability check  2
Enchantment Adept School of Enchantment Wizard level 3rd The range of Hypnotic Gaze increases to 10 meters 2
Ever-Shifting Illusions School of Illusion Wizard level 9th You may use your Malleable Illusions ability as a reaction, and you do not need to be able to see the illusion 3
Greusome Horde School of Necromancy Wizard level 9th You may target up to two additional corpses or piles of bones with Undead Thralls, instead of one 3
Illusion Adept School of Illusion Wizard level 3rd You can cast the spell Silent Image at will. When you cast it, you can choose to have the illusion make sound 2
Improved Arcane Recovery Wizard level 11th When you use Arcane Recovery, you can recover up to 7th level spells 3
- Greater Arcane Recovery - Improved Arcane Recovery, Wizard level 15th When you use Arcane Recovery, you can recover up to 9th level spells 3
Irresistable Cantrip School of Evocation Wizard level 9th Creatures have disadvantage on saving throws against cantrips you cast 3
Evocation Adept School of Evocation Wizard level 3rd You can choose an unlimited number of creatures you can see to be safe with Sculpt Spells 2
Necromancy Adept School of Necromancy Wizard level 3rd When you use your Grim Harvest ability, you also gain a number of temporary hit points equal to the spell's level 2
Portal Walker School of Conjuration Wizard level 9th The range of Benign Transportation increases to 60 meters 3
Prophecy School of Divination Wizard level 9th You can choose to save one portent die you roll when you finish a long rest 3
Shielding Force School of Abjuration Wizard level 9th The range of your Projected Ward increases to 20 meters, and the creature it is protecting doesn't take any leftover damage 3
Unstoppable Charm School of Enchantment Wizard level 9th If a creature succeeds against Instinctive Charm, they can still be affected by the ability 3

 

Upbringing Boons

Boon Name Prerequisites
Benefit
Boon Point Cost
Acolyte Wisdom 13 or higher You gain proficiency with Divina and Knowledge (Religion) 2
Apothecary Wisdom 13 or higher You gain proficiency with Medicine (Knowledge) and Craft (Potion) 2
Courtier - You gain proficiency with Knowledge (Nobility) and 1/2 fluency in three languages of your choice 2
Craftsman - You become proficient with and double your proficiency bonus with one Craft skill of your choice 2
Criminal - You gain proficiency with Sleight of Hand and Stealth 2
Entertainer Charisma 13 or higher You gain proficiency with Performance and Acrobatics, Deception, or two musical instruments of your choice 2
Far Traveler - You gain proficiency with Insight and 1/2 fluency in two languages of your choice 2
Folk Hero - You gain proficiency with Animal Handling and Survival 2
Hermit Wisdom or Intelligence 13 or higher You gain proficiency with one Knowledge skill of your choice, and your choice of Arcana, Divina, or Prima 2
Noble - You gain proficiency with Knowledge (Nobility) or Knowledge (History), and Persuasion 2
Outlander - You gain proficiency with Knowledge (Nature) or Knowledge (Geography), and Survival 2
Sage Intelligence 13 or higher You become proficient with and double your proficiency bonus with one Knowledge skill of your choice 2
Sailor - You gain proficiency with Perception and Vehicles, Sea 2
Soldier - You gain proficiency with Survival and Martial checks 2
Urchin - You gain proficiency with two of the following skills: Animal Handling, Deception, Insight, Perception, Sleight of Hand, Stealth, or Survival 2

Culture Boons

Blessings of the Hearth Midlander Culture Once per long rest, you can gain a number of temporary hit points equal to your level 2
Chosen of Dynus Alnir Culture You can drop to 1 hit point instead of 0 once per long rest 2
Chosen of Lessus Lesnir Culture You can breathe both air and water 2
Dragon-Born Pressian Culture You gain dragon-like features 3
Eqiuen Shifter Eqiuen Culture Once per short rest, you can become bipedal for 10 minutes 2
Frosted Protection Yupik Culture You can cast Icebite Armor on yourself once per short rest 2
Ghostkin Crascen Culture Once per long rest, you can become invisible for 10 minutes 2
Infernal Heritage Helson Culture You gain more devilish features 2
Mutagen Aspect Ensot Culture You gain one random mutation 2
Unangen Magic Sense Unangen Culture You can cast Detect Magic at will 2
Paulnak Shifter Paulnak Culture You can cast Enlarge/Reduce on yourself once per long rest 2
Unbroken Spirit Clavish Culture Once per long rest, you can choose to succeed on a Wisdom saving throw that you fail 3
Unfettered Fortitude Crownlander Culture Once per long rest, you can choose to succeed on a Constitution saving throw that you fail 3