New Reward: Boons

5e took Epic Level a different direction, as did 4e, from 3.5e. 5e uses what is called an Epic Boon to represent the power of an Epic Level Character. Rather than a full blown level, the character receives an Epic Boon which grants them some bonus apart from magic items itself. This is a way to increase a character's power without breaking the game's bounds with infinite progression.

Boon are a special reward, given to a player for exploring, adventuring, roleplaying, or some other reason beyond levelling up. This could look like membership in a guild, some special item or encounter with a magical resource, or even just to help flesh out a character concept more. Boons are not a common treasure and should be handed out sparingly.

Two main types of boons I see are:
Buff
Package

Buff
A buff is a single boon that grants a character some benefit beyond normal progression but that isn’t tied to an item.

Boon Package
A package is a collection of buff boons and roleplaying elements which help to flesh out a character. A boon package grants a character the following general benefits:

  1. A specific proficiency bonus or advantage related to the package's theme.
  2. An ability that can be used twice per short rest.
  3. A feature, similar to the benefits of a background, that grant the character and his team new points of adventuring or places to retreat to or even new allies and the like.

Buff

Resistance

Due to some encounter of extreme proportions or by some other magical origins, you have become resistant to a particular energy type. The character gains resistance to Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder damage.

Boon Packages

The Elementalist

An Elementalist is something that an arcane spellcaster adopts. The Elementalist is associated with a specific element (Acid, Cold, Fire, Lightning, Thunder). The Elementalist has some extra control over his energy type as well as increased knowledge on the type.

  • An Elementalist can make checks related to his element (i.e. Arcana, History, Nature, Survival checks related to his related type of environment) with double proficiency or proficiency if the character does not have proficiency in the skill. In addition, the Elementalist has advantage on saves related to his specific type of environment (i.e. a Cold Mage has advantage on saves related to resisting the affects of cold weather).
  • An Elementalist can substitute an energy type of a cantrip or spell for his energy type twice per short rest.
  • An Elementalist has a contact with an extraplanar creature on the Elemental Plane of his affinity (Earth for Acid, Air for Lightning and Thunder, Water for Cold). This creature will provide the Mage and his companions with a residence of safety from the plane’s devastating qualities and as a base for operations. The residence usually contains a circle of teleportation.

The Combat Trapsmith

You have studied traps inside and out and have learned how to prepare crude traps on the fly for direct use in combat.

  • You gain advantage on Dexterity saves against traps.
  • For 10gp of trap materials, which weigh 5lbs, you can make a combat trap. It takes a standard action to place a combat trap.
  • These traps are relatively simple and break after being triggered. Preparing them ahead of time is infeasible.
  • A creature who would step on the trap must make a Dexterity saving throw.
  • You can create a single-jaw trap or a multi-jaw trap.
    1. Single Jaw: 5d4 piercing on failed save; no damage on success.
    2. Multi-Jaw: 2d6 fire on failed save to each creature within 5 feet of trap; no damage on success.
  • Throughout your journeys, you can meet Master Trapsmiths to learn new traps or to improve your current traps.

The Village Chieftain

You are the Chieftain of a village or tribe. You have led the warriors of your tribe into battle many times, and it has earned you a reputation that you can be followed.

  • You gain double proficiency (or proficiency if you do not have proficiency) when performing a Deception, Persuasion, Insight, or Intimidate check in an interaction involving your villagers or tribesmen.
  • You can shout a battle cry for your allies within 30 feet that grants them advantage on saves against the charmed and frightened conditions for three rounds and 1d10+charisma temporary HP twice per short rest .
  • Your tribe and village honor (or fear) you greatly. You and your companions do not pay for food, shelter, or travel within the boundaries of your village or tribe.

The Fiend Hunter

You have trained in tracking, hunting, and fighting the denizens of the Lower Planes.

  • You gain advantage on Wisdom (Survival) checks and Intelligence (Arcane, History, Nature, Religion) checks to remember information about fiends.
  • You can attune your senses to the presence of fiends. Twice per short rest, you know whether or not there are fiends present within 1 mile of you. This ability does not reveal exact location or number.
  • You have a trusted ally in a particular temple of your faith that attempts to aid you when you need help to make sure that fiends do not plague the material world.

The Duelist

You are a combatant that focuses on skilled use of a single weapon and performing great stunts during combat.

  • You have double proficiency for Acrobatics checks when trying to perform swashbuckling stunts (i.e. swinging from ropes and chandeliers, jumping to another balcony) or proficiency if you do not have proficiency in Acrobatics and you have double proficiency or proficiency if you lack proficiency in performance related to swinging your blade.
  • A Swashbuckler can use the battle maneuver parry without needing to spend a superiority die or his reaction twice per short rest, but only once per turn. His superiority die is considered a d8 for this action. A Battlemaster Fighter with this Prestige could use his reaction to use parry and also use a superiority die to perform parry against the same or a different attack.
  • A Swashbuckler has a nemesis who is often foiled by the Swashbuckler or attempts to foil the plans of the Swashbuckler. This nemesis has some role, minor or major, within the story’s plot.

[October 21, 2015 at 3:13 pm]