Boons
Boons are small bonuses and abilities to set characters apart and allow some specialization.
Players choose one boon for their characters at levels 3, 6, 9, and 12. Half-elves and Humans choose one boon during character creation.
Players may only choose a boon once unless stated otherwise in their descriptions.
Agile: You have a 2 in 6 chance to avoid falling into pits and a 2 in 6 chance to escape from simple bonds (i.e. ropes).
Attribute Bonus: You may increase one of your attributes by +1. You can choose this boon more than once and apply it to the same attribute more than once. You cannot increase an attribute beyond 18.
Cleave: When you drop an opponent to 0 or fewer hit points in melee combat, you may make a second attack with the same weapon at the end of the combat round against another creature within range of your weapon.
Dodge: You improve your Armor Class by 1. You lose this bonus when surprised or otherwise unable to move.
Empower Spell: You can cast one spell per day with all of its variables increased by 150%.
Enlarge Spell: You can cast one spell per day with double the range.
Expertise: At the start of each Round you can accept a ‐2 penalty to your attack roll in exchange for improving your Armor Class by 2.
Extend Spell: You can cast one spell per day with double the duration.
Fast Movement: You improve your movement rate by 3 when Unencumbered.
Great Fortitude: You gain a +1 bonus to saving throws against poison and disease.
Hear Noise: You can hear noises on a roll of 1 to 2 on 1d6 (or 1 to 3 on 1d6 if your race already has a bonus to Hear Noise).
Improved Banishment: You gain a +1 bonus on rolls made to banish the undead.
Improved Disarm: You gain a +1 bonus to make attacks that would disarm your opponent.
Improved Grapple: You gain a +1 bonus to make attacks to grapple or overbear your opponent.
Improved Pummeling: Your unarmed pummeling attacks deal 1d3 damage instead of 1d2 damage. A Mechanical Man choosing this Boon does 1d3 on unarmed strikes. This Boon provides not advantage to someone of the Monk class.
Improved Sunder: You gain a +1 bonus to make attacks that would destroy your opponent’s shield.
Iron Will: You gain a +1 bonus to saving throws vs. magic.
Language: You learn to speak or read a new language.
Leadership: The morale of your henchmen improved by 2.
Lightning Reflexes: You gain a +1 bonus to saving throws against breath weapons and any roll the involves dodging out of the way.
Point Blank Shot: You gain a +1 bonus to hit with missile weapons when your target is no more than 30 feet away.
Power Attack: You can accept a ‐2 penalty to your melee attack rolls and gain a +1 bonus to melee damage.
Silent Spell: You can cast one spell per day without needing to vocalize it.
Still Spell: You can cast one spell per day without needing to move your hands.
Two‐Weapon Defense: When wielding two weapons you can decide each Round to forgo the +1 To Hit and instead improve your Armor Class by 1 as though you were using a shield.
Two‐Weapon Fighting: Your bonus to hit when attacking with two weapons is increased to +2.
Toughness: You gain 3 hit points.
Widen Spell: Once per day, you can double the radius or coverage of a spell you cast.
