Ah'shi'berö Major Boons (1d76)

For 5th ed D&D

Major boons for my fantasy world campaigns. https://www.worldanvil.com/w/ah-shi-bero-t3dragoon

For my players: Understand that all of these boons can be negated or overcome by Artifact and Divine level powers unless they came from those powers. Basically, if you have immunity to lightening damage and Zeus throws a lightening bolt at your character may or may not be fine. Its a high tier deity. Things work differently for them and artifacts like Excalibur.

Additionally if you roll a boon and already have the effect, such as gaining prof in a saving throw you are already prof in, you may reroll. You may also reroll if its something you can't have. Such as adding 5ft to a flight speed if you don't have a flight speed.

Citation

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1d76 Result

1

1- You gain 1d4 lots of any tier 4 or lower material. (A lot is whatever it needs to be. It will stay ambiguous until you decide to make it something. Once chosen it can’t be changed back.)

2

1- Gain a flight speed of 30ft. If you already had a flight speed increase it by 30.

3

1- Gain a climb speed of 30ft. If you already had a climb speed increase it by 30.

4

1- Gain a borrow speed of 30ft. If you already had a borrow speed increase it by 30.

5

1- Gain a swim speed of 30ft. If you already had a swim speed increase it by 30.

6

1- Gain a walk speed of 30ft. If you already had a walk speed increase it by 30.

7

1- Gain blindsight out to 30ft. If you already had it increase it by 30ft.

8

1- Gain tremor sense out to 30ft. If you already had it increase it by 30ft.

9

1- Gain true sight out to 30ft. If you already had it increase it by 30ft.

10

1- Gain immunity to fire damage.

11

1- Gain immunity to ice damage

12

1- Gain immunity to lightening damage.

13

1- Gain immunity to poison damage.

14

1- Gain immunity to acid damage.

15

1- Gain immunity to force damage.

16

1- Gain immunity to necrotic damage.

17

1- Gain immunity to thunder damage.

18

1- Gain immunity to psychic damage.

19

1- Gain immunity to radiant damage.

20

1- Gain immunity to water damage.

21

1- Gain immunity to primal damage.

22

1- Gain immunity to order damage.

23

1- Gain immunity to chaos damage.

24

1- Gain immunity to positive energy damage.

25

1- Gain immunity to negative energy damage.

26

1- Gain Immunity to non-magical physical.

27

1- Gain advantage on strength checks/saving throws.

28

1- Gain advantage on dexterity checks/saving throws.

29

1- Gain advantage on constitution checks/saving throws.

30

1- Gain advantage on intelligence checks/saving throws.

31

1- Gain advantage on wisdom checks/saving throws.

32

1- Gain advantage on charisma checks/saving throws.

33

1- Gain advantage on skill checks for a skill. (roll a DX where x is the number of skills your DM uses.)

34

1- Gain advantage on death saving throws.

35

1- Gain Expertise on attack rolls with a chosen weapon type/spell attack. (Great swords, long swords, bows, daggers, etc.)

36

1- Gain Expertise in any one skill of your choice.

37

1- Gain Expertise in any tool of your choice.

38

1- Increase one ability score by 2. This can take them above 20.

39

1- Increase two ability scores by 1. This can take them above 20.

40

1- Increase your lowest ability score by 3, if there are two or more are equal pick one.

41

1- Gain one feat you qualify for.

42

1- Choose any two minor boons.

43

1- You gain proficiency in all non-restricted weapons, armors, and shields.

44

1- You gain a mansion/fort/castle/guild hall with associated land worth 250,000 gold.

45

1- You gain 100,000 gold.

46

1- You gain 1 very rare magic item of your choice.

47

You gain a mount/companion that is CR 10 or below. They are not a servant, but an ally/friend. It will remain loyal to you and follow your orders so long as you treat it well. Additionally, if it is a thinking and reasoning creature you must take into account the creature’s alignment and its wants and desires

48

1- Once per questline you may, after the roll is made but before results are given, choose to have a dice roll be a nat 20.

49

1- You gain a servant who starts out at 1/3rd your level and levels up when you do. The servant will remain loyal to you and will even die if you order it too. You choose their class and build them. They may look/be like anything you want, but their race is mechanically phantasmal, construct, fey, celestial, or elemental.

50

1- You gain 4 attends which serve your needs. Choose four rolls smith, cook, secretary, driver, grounds keeper, courtesan, etc. They are misc npcs which have a modifier to their roll for their related job of 4+their ability score. They are level 1 characters otherwise. You choose their class and build them. They may look/be like anything you want, but their race is mechanically phantasmal, construct, fey, celestial, or elemental.

51

1- You no longer age and revert back to your physical and mental prime. If you have not reached those yet you age in the associated aspect until you do reach them.

52

1- You no longer need to sleep, eat, or drink but may still do so if you want.

53

1- You no longer need to breath and are immune to the effects of a vacuum.

54

1- You are immune to the negative effects of temperature.

55

1- You are immune to all magical and non-magical sicknesses and diseases.

56

1- You heal HP every 6 seconds equal to your proficiency bonus.

57

1- You are able to notice when someone is lying to you.

58

1- Choose a non-restricted 4th level spell you may cast it at base level a number of times per day equal to your proficiency modifier.

59

1- Choose a non-restricted 5th level spell you may cast it at base level a number of times per day equal to your proficiency modifier.

60

1- Choose a non-restricted 6th level spell you may cast it at base level a number of times per day equal to your proficiency modifier.

61

1- Change your max HP to what it would have been if you rolled max during level up. From not on gain max HP during level up. Your max HP can’t be lowered.

62

1- Choose one creature type. Your attacks do max damage to them.

63

1- Choose one creature type. Your attacks have advantage against them.

64

1- Choose one creature type. They have disadvantage against your spells, abilities, and skill checks.

65

1- Choose one creature type. They lose their resistances and immunities against effects and powers you create.

66

1- Choose one creature type. They are always at least neutral towards you unless given a reason to be otherwise. (You could walk into a black dragon’s lair while its guarding its eggs and be fine to hang out there so long as you don’t do anything to anger the dragon. The creature is not required to be nice or aid you. It also don’t affect your party.)

67

1- You know all non-restricted languages.

68

1- Choose upper, middle, or lower class. Or a group such as military, thieves, merchants, mages, etc. Regardless of your class, nature, alignment, or temperament you are able to fit in with them unless you violate a major social aspect. (A brutish barbarian could fit in with a dainty royal court so long he, you know, washes, doesn’t steal stuff, doesn’t grope the queen, don’t call the king stupid to everyone in court etc etc.)

69

1- Gain the level 1 key word features of another class of your choice. (Example: fighting style and second wind for Fighter or spellcasting and bardic inspiration for Bard.)

70

1- Choose a single NPC of your choice. They have “plot armor.” (Plot armor is that the GM will always give them the most favorable outcomes if something bad happens. This does have limits. Them being naked, alone, and unarmed against an angry ancient red dragon won’t go well for them even with the plot armor.)

71

1- Increase your Divine Favor with a deity of your choosing by 3. (This cannot take it to 10. If there is less than 3 points in a deity’s Divine Favor remaining, you may choose another deity to use the remaining favor on.)

72

1- You may, once per day, change your alignment.

73

1- You gain Scribe’s Sight.

74

1- If your class has resource points double the amount you would naturally have. (Before feats and other boons.)

75

1- Become an Exalted form of your race.

76

1- You gain 2 attunement slots.