Into The Land Of Nod
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.