Boons

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Boons

Boons are ways to award players without giving out XP or Magic Items. These are usually given by NPCs or found in the world. Boons come in a variety of rarities to show their rough power.
Common Boons will give a slight edge, and are usually suitable for levels 1-3.
Uncommon Boons can alter certain ways characters approach situations, giving decent power in the right situation, and are usually suitable for levels 4-7.
Rare Boons are usually a core foundation of a group's fighting style, difficult to master, requiring certain stipulations to use, but quite powerful, and are usually suitable for levels 8-11.
Epic Boons are powerful and should not be given out lightly, usually used by one or two masters, and are usually suitable for levels 12-15.
Legendary Boons are only heard of in Legend, representing a great adventurer's very fighting style and could be a personal goal to find of a character who wishes to emulate that adventurer, and are usually suitable for levels 16-20.
Unique Boons are generally either tied to the story of a campaign, or not known to the general public, these should be given out in a specific place and can vary wildly in power, some scaling with level.

Martial Disciplines

Martial Disciplines are rewards generally given to martial characters that can usually be taught by a teacher, learnt from observing a user, from an old manuscript, or through magical means. These are generally abilities that reward fighting in a certain way, and thus, you should not give any Discipline to any character, as it could clash with the character's play style.

Uncommon Disciplines

Deflect

When a Ranged or Thrown Weapon Attack against you hits, you can use your Reaction to make an Attack Roll with a Melee or Thrown Weapon that deals Slashing Damage, if your Attack Roll is higher then the attack targeting you, you take half damage from the attack. If your attack roll is higher than the attack targeting you by 5 or more, you instead take no damage from the attack.
You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Staggering Blow

When you take the Attack action while wielding a Melee Weapon that deals Bludgeoning Damage, you can replace one of your attacks with this Discipline. Make an attack against one creature within range of your weapon. If your attack roll is higher then the target's AC by 5 or more, the target's speed is reduced to 0 until the end of your next turn, additionaly, the next attack make against the target before the end of your next turn has advantage.
You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Precise Shot

When you take the Attack action while wielding a Ranged Weapon that deals Piercing Damage, you can replace one of your attacks with this Discipline. Make an attack as normal, if your attack roll is higher than the target's AC by 5 or more, you may apply the attack roll to another creature that you could have performed the attack against that is farther away from you then the target, and in the same direction as the target. If the attack roll would hit the second target, you deal the rolled damage from the first attack. Additionally, any effect targeting one the first target attack's damage or attack roll, such as Hunter's Mark, or the Help Action, affects the second target as well for the purposes of this Discipline.
You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Retributive Riposte

When you are hit with an attack while wielding a Melee Finesse or Melee One-handed weapon that deals Piercing Damage, you can use your Reaction to perform an Attack of Opportunity against the creature which just attacked you.
You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Severing Slash

When you take the Attack action while wielding a Melee Weapon that deals Slashing Damage, you can replace one of your attacks with this Discipline. Choose three spaces within range, these spaces must be adjacent to at least one of the chosen spaces. Make an attack roll, you deal the damage of the attack roll to any creature in those three spaces that you would hit on a normal attack. Additionally, any effect targeting one of the creatures in the area that would affect your attack's damage or attack roll, such as Hunter's Mark, or the Help Action, affects all three creatures for the purposes of this Discipline.
You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Unique Disciplines

Brax' Blades

You can use a Bonus Action to manifest a Psychic Blade in a free hand, and make a Thrown Weapon Attack with it. You are considered Proficient with the Blade, and it deals Psychic Damage equal to 1d8 + your Strength Modifier + your Dexterity Modifier, it has a range of 60ft.
You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Torcilyus' Bulwark

Whenever an attack against you is a critical hit, it instead counts as a normal hit, and you gain a point of Inspiration.

Jack's Riposte

When an attack against you hits, you may use a reaction to move a number of feet equal to half your walking speed and perform an attack against the creature which just attacked you, provided you are in range.
You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Relic Weapons

Relic Weapons are weapons with unique properties, either by being objectively better than their ordinary counterpart, or by having some unique ability designed into them. Note, these are generally not magic items, while they might be slightly enhanced via magic or made using magic, their power comes from their impressive design and the way they are used, rather than the fact that magic courses through them. Relic Weapons can usually be found in chests, used by and taken from enemies, or sunk into a stone that requires a strength check to be taken out of. Immediately after the name of a Relic Weapon is listed what weapons you need Proficiency with to be considered Proficient with the Relic Weapon.

Common Relic Weapons

Bluntblade

Proficiency: A melee weapon that deals Slashing Damage and a melee weapon that deals Bludgeoning Damage.
This weapon has both a sharp blade, and an extended hilt, firm and strong. This weapon is a Longsword, but does not have Versatile, and can deal either 1d8 Slashing Damage or 1d8 Bludgeoning Damage.

Uncommon Relic Weapons

Composite Longbow

Proficiency: Longbow
This Longbow is built in a way to pack more of a punch, but lose some range. This weapon is a Longbow that deals 1d10 Piercing Damage, but only has a range of 150/400 feet.