DnD Homebrew Feature: Boons and Blessings

When creating characters in this world, have your players choose up to four Caretakers their character resonates with most deeply. They do not have to be devout followers, but whichever has the ideals their character is closest to. Players will have an amulet or token for each Caretaker chosen this. Note prerequisites and additional requirements below.

For details about the Caretakers themselves, please see take a look at World Building ā€“ Caretakers: TheĀ Seasons and Worldbuilding ā€“ Caretakers.

As part of a long rest, players choose which Caretaker (from their chosen list) they feel closest to. Then, roll a d20 to reveal the boon/blessing they have granted. Blessings/boons of this kind last until the end of the next long rest, unless PC falls out of favour with the Caretaker by acting opposite to their tenets (DM’s discretion).

If you have particularly strong connections to the chosen Caretaker, you may roll with advantage (DM’s discretion; consider if the character only chooses one Caretaker for long periods, or has done something significant to gain favour. Clerics/Druids/Paladins/Warlocks do not get special treatment from their patrons here, as they have other benefits/gifts from the gods/beings they follow).

NOTE: when rolling with “advantage” above, the player can choose which result to take, therefore getting their preferred boon.

natural 1: no boon granted
2 – 7: as below
8 – 12: as below
13 – 16:
as below
17 – 19:
as below
natural 20: player’s choice

NOTE: for the Fool, the natural 1/natural 20 is reversed. A 20 on the dice means you don’t need his luck that day; a 1 means you need all the help you can get. He is the only exception.

In exceptional circumstances, players may receive a blessing or boon on a more permanent basis from the Caretakers, usually with a token of their favour. Their boons can be chosen by the DM from these lists. In some cases, multiple boons/blessings from the same or other Caretakers can be granted.

Blessings of The Spring Maiden

2 – 7: You have advantage on nature and survival checks for gathering food/natural resources (excluding animals/hunting etc.)

8 – 12: You add 10 Goodberries to your inventory, which will last for up to 3 days before losing their potency. These goodberries have the appearance of cherry blossom buds. As they bloom on the third day, the petals fall off and they disappear.

13 – 16: You can cast the Guardian of Nature spell (on yourself) without expending a spell slot, once per long rest.

17 – 19: You can cast Aura of Life, once per long rest. In addition to the effects listed, a bonus of 1d6 is added to healing spells cast by any ally within the aura, as long as the target is also in the aura. This casting of the spell does not require concentration.

Blessings of The Summer Guardian

2 – 7: You always know which way is North, and where the nearest bodies of natural water are.

8 – 12: Sailors and sea-faring folk feel a kinship to you. You have advantage on Charisma (Persuasion) and Wisdom (Insight) checks with anyone that lives in, or makes their living from, the sea. This extends to creatures of the sea only if they share a language with you.

13 – 16: You can breathe water as well as air for the duration, and you have a swim speed equal to your walking speed.

17 – 19: You can cast Maelstrom without expending a spell slot, once per long rest.

Blessings of The Autumn King

2 – 7: You can cast Searing Smite without expending a spell slot, once per short rest.

8 – 12: You can cast Wall of Fire without expending a spell slot, once per long rest.

13 – 16: When you deal slashing or piercing damage to an enemy within 5ft of you, you can use your reaction to heal 5HP x your level. You can do this once per short rest.

17 – 19: You are immune to fire damage.

Blessings of The Winter Sentinel

2 – 7: You have advantage on WIS saving throws.

8 – 12: You can cast Armour of Agathys without expending a spell slot, once per short rest

13 – 16: You gain resistance to cold damage, and have advantage on saving throws against cold weather conditions. If you already had resistance, you now have immunity.

17 – 19: You can cast Ice Storm as a 5th level spell without expending a spell slot, once per long rest.

Blessings of The Scholar

PREREQUISITE: SPELLCASTING FEATURE

2 – 7: Add your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks.

8 – 12: You have advantage on saving throws against spells and other magical effects.

13 – 16: When you take a short rest, you can regain three levels of expended spell slots (i.e. one 3rd level; three 1st level; one 1st level and one 2nd level).

17 – 19: You can cast Circle of Power without expending a spell slot, once per long rest.

Blessings of The Oracle

2 – 7: You have advantage on Wisdom (Insight) and Intelligence (Investigation) checks.

8 – 12: You gain immunity to the poisoned and charmed conditions.

13 – 16: You gain resistance to fire damage, and have advantage on saving throws in extreme heat conditions. If you already had resistance, you now have immunity.

17 – 19: You gain a crystal ball, from which you can cast the Scrying spell, once per long rest. The DC for this casting is 15. Once used, the crystal ball shatters.

Blessings of The Courtesan

2 – 7: You gain the effects of the Speak With Animals spell, with cats only. You have no additional ability to persuade them to listen to you.

8 – 12: You can add your proficiency bonus to Charisma (Persuasion), Charisma (Performance), and Charisma (Deception) rolls.

13 – 16: You can cast Charm Person without expending a spell slot, once per long rest. For this casting of the spell, the target is not aware that they were charmed by you on a success.

17 – 19: You can cast Moonbeam as a 4th level spell without expending a spell slot, once per long rest.

NOTE: To obtain an amulet of the courtesan, you must be involved with a bard college, or have had some access to a noble house. Whether born a noble, a member of the court, a talented performer, a talented servant, or a courtesan. Discuss with your DM.

Blessings of The Fool

2 – 7: Whenever you roll a d20, when you get a natural 1, it is a natural 20. Whenever you roll a natural 20, it is a natural 1. (This could be role played by player or DM, depending on your style, to explain how the failure becomes a success and vice versa).

8 – 12: Whenever you fail any saving throw for the duration, roll 2d6. You have a 9% chance of succeeding on the saving throw instead (snake eyes is the success).

13 – 16: You can add a d8 roll to any ability check, attack roll, or saving throw you make. You must then subtract the same number rolled on the d8 from your next ability check, attack roll, or saving throw.

17 – 19: You can cast Tashaā€™s Hideous Laughter without expending a spell slot, a number of times equal to your Charisma modifier per long rest. You can expend one additional use when casting to give the target disadvantage on all saving throws to resist/break the spell.

Blessings of The Crone

2 – 7: You gain use of the Infestation cantrip for the duration. If you already have the Infestation cantrip, you add an additional 1d6 to the damage.

8 – 12: The Crone gifts you with a strange insect which sits on your person. You can use a bonus action to consume the creature, and regain a number of hit points equal to half your hit point maximum. One time use, and only for personal use – if you attempt to give the big away, it disappears and you will have disadvantage if you choose The Crone the following day.

13 – 16: You can use an action to sense your surroundings through the vibrations of the earth. You gain tremorsense within 30ft for up to 1 minute, as long as you maintain concentration (as if concentrating on a spell). You can use this a number of times equal to your Constitution modifier (minimum +1) per long rest. If you already have tremorsense, this ability increases its range by 30ft.

17 – 19: You can cast Insect Plague without expending a spell slot, once per long rest.

Note: when you choose the blessing of The Crone, insects seem to crawl out of the woodwork or closer to the surface in your presence.

Blessings of The Witness

2 – 7: You gain +5 to your passive perception score for the duration, and have advantage on Wisdom (Perception) checks.

8 – 12: As an action, you can call up to five birds within 60ft of you to come to your aid. They will not attack, but they can use the Help action to give you advantage, or give the enemy disadvantage. You can do this once per short rest, but the birds will assist you and your allies for up to 1 minute, or until one of them is hurt, at which point they will all fly away.

13 – 16: You gain resistance to lightning damage. If you already had resistance, you now have immunity.

17 – 19: You can cast the Control Winds spell without expending a spell slot, once per long rest.

Blessings of The Artisan

PREREQUISITE: PROFICIENCY WITH MINIMUM ONE ARTISAN TOOL SET.

2 – 7: Add your proficiency bonus to Wisdom (Animal Handling) checks with domestic or working animals only.

8 – 12: A magic pickaxe or woodcutting axe etc. appears in your inventory. It is a magic handle which can become any tool (not tool set) relevant to The Artisan ā€“ gains an ethereal pick head, or axe head, etc. Cannot be sold, and cannot be touched or interacted with by anyone but yourself. Cannot be used as a weapon and cannot leave your possession. Advantage on checks to harvest ore/lumber etc. with this item.

13 – 16: You get a random tool set, and gain expertise with it for the duration. Roll a D20 against a list of Artisan’s Tools in alphabetical order. Reroll ones. On a natural 20, player’s choice of tool. If you already have expertise, checks made with this tool set have advantage.

17 – 19: You can cast the Fabricate spell without expending a spell slot, once per long rest.

Blessings of The Warrior

2 – 7: You have advantage on STR saving throws.

8 – 12: When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest.

13 – 16: You can give yourself 1d10 bonus to a melee attack roll you make, and 1d8 damage if the attack hits. The damage type is the same as the weapon’s basic damage type. You can decide to add the 1d10 after you roll, but before the DM confirms if the attack hit. Once per short rest.

17 – 19: When you fell an enemy, you can increase your AC by 2 until the end of your next turn. You can do this a number of times equal to your strength modifier per long rest.

Blessings of The Hunter

2 – 7: You have advantage on Wisdom (Survival) checks to salvage meat/hide etc. from a fallen creature.

8 – 12: You can cast Hunters Mark without expending a spell slot, once per short rest.

13 – 16: You can add your proficiency bonus to ranged weapon attack rolls and damage.

17 – 19: You can cast Swift Quiver without expending a spell slot, once per long rest.

Blessings of The Deceiver

2 – 7: You have advantage on checks with Disguise Kits and Forgery Kits.

8 – 12: You can add your proficiency bonus to Dexterity (Stealth), Charisma (Deception), and Dexterity (Sleight of Hand) checks.

13 – 16: You discover a bottle of ink which allows you to cast the Illusory Script spell as a ritual. There is enough ink for three castings, but the ink dries up and disappears upon your next long rest.

17 – 19: You can cast Mislead without expending a spell slot, once per long rest.

Blessings of The Judge

PREREQUISITE: LAWFUL ALIGNMENT ONLY

2 – 7: You can use your reaction to impose disadvantage on an attack roll against an ally within 5ft of you, once per short rest.

8 – 12: You can cast Zone of Truth once per long rest. If your target does not have a lawful alignment, they have disadvantage on the save against this spell.

13 – 16: Allies within 30ft of you can add your Wisdom modifier (minimum +1) to their initiative rolls.

17 – 19: You can cast Wall of Force without expending a spell slot, once per long rest.

Blessings of The Traveller

2 – 7: Difficult terrain does not slow your movement, or that of any allies travelling with you (outside of combat). You also have an uncanny ability to pick out the best places to cross rivers, and which boats to approach for passage on the rivers.

8 – 12: As an action, you can cast the misty step spell without expending a spell slot. Once you do so, you can’t use this boon again until you finish a short rest.

13 – 16: Your walking speed increases by 10 feet. In addition, you can use a reaction to move up to half your full movement speed. This movement does not provoke opportunity attacks. Once you do so, you can’t do so again until you finish a short rest.

17 – 19: You can cast Mordenkainenā€™s Faithful Hound without expending a spell slot, once per long rest.

Blessings of The Gatekeeper

2 – 7: You gain use of the Sapping Sting cantrip for the duration. If you already have the Sapping Sting cantrip, you add an additional 1d4 to the damage.

8 – 12: You have advantage on Death Saving Throws.

13 – 16: You have resistance to necrotic damage. If you already had resistance, you now have immunity.

17 – 19: You can cast Enervation without expending a spell slot, once per long rest.

Blessings of The Seeker

2 – 7: You gain an Alchemy Kit, and have expertise. If you already have expertise, you also gain advantage on checks made to identify potions. The kit disappears at the end of your next long rest.

8 – 12: You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks regarding finding hidden doors, traps, and treasure. You have advantage on checks to gauge the value of an item.

13 – 16: Whenever your party finds gold or treasure, you find an additional 10% treasure (value).

17 – 19: You can use an action to sense your surroundings through the vibrations of the earth. You gain true sight out to a distance of 60ft for up to 1 minute, as long as you maintain concentration (as if concentrating on a spell). You can use this a number of times equal to your Constitution modifier (minimum +1) per long rest. If you already have true sight, this ability increases its range by 30ft.

Blessings of The Weaver

2 – 7: You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.

8 – 12: You can cast Web without expending a spell slot, once per long rest.

13 – 16: The edges of your weapons glint with a dark green glow. Your attacks do an additional d6 poison damage (piercing), an additional d6 acid damage (slashing), or 5% chance to stun (bludgeoning).

17 – 19: You are approached by a swarm of spiders, crawling over you, coating you in webbing. This give you +1 to your AC, and resistance to slashing and poison damage. If you already have resistance, you have immunity instead. This lasts until you reach 0HP, or until you take a long rest.

Blessings of The Mother

2 – 7: You find a Ceremony Orb. This is a one-use item, which allows you to cast the ceremony spell without expending a spell slot, with a casting time of ten minutes instead of one hour. You can only have one of these orbs at a time.

8 – 12: You can cast Warding Bond without expending a spell slot, once per short rest.

13 – 16: You gain a +1 bonus to AC and saving throws.

17 – 19: Your amulet or totem of the mother is comfortingly warm to the touch. Using this as a focus, you can cast Aura of Purity without expending a spell slot. This casting requires no concentration, and still lasts for ten minutes. Once cast, the amulet/totem’s warmth fades.

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