Epic Boon Design (5e Guideline)

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5e Epic Boon Design Guide

Epic boons are an optional reward described on page 227 of the Dungeon Master's Guide.

An epic boon is designed to be given to a character of 20th level in order to grant an award that is inherently useful to a character who is already so powerful. As with magic items and other rewards, epic boons are used at the DM's discretion, and are not meant to be deliberately chosen by the player. As a player, you can gain epic boons at the DM's discretion in the same way you might earn other rewards, such as after completing a major quest or triumphing over a creature of terrifying power.

As described in the DMG, a DM may opt to give a feat or ability score increase in lieu of a boon, but a boon is not a feat. A boon is meant to not be a customization option.

A boon advances the narrative of that character. Every boon should tell a story with its name and benefits. It should not dryly offer generic bonuses.

  • Bad example: Boon of Resistance: You gain two damage resistances.
  • Better example: Boon of the Trap Walker: You have resistance to fire and acid damage, and you can walk on the surface of lava and acid without harm.

Name. The name of an epic boon should be a simple descriptor of what it does in a nutshell. It should follow a basic pattern of "Boon of the X" or "Boon of X", as appropriate.

Prerequisites. Boons do not have prerequisites. Since a DM chooses a boon, it is their responsibility to offer one that is appropriate – obviously one would not offer a spellcasting related boon to a non-spellcaster.

Backstory. Backstories for boons do not have to exist, but are encouraged as they provide context as to why a character gains such power or strength. While the DM can decide the reason for that, having premade ones can Inspire DM’s to use them or make better ones that fits their storyline.


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