Faction Boons
We talk about how your character should develop and I will give you select offering based on my understanding of your characters paths. You can not take these boons if you multiclass. Talk to me if you have questions.
Example#1: Learn Arcane Blade: You've trained to enhance your weapon with magical energy When you take a long rest you can choose to use an hour to perform a ritual upon one melee weapon and imbue it with an element of your choosing acid, cold, fire, or lightning.
Example#2: Learn Bound Blade: A weapon you have previously bound to you returns to you from almost any distance. Bound weapon can be cast in one of two different ways. Bind. As an action, you touch a weapon in your possession and bind it to yourself indefinitely. If the weapon is already bound to you, you may instead unbind it. You may only have one weapon bound at any given time. A bound weapon may not be bound anyone other than you unless you die, you remove this binding, or the weapon is damaged beyond use. Call. As a bonus action, you call a bound weapon you have to one of your free hands, at your feet, or in any unoccupied space within 5 feet. If there is too little room to hold the weapon, the spell fails. A bound weapon can be called from up to 200 miles away as long as it is on the same plane as you.
Path of the Psion or Shaman
Psionic Order
Order of the Awakened - Conquer Mind (Int)
Order of the Immortal - Enhance your physicality (Dex, Str)
Order of the Forceful - Manipulate the world around you (Int, Cha)
Example#1: Far Hand: You lift an object into the air with the power of your mind.
Example#2: Telekinetic Anchor: You drive an unseen spike of force into space itself, anchoring creatures in place and causing them harm if they struggle.
Example#3: Totems and Call Spirit Companion: Your soul reaches out to your spirit friend, which faithfully appears at your side. Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
Example#1: Beasthide: - Your countenance becomes more bestial and your Constitution score increases by 1. Shifting Feature. While shifting, you gain a +1 bonus to AC.
Example#2: Cliffwalk: - Your cliffwalk heritage grants you the agility of a mountain goat. Shifting Feature. While shifting, you gain a climb speed of 30 feet.
Path of the Warden
Example#1: Warden’s Grasp: Spectral vines clutch at a foe that has attacked your ally, impeding your enemy’s movement.
Example#2: Burst of Earth’s Fury: You slam your weapon into the ground, causing the earth to toss and churn as if from an earthquake.
Shaman
Example#1: Totems and Call Spirit Companion: Your soul reaches out to your spirit friend, which faithfully appears at your side. Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
Path of the Artificer
Example#1: Infuse Potions and Scrolls: you can produce magic potions. You spend 10 minutes focusing your magic on a vial
of mundane water and expend a spell slot to transform it into a potion.
Example#2: Infuse Weapons and Armor: you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency.
Path of the Runemaster
Example#1: Word of Binding: You tap your foe with your weapon and draw on the rune of binding. Divine power coils around the foe holding it in place. Strength modifier damage, and the target is immobilized until the end of your next turn or until you aren't adjacent to it. Choose type if effect
Rune of Destruction: Before the end of your next turn,
the next attack against the target from one of your allies
deals extra damage to the target equal to your Wisdom
Modifier.
Rune of Protection: One ally adjacent to either you or
the target gains a power bonus to AC equal to your
Wisdom modifier until the end of your next turn.
Example#2: Cage of Light: You slam your weapon into the ground imprinting a rune of imprisonment that causes light to wash over your enemies. Effect: The blast creates a zone that lasts until the end of your next turn. Leaving the zone costs enemies 1 extra squares of movement. Any enemy that attacks an ally who is within the zone grants combat advantage (save
ends).
Kanza
Path of the SpellbladeExample#1: Learn Arcane Blade: You've trained to enhance your weapon with magical energy When you take a long rest you can choose to use an hour to perform a ritual upon one melee weapon and imbue it with an element of your choosing acid, cold, fire, or lightning.
Example#2: Learn Bound Blade: A weapon you have previously bound to you returns to you from almost any distance. Bound weapon can be cast in one of two different ways. Bind. As an action, you touch a weapon in your possession and bind it to yourself indefinitely. If the weapon is already bound to you, you may instead unbind it. You may only have one weapon bound at any given time. A bound weapon may not be bound anyone other than you unless you die, you remove this binding, or the weapon is damaged beyond use. Call. As a bonus action, you call a bound weapon you have to one of your free hands, at your feet, or in any unoccupied space within 5 feet. If there is too little room to hold the weapon, the spell fails. A bound weapon can be called from up to 200 miles away as long as it is on the same plane as you.
Path of the Psion or Shaman
Psionic Order
Order of the Awakened - Conquer Mind (Int)
Order of the Immortal - Enhance your physicality (Dex, Str)
Order of the Forceful - Manipulate the world around you (Int, Cha)
Example#1: Far Hand: You lift an object into the air with the power of your mind.
Example#2: Telekinetic Anchor: You drive an unseen spike of force into space itself, anchoring creatures in place and causing them harm if they struggle.
Example#3: Totems and Call Spirit Companion: Your soul reaches out to your spirit friend, which faithfully appears at your side. Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
Savages
Path of the ShifterExample#1: Beasthide: - Your countenance becomes more bestial and your Constitution score increases by 1. Shifting Feature. While shifting, you gain a +1 bonus to AC.
Example#2: Cliffwalk: - Your cliffwalk heritage grants you the agility of a mountain goat. Shifting Feature. While shifting, you gain a climb speed of 30 feet.
Path of the Warden
Example#1: Warden’s Grasp: Spectral vines clutch at a foe that has attacked your ally, impeding your enemy’s movement.
Example#2: Burst of Earth’s Fury: You slam your weapon into the ground, causing the earth to toss and churn as if from an earthquake.
Shaman
Example#1: Totems and Call Spirit Companion: Your soul reaches out to your spirit friend, which faithfully appears at your side. Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
Tsaesci
Path of the Artificer
Example#1: Infuse Potions and Scrolls: you can produce magic potions. You spend 10 minutes focusing your magic on a vial
of mundane water and expend a spell slot to transform it into a potion.
Example#2: Infuse Weapons and Armor: you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency.
Path of the Runemaster
Example#1: Word of Binding: You tap your foe with your weapon and draw on the rune of binding. Divine power coils around the foe holding it in place. Strength modifier damage, and the target is immobilized until the end of your next turn or until you aren't adjacent to it. Choose type if effect
Rune of Destruction: Before the end of your next turn,
the next attack against the target from one of your allies
deals extra damage to the target equal to your Wisdom
Modifier.
Rune of Protection: One ally adjacent to either you or
the target gains a power bonus to AC equal to your
Wisdom modifier until the end of your next turn.
Example#2: Cage of Light: You slam your weapon into the ground imprinting a rune of imprisonment that causes light to wash over your enemies. Effect: The blast creates a zone that lasts until the end of your next turn. Leaving the zone costs enemies 1 extra squares of movement. Any enemy that attacks an ally who is within the zone grants combat advantage (save
ends).