Secret Lesson 59
Every Fighting Style Feat and Every Epic Boon Feat
We have now studied:
ORIGIN FEATS
and:
GENERAL FEATS
Only two Feat categories remain:
FIGHTING STYLE FEATS
and:
EPIC BOON FEATS
These two categories exist at almost opposite ends of a character's progression.
Fighting Style Feats represent:
SPECIALIZED MARTIAL TRAINING
They can appear early in the adventurer's career when a Class gives the:
FIGHTING STYLE FEATURE
Epic Boon Feats represent:
EXTRAORDINARY HIGH-LEVEL POWER
They require:
LEVEL 19+
and can push an adventurer beyond many normal character limits.
The SRD contains exactly:
FOUR FIGHTING STYLE FEATS
and:
SEVEN EPIC BOON FEATS
Together, they complete the entire SRD 5.2.1:
FEAT SYSTEM
PART ONE — COMPLETE FEAT LIST
Fighting Style Feats
ARCHERY
DEFENSE
GREAT WEAPON FIGHTING
TWO-WEAPON FIGHTING
All four have the same prerequisite:
FIGHTING STYLE FEATURE
Epic Boon Feats
BOON OF COMBAT PROWESS
BOON OF DIMENSIONAL TRAVEL
BOON OF FATE
BOON OF IRRESISTIBLE OFFENSE
BOON OF SPELL RECALL
BOON OF THE NIGHT SPIRIT
BOON OF TRUESIGHT
Most require:
LEVEL 19+
Boon of Spell Recall additionally requires:
SPELLCASTING FEATURE
PART TWO — FIGHTING STYLE FEATS
A Fighting Style Feat represents expertise in:
A PARTICULAR MARTIAL METHOD
The prerequisite for all four SRD Fighting Style Feats is:
FIGHTING STYLE FEATURE
This is important.
You don't qualify merely because you:
USE WEAPONS
or:
HAVE MARTIAL WEAPON PROFICIENCY
You need an actual feature called:
FIGHTING STYLE
or another rule explicitly satisfying that prerequisite.
EXAMPLE
A Fighter receives:
FIGHTING STYLE
at level 1.
The Fighter can therefore choose a qualifying:
FIGHTING STYLE FEAT
through that Class feature.
IMPORTANT
The Feat itself and the feature that grants access are:
DIFFERENT RULES
The Class feature gives:
THE OPPORTUNITY
The Feat determines:
THE BENEFIT
PART THREE — THE FOUR FIGHTING STYLES AT A GLANCE
| Fighting Style | Main Benefit |
|---|---|
| Archery | +2 to attack rolls with Ranged weapons |
| Defense | +1 AC while wearing Light, Medium, or Heavy armor |
| Great Weapon Fighting | Treat 1 or 2 on qualifying damage dice as 3 |
| Two-Weapon Fighting | Add ability modifier to Light-property extra attack damage |
Each one improves a different:
COMBAT PATTERN
PART FOUR — ARCHERY
Archery is:
A FIGHTING STYLE FEAT
Prerequisite:
FIGHTING STYLE FEATURE
Benefit:
+2 BONUS
to Attack Rolls you make with:
RANGED WEAPONS
IMPORTANT WORDING
The Feat says:
RANGED WEAPONS
It doesn't say:
EVERY RANGED ATTACK
That distinction matters.
Weapons are classified as either:
MELEE
or:
RANGED
The Weapons section defines those as weapon categories.
PART FIVE — ARCHERY ATTACK CALCULATION
Suppose a Fighter uses a:
LONGBOW
Dexterity:
18
Dexterity modifier:
+4
PB:
+3
Normal attack bonus:
4 + 3 =
+7
Archery adds:
+2
Final Attack Roll modifier:
+9
ROLL EXAMPLE
d20:
11
Dexterity modifier:
+4
PB:
+3
Archery:
+2
Total:
11 + 4 + 3 + 2 =
20
If the target's AC is 18:
THE ATTACK HITS
PART SIX — ARCHERY DOES NOT ADD DAMAGE
Archery improves:
ATTACK ROLLS
It doesn't say:
DAMAGE ROLLS
EXAMPLE
Longbow:
1D8 PIERCING
Dexterity:
+4
Damage on a normal hit:
1D8 + 4
Archery does not turn that into:
1D8 + 6
The +2 applies to:
THE ATTACK ROLL
not damage.
PART SEVEN — ARCHERY AND RANGE
Archery doesn't increase:
NORMAL RANGE
or:
LONG RANGE
It doesn't remove:
DISADVANTAGE
from attacking beyond normal range.
It simply gives:
+2 TO THE ATTACK ROLL
when you attack using a Ranged weapon.
The weapon's Range rules still apply normally.
PART EIGHT — ARCHERY AND THROWN MELEE WEAPONS
A weapon such as a:
JAVELIN
is listed as:
A MELEE WEAPON
with the:
THROWN PROPERTY
Throwing it allows you to make:
A RANGED ATTACK
but it remains a:
MELEE WEAPON
in the Weapons table.
Archery specifically requires:
A RANGED WEAPON
So throwing a Javelin doesn't make it a Ranged weapon for this Feat.
The weapon classification and Thrown rules are defined separately in the equipment section.
PART NINE — DEFENSE
Defense is:
A FIGHTING STYLE FEAT
Prerequisite:
FIGHTING STYLE FEATURE
While you're wearing:
LIGHT ARMOR
MEDIUM ARMOR
or:
HEAVY ARMOR
you gain:
+1 ARMOR CLASS
SIMPLE EXAMPLE
Normal AC:
18
while wearing qualifying armor.
Defense:
+1
New AC:
19
PART TEN — DEFENSE REQUIRES ARMOR
The Feat specifically says:
WHILE YOU'RE WEARING LIGHT, MEDIUM, OR HEAVY ARMOR
So Defense doesn't activate merely because you have:
AN AC
Everyone has an Armor Class.
You need to be wearing one of the three named:
ARMOR CATEGORIES
EXAMPLE — UNARMORED CHARACTER
A character has AC 17 through:
UNARMORED DEFENSE
but isn't wearing Light, Medium, or Heavy armor.
Defense gives:
NO +1
because the prerequisite for the benefit isn't satisfied.
EXAMPLE — MAGE ARMOR
Mage Armor provides another way of calculating AC.
But it isn't:
LIGHT ARMOR
MEDIUM ARMOR
or:
HEAVY ARMOR
Therefore Defense doesn't activate merely because Mage Armor is active.
PART ELEVEN — DEFENSE AND SHIELDS
Defense doesn't require you to avoid:
A SHIELD
So a character can wear qualifying armor, gain:
+1 AC FROM DEFENSE
and also use a Shield if another rule allows it.
EXAMPLE
Armor AC:
16
Shield:
+2
Defense:
+1
Total:
16 + 2 + 1 =
AC 19
assuming all those rules apply.
IMPORTANT
A Shield by itself isn't enough for Defense.
The Feat specifically requires:
LIGHT, MEDIUM, OR HEAVY ARMOR
PART TWELVE — WHY +1 AC MATTERS
Armor Class determines whether many:
ATTACK ROLLS
hit you.
Suppose an enemy gets:
18
on its Attack Roll.
Your AC:
18
The attack hits because:
ATTACK TOTAL ≥ AC
If Defense raises your AC to:
19
the same Attack Roll:
MISSES
A single point can therefore change actual outcomes.
PART THIRTEEN — GREAT WEAPON FIGHTING
Great Weapon Fighting is:
A FIGHTING STYLE FEAT
Prerequisite:
FIGHTING STYLE FEATURE
When you roll damage for an attack made with:
A MELEE WEAPON
that you are holding with:
TWO HANDS
you can treat any:
1
or:
2
on a damage die as:
3
The weapon must possess:
TWO-HANDED
or:
VERSATILE
to gain this benefit.
THREE REQUIREMENTS
The attack must involve:
1. A MELEE WEAPON
2. HELD WITH TWO HANDS
3. THE WEAPON HAS TWO-HANDED OR VERSATILE
All three conditions matter.
PART FOURTEEN — TWO-HANDED WEAPONS
The Two-Handed property says:
THE WEAPON REQUIRES TWO HANDS WHEN YOU ATTACK WITH IT
Examples from the SRD include:
GREATSWORD
GREATAXE
MAUL
GLAIVE
HALBERD
and:
PIKE
among others.
GREATSWORD EXAMPLE
Greatsword damage:
2D6
You roll:
1
and:
2
Normally:
1 + 2 =
3
Great Weapon Fighting treats both as:
3
and:
3
New total:
3 + 3 =
6
before adding the normal Ability modifier or other applicable effects.
ANOTHER ROLL
2d6:
2
and:
6
The 2 becomes:
3
The 6 remains:
6
Total:
9
PART FIFTEEN — GREATAXE EXAMPLE
Greataxe:
1D12
Damage die:
1
Great Weapon Fighting:
TREAT AS 3
Damage die:
2
Treat as:
3
Damage die:
3
No change.
Damage die:
12
No change.
The Feat improves the:
MINIMUM RESULT
of qualifying low damage dice.
PART SIXTEEN — YOU DON'T REROLL THE DIE
This is important.
Great Weapon Fighting doesn't say:
REROLL 1S AND 2S
It says:
TREAT THEM AS 3
EXAMPLE
d12 result:
1
You don't pick up the die and roll again.
The result becomes:
3
WHY THIS MATTERS
A reroll could theoretically produce:
ANOTHER 1
or:
A 12
But Great Weapon Fighting doesn't create that uncertainty.
It changes:
1 → 3
and:
2 → 3
PART SEVENTEEN — VERSATILE WEAPONS
The Versatile property allows a weapon to be used with:
ONE HAND
or:
TWO HANDS
Its listed parenthetical damage applies when used with:
TWO HANDS
for a melee attack.
Examples include:
LONGSWORD
BATTLEAXE
WARHAMMER
TRIDENT
WAR PICK
QUARTERSTAFF
and:
SPEAR
LONGSWORD EXAMPLE
Longsword:
One hand:
1D8
Two hands:
1D10
If you attack with it using:
TWO HANDS
Great Weapon Fighting can apply because:
LONGSWORD HAS VERSATILE
RESULT
d10:
2
becomes:
3
ONE-HANDED LONGSWORD
If you use the Longsword with:
ONE HAND
Great Weapon Fighting doesn't apply.
Why?
The Feat requires you to be holding the weapon:
WITH TWO HANDS
for the attack.
PART EIGHTEEN — RANGED TWO-HANDED WEAPONS
A Longbow has:
TWO-HANDED
But it is a:
RANGED WEAPON
Great Weapon Fighting requires:
A MELEE WEAPON
Therefore:
GREAT WEAPON FIGHTING DOESN'T APPLY TO THE LONGBOW
The Two-Handed property alone isn't enough.
PART NINETEEN — GREAT WEAPON FIGHTING SUMMARY
Ask three questions:
IS IT A MELEE WEAPON?
If no:
STOP
Does it have:
TWO-HANDED OR VERSATILE?
If no:
STOP
Are you attacking while holding it:
WITH TWO HANDS?
If yes:
GREAT WEAPON FIGHTING APPLIES
Then any qualifying damage die result of:
1 OR 2
is treated as:
3
PART TWENTY — TWO-WEAPON FIGHTING
Two-Weapon Fighting is:
A FIGHTING STYLE FEAT
Prerequisite:
FIGHTING STYLE FEATURE
When you make the extra attack provided by:
THE LIGHT PROPERTY
you can add your:
ABILITY MODIFIER
to that attack's damage if you aren't already adding it.
To understand this Feat, we need to recall exactly how:
LIGHT WEAPONS
work.
PART TWENTY-ONE — THE LIGHT PROPERTY
When you take:
THE ATTACK ACTION
on your turn and attack with:
A LIGHT WEAPON
you can make:
ONE EXTRA ATTACK
as:
A BONUS ACTION
later that same turn.
That extra attack must use:
A DIFFERENT LIGHT WEAPON
Normally you don't add your Ability modifier to the extra attack's damage unless that modifier is:
NEGATIVE
EXAMPLE WITHOUT TWO-WEAPON FIGHTING
Dexterity:
18
Modifier:
+4
You attack with:
SHORTSWORD
Damage:
1D6 + 4
Then use the Light property for an extra attack with:
SCIMITAR
Normally the extra attack's damage is:
1D6
not:
1D6 + 4
PART TWENTY-TWO — WITH TWO-WEAPON FIGHTING
Same character.
Dexterity modifier:
+4
First attack:
1D6 + 4
Light-property extra attack:
Normally:
1D6
Two-Weapon Fighting allows:
+4
So:
1D6 + 4
SIMPLE DAMAGE EXAMPLE
First attack:
d6:
5
+4 =
9
Extra attack:
d6:
4
+4 =
8
Total if both hit:
9 + 8 =
17 DAMAGE
before other effects.
PART TWENTY-THREE — THE FEAT DOES NOT CREATE THE EXTRA ATTACK
This is crucial.
Two-Weapon Fighting doesn't itself say:
MAKE AN EXTRA ATTACK
The:
LIGHT PROPERTY
creates the extra attack.
Two-Weapon Fighting changes:
ITS DAMAGE
WITHOUT LIGHT PROPERTY
There is no qualifying Light-property extra attack for this Feat to improve.
PART TWENTY-FOUR — DIFFERENT LIGHT WEAPON
The Light property requires the extra attack to use:
A DIFFERENT LIGHT WEAPON
For example:
SHORTSWORD
then:
SCIMITAR
or:
DAGGER
then:
SICKLE
assuming all other requirements are met.
PART TWENTY-FIVE — NICK INTERACTION
Later in the Equipment section, we will study:
WEAPON MASTERY
One mastery property is:
NICK
Nick changes when the Light-property extra attack occurs.
Instead of requiring a Bonus Action, Nick can make that extra attack part of:
THE ATTACK ACTION
under its rules.
Importantly:
IT IS STILL THE EXTRA ATTACK OF THE LIGHT PROPERTY
Therefore Two-Weapon Fighting can still modify its damage.
We will study the complete Nick rules in:
LESSON 63
PART TWENTY-SIX — FIGHTING STYLE COMPARISON
| Style | Improves | Does Not Directly Improve |
|---|---|---|
| Archery | Accuracy with Ranged weapons | Damage |
| Defense | Armor Class | Attack or damage |
| Great Weapon Fighting | Low damage die results | Attack accuracy |
| Two-Weapon Fighting | Light extra-attack damage | Attack accuracy |
This helps reveal a major difference.
Some Fighting Styles improve:
ACCURACY
Some improve:
DEFENSE
Others improve:
DAMAGE
PART TWENTY-SEVEN — CHOOSING A FIGHTING STYLE
The SRD doesn't declare one Fighting Style:
UNIVERSALLY BEST
The appropriate Style depends on:
YOUR EQUIPMENT
YOUR COMBAT PLAN
and:
WHICH RULES YOU ACTUALLY USE
ARCHER
If you regularly attack with:
RANGED WEAPONS
Archery directly improves:
HIT CHANCE
ARMORED DEFENDER
If you regularly wear:
LIGHT, MEDIUM, OR HEAVY ARMOR
Defense gives a persistent:
+1 AC
TWO-HANDED WARRIOR
If you frequently attack with qualifying:
TWO-HANDED
or two-handed:
VERSATILE
Melee weapons, Great Weapon Fighting improves:
LOW DAMAGE RESULTS
LIGHT-WEAPON FIGHTER
If you use:
THE LIGHT PROPERTY
for extra attacks, Two-Weapon Fighting restores your:
ABILITY MODIFIER
to the extra attack's damage.
PART TWENTY-EIGHT — EPIC BOON FEATS
We now leave ordinary martial specialization and move to:
EPIC POWER
Epic Boon Feats are intended for:
HIGH-LEVEL CHARACTERS
Every Epic Boon in the SRD requires:
LEVEL 19+
Boon of Spell Recall adds another prerequisite:
SPELLCASTING FEATURE
PART TWENTY-NINE — THE LEVEL 19 CLASS FEATURE
SRD Classes generally gain:
EPIC BOON
at Class level:
19
That Class feature typically allows:
AN EPIC BOON FEAT
or:
ANOTHER FEAT OF YOUR CHOICE FOR WHICH YOU QUALIFY
For example, the Fighter receives this structure at level 19 and recommends:
BOON OF COMBAT PROWESS
RECOMMENDED DOES NOT MEAN REQUIRED
If a Class recommends:
A PARTICULAR BOON
that is guidance.
It isn't:
A MANDATORY CHOICE
Follow the actual Class feature and Feat prerequisites.
PART THIRTY — EPIC ABILITY SCORE INCREASES
Every Epic Boon in the SRD contains:
ABILITY SCORE INCREASE
But unlike ordinary Ability Score Improvement:
THE MAXIMUM CAN BE 30
This is a specific exception to the normal adventurer Ability Score maximum of:
20
EXAMPLE
Strength:
20
Epic Boon allows:
+1
with maximum:
30
New Strength:
21
MODIFIER
A score of 21 gives an Ability modifier of:
+5
because Ability modifiers change every two points.
Later increases can eventually push the modifier beyond the ordinary +5 ceiling associated with score 20.
PART THIRTY-ONE — NOT EVERY BOON CAN INCREASE EVERY ABILITY
Most say:
ONE ABILITY SCORE OF YOUR CHOICE
But there are two important exceptions.
BOON OF IRRESISTIBLE OFFENSE
Only:
STRENGTH
or:
DEXTERITY
BOON OF SPELL RECALL
Only:
INTELLIGENCE
WISDOM
or:
CHARISMA
Always read the specific:
ABILITY SCORE INCREASE
entry.
PART THIRTY-TWO — BOON OF COMBAT PROWESS
Prerequisite:
LEVEL 19+
Benefits:
ABILITY SCORE INCREASE
and:
PEERLESS AIM
ABILITY SCORE INCREASE
Increase:
ONE ABILITY SCORE OF YOUR CHOICE
by:
+1
Maximum:
30
PEERLESS AIM
When you:
MISS WITH AN ATTACK ROLL
you can:
HIT INSTEAD
READ THAT CAREFULLY
It doesn't say:
REROLL
It doesn't say:
ADD A BONUS
It says:
YOU CAN HIT INSTEAD
EXAMPLE
Enemy AC:
23
Your Attack Roll total:
19
Normally:
MISS
Use:
PEERLESS AIM
Result:
HIT
PART THIRTY-THREE — PEERLESS AIM RECOVERY
After using Peerless Aim:
YOU CAN'T USE IT AGAIN
until:
THE START OF YOUR NEXT TURN
IMPORTANT
The recovery isn't:
SHORT REST
or:
LONG REST
It refreshes at:
THE START OF YOUR NEXT TURN
This makes it an extremely frequent high-level ability.
EXAMPLE
Your turn begins.
Peerless Aim is available.
Attack 1:
MISS
Use Peerless Aim:
HIT INSTEAD
Attack 2 misses:
Peerless Aim:
NOT AVAILABLE YET
At the start of your next turn:
IT RETURNS
PART THIRTY-FOUR — PEERLESS AIM AND CRITICAL HITS
Peerless Aim turns a:
MISS
into:
A HIT
It does not say that the attack becomes:
A CRITICAL HIT
So don't invent:
A NATURAL 20
The attack simply:
HITS
PART THIRTY-FIVE — BOON OF DIMENSIONAL TRAVEL
Prerequisite:
LEVEL 19+
Benefits:
ABILITY SCORE INCREASE
and:
BLINK STEPS
ABILITY SCORE INCREASE
Increase:
ANY ONE ABILITY SCORE
by:
+1
Maximum:
30
BLINK STEPS
Immediately after you take:
THE ATTACK ACTION
or:
THE MAGIC ACTION
you can teleport up to:
30 FEET
to:
AN UNOCCUPIED SPACE YOU CAN SEE
PART THIRTY-SIX — TELEPORTATION
Teleportation means you:
DISAPPEAR
and:
REAPPEAR ELSEWHERE INSTANTLY
You don't move through the intervening space.
Teleportation:
DOESN'T EXPEND MOVEMENT
unless a rule says otherwise.
And it:
NEVER PROVOKES OPPORTUNITY ATTACKS
BLINK STEPS EXAMPLE — ATTACK
You take:
ATTACK ACTION
After the Action finishes:
BLINK STEPS
Teleport:
30 FEET
to an unoccupied space you can see.
BLINK STEPS EXAMPLE — MAGIC
You take:
MAGIC ACTION
Afterward:
TELEPORT UP TO 30 FEET
PART THIRTY-SEVEN — BLINK STEPS USES
Blink Steps has no listed:
USES PER REST
and no:
ONCE-PER-TURN
sentence.
You follow its trigger:
IMMEDIATELY AFTER ATTACK OR MAGIC ACTION
when it occurs.
IMPORTANT
The teleport is:
OPTIONAL
The text says:
YOU CAN TELEPORT
You don't have to teleport every time you take one of those Actions.
PART THIRTY-EIGHT — DESTINATION REQUIREMENTS
The destination must be:
UNOCCUPIED
and:
A SPACE YOU CAN SEE
Maximum distance:
30 FEET
WRONG DESTINATION
Behind a completely opaque wall you can't see through:
NOT A VALID DESTINATION
for Blink Steps because you don't see the destination.
PART THIRTY-NINE — BOON OF FATE
Prerequisite:
LEVEL 19+
Benefits:
ABILITY SCORE INCREASE
and:
IMPROVE FATE
ABILITY SCORE INCREASE
Increase:
ANY ONE ABILITY SCORE
by:
+1
Maximum:
30
IMPROVE FATE
When:
YOU
or:
ANOTHER CREATURE WITHIN 60 FEET
succeeds or fails a:
D20 TEST
you can roll:
2D4
Then apply the total as either:
A BONUS
or:
A PENALTY
to:
THE D20 ROLL
PART FORTY — D20 TEST REMINDER
A D20 Test is:
AN ABILITY CHECK
A SAVING THROW
or:
AN ATTACK ROLL
Therefore Improve Fate can interact with all three.
PART FORTY-ONE — HELPING AN ALLY
Ally makes a Saving Throw.
Total:
16
DC:
18
Failure.
You use:
IMPROVE FATE
Roll:
2D4
Results:
2 + 3 = 5
Apply:
+5
New total:
16 + 5 =
21
The Saving Throw now succeeds.
PART FORTY-TWO — HINDERING AN ENEMY
Enemy succeeds on an Attack Roll.
Attack total:
22
Target AC:
20
Use:
IMPROVE FATE
Roll 2d4:
1 + 3 = 4
Apply:
−4
New attack total:
22 − 4 =
18
The Attack Roll now fails against AC 20.
WHY THE TIMING MATTERS
The Feat triggers when the creature:
SUCCEEDS OR FAILS
So you already know the initial outcome before deciding whether to invoke:
IMPROVE FATE
PART FORTY-THREE — RANGE
The creature must be:
WITHIN 60 FEET OF YOU
The Feat doesn't say:
YOU MUST SEE IT
So don't add a sight requirement that isn't written.
PART FORTY-FOUR — IMPROVE FATE RECOVERY
Once you use Improve Fate, you can't use it again until you:
ROLL INITIATIVE
or finish:
A SHORT REST
or:
A LONG REST
THREE RECOVERY METHODS
ROLL INITIATIVE
SHORT REST
LONG REST
EXAMPLE
You used Improve Fate while exploring.
Minutes later, combat begins and you:
ROLL INITIATIVE
Improve Fate becomes:
AVAILABLE AGAIN
according to the Feat's recovery rule.
PART FORTY-FIVE — BOON OF IRRESISTIBLE OFFENSE
Prerequisite:
LEVEL 19+
Benefits:
ABILITY SCORE INCREASE
OVERCOME DEFENSES
and:
OVERWHELMING STRIKE
ABILITY SCORE INCREASE
Increase:
STRENGTH
or:
DEXTERITY
by:
+1
Maximum:
30
IMPORTANT
You choose one:
STRENGTH
or:
DEXTERITY
That chosen score also matters for:
OVERWHELMING STRIKE
PART FORTY-SIX — OVERCOME DEFENSES
The:
BLUDGEONING
PIERCING
and:
SLASHING
damage you deal:
ALWAYS IGNORES RESISTANCE
EXAMPLE
You deal:
30 SLASHING DAMAGE
The enemy has:
RESISTANCE TO SLASHING
Normally:
30 ÷ 2 =
15
With Overcome Defenses:
IGNORE THE RESISTANCE
Damage remains:
30
IMPORTANT
The Feat says:
IGNORE RESISTANCE
It doesn't say:
IGNORE IMMUNITY
EXAMPLE
Target has:
IMMUNITY TO PIERCING DAMAGE
Overcome Defenses doesn't say that you can ignore:
IMMUNITY
Therefore the Feat doesn't convert Immunity into normal damage.
PART FORTY-SEVEN — IT APPLIES TO DAMAGE YOU DEAL
The benefit isn't limited to:
WEAPON DAMAGE
It says the Bludgeoning, Piercing, and Slashing damage:
YOU DEAL
always ignores Resistance.
So the relevant question is the:
DAMAGE TYPE
not merely whether a particular weapon caused it.
PART FORTY-EIGHT — OVERWHELMING STRIKE
When you roll:
A 20 ON THE D20
for:
AN ATTACK ROLL
you can deal extra damage equal to:
THE ABILITY SCORE INCREASED BY THIS FEAT
The extra damage has:
THE SAME TYPE AS THE ATTACK
THIS MEANS ABILITY SCORE
Not:
ABILITY MODIFIER
EXAMPLE — STRENGTH 21
You took the Boon and increased Strength:
20 → 21
You roll:
NATURAL 20
on an Attack Roll.
Extra damage:
21
not:
+5
EXAMPLE — DEXTERITY 22
If the score increased by this Feat is:
DEXTERITY 22
then the extra damage is:
22
PART FORTY-NINE — NATURAL 20
The trigger says:
WHEN YOU ROLL A 20 ON THE D20
This means the die itself shows:
20
It isn't enough for modifiers to make the:
TOTAL 20
EXAMPLE
d20:
14
Attack modifier:
+6
Total:
20
Does Overwhelming Strike trigger?
NO
The d20 didn't roll:
20
PART FIFTY — BOON OF SPELL RECALL
Prerequisites:
LEVEL 19+
and:
SPELLCASTING FEATURE
Benefits:
ABILITY SCORE INCREASE
and:
FREE CASTING
IMPORTANT EXTRA PREREQUISITE
This is the only SRD Epic Boon that requires more than:
LEVEL 19+
You must also possess:
THE SPELLCASTING FEATURE
PART FIFTY-ONE — SPELLCASTING FEATURE MEANS THE FEATURE
This is not simply:
"I KNOW A SPELL"
The prerequisite specifically says:
SPELLCASTING FEATURE
So a character must have the feature that satisfies that wording.
EXAMPLE — WIZARD
Wizard has:
SPELLCASTING
Qualifies for that part.
CLERIC
Has:
SPELLCASTING
Qualifies.
SORCERER
Has:
SPELLCASTING
Qualifies.
PALADIN
Has:
SPELLCASTING
Qualifies.
WARLOCK
The Warlock's core spellcasting system is called:
PACT MAGIC
not:
SPELLCASTING
A pure Warlock therefore doesn't satisfy the written:
SPELLCASTING FEATURE
prerequisite merely by possessing Pact Magic.
This is one reason the SRD recommends another Boon for Warlock.
PART FIFTY-TWO — SPELL RECALL ABILITY SCORE INCREASE
Increase one:
INTELLIGENCE
WISDOM
or:
CHARISMA
score by:
+1
Maximum:
30
NOT STRENGTH
NOT DEXTERITY
NOT CONSTITUTION
The Feat specifically limits the options to the three traditional:
SPELLCASTING ABILITIES
PART FIFTY-THREE — FREE CASTING
Whenever you cast a spell using a:
LEVEL 1–4 SPELL SLOT
roll:
1D4
If the result equals:
THE SLOT'S LEVEL
the Spell Slot:
ISN'T EXPENDED
LEVEL 1 SPELL SLOT
Need:
1
on d4.
LEVEL 2 SPELL SLOT
Need:
2
LEVEL 3 SPELL SLOT
Need:
3
LEVEL 4 SPELL SLOT
Need:
4
PART FIFTY-FOUR — EXAMPLE
You cast a spell using:
A LEVEL 3 SPELL SLOT
Roll:
1D4
Result:
3
Because:
RESULT = SLOT LEVEL
the slot:
IS NOT EXPENDED
You still cast:
THE SPELL
normally.
FAILURE EXAMPLE
Level 3 slot.
d4:
1
The number doesn't match:
3
Therefore the Spell Slot:
IS EXPENDED NORMALLY
PART FIFTY-FIVE — LEVEL 5+ SPELL SLOTS
Free Casting only triggers when you cast using:
A LEVEL 1–4 SPELL SLOT
Therefore a:
LEVEL 5
LEVEL 6
LEVEL 7
LEVEL 8
or:
LEVEL 9
slot doesn't trigger this benefit.
IMPORTANT
Casting a:
LEVEL 1 SPELL
with a:
LEVEL 5 SLOT
doesn't qualify.
The rule looks at:
THE SPELL SLOT USED
not the spell's printed level.
PART FIFTY-SIX — SAME CHANCE FOR EACH QUALIFYING SLOT
For each level 1–4 slot, exactly one face of the d4 produces the required result.
So:
1 IN 4
or:
25%
of qualifying castings preserve the slot.
This percentage is a mathematical consequence of:
ROLLING 1D4
and needing one specific result.
PART FIFTY-SEVEN — BOON OF THE NIGHT SPIRIT
Prerequisite:
LEVEL 19+
Benefits:
ABILITY SCORE INCREASE
MERGE WITH SHADOWS
and:
SHADOWY FORM
ABILITY SCORE INCREASE
Increase:
ANY ONE ABILITY SCORE
by:
+1
Maximum:
30
PART FIFTY-EIGHT — MERGE WITH SHADOWS
While you are within:
DIM LIGHT
or:
DARKNESS
you can use:
A BONUS ACTION
to give yourself:
THE INVISIBLE CONDITION
CONDITION ENDS
The Invisible condition ends immediately after you take:
AN ACTION
A BONUS ACTION
or:
A REACTION
EXAMPLE
You stand in:
DIM LIGHT
Bonus Action:
MERGE WITH SHADOWS
You become:
INVISIBLE
You then move:
30 FEET
Movement itself isn't one of the listed ending triggers.
If you then take:
AN ACTION
the Invisible condition ends:
IMMEDIATELY AFTER THAT ACTION
PART FIFTY-NINE — IMPORTANT TIMING
The Bonus Action used to activate Merge with Shadows gives you:
INVISIBLE
as its result.
The ending rule matters for:
SUBSEQUENT ACTIONS, BONUS ACTIONS, OR REACTIONS
You don't gain the condition only for it to disappear before it exists.
ATTACK EXAMPLE
You are Invisible.
You take:
THE ATTACK ACTION
The condition ends:
IMMEDIATELY AFTER THE ACTION
So the condition remains during the Action according to that timing.
Other rules involving Invisible and attacks are resolved normally.
PART SIXTY — SHADOWY FORM
While you are within:
DIM LIGHT
or:
DARKNESS
you have:
RESISTANCE TO ALL DAMAGE
except:
PSYCHIC
and:
RADIANT
THIS IS EXTREMELY BROAD
You have Resistance to things such as:
ACID
BLUDGEONING
COLD
FIRE
FORCE
LIGHTNING
NECROTIC
PIERCING
POISON
SLASHING
THUNDER
and other damage types except the two explicitly excluded.
EXCLUDED TYPES
PSYCHIC
and:
RADIANT
are taken normally unless another rule gives you Resistance.
EXAMPLE
Incoming Fire damage:
36
You are in:
DIM LIGHT
Shadowy Form applies.
36 ÷ 2 =
18 FIRE DAMAGE
RADIANT EXAMPLE
Incoming Radiant damage:
36
Shadowy Form specifically excludes:
RADIANT
So this Boon doesn't halve it.
You take:
36
unless another feature changes the damage.
PART SIXTY-ONE — LIGHT CONDITIONS MATTER
Shadowy Form exists only:
WHILE WITHIN DIM LIGHT OR DARKNESS
Move into:
BRIGHT LIGHT
and Shadowy Form's Resistance no longer applies.
So battlefield:
LIGHTING
becomes mechanically important.
PART SIXTY-TWO — MERGE WITH SHADOWS VERSUS SHADOWY FORM
These are:
TWO SEPARATE BENEFITS
Merge with Shadows:
BONUS ACTION INVISIBILITY
Shadowy Form:
DAMAGE RESISTANCE
Both involve:
DIM LIGHT OR DARKNESS
but they do different things.
You don't have to activate Shadowy Form.
If you are in the required lighting:
THE RESISTANCE APPLIES
PART SIXTY-THREE — BOON OF TRUESIGHT
Prerequisite:
LEVEL 19+
Benefits:
ABILITY SCORE INCREASE
and:
TRUESIGHT
ABILITY SCORE INCREASE
Increase:
ANY ONE ABILITY SCORE
by:
+1
Maximum:
30
TRUESIGHT
You gain:
TRUESIGHT 60 FEET
To understand how powerful that is, we need the Rules Glossary definition.
PART SIXTY-FOUR — WHAT TRUESIGHT DOES
Within its range, Truesight allows your vision to pierce:
NORMAL DARKNESS
MAGICAL DARKNESS
INVISIBILITY
VISUAL ILLUSIONS
MAGICAL TRANSFORMATIONS
and lets you see into:
THE ETHEREAL PLANE
PART SIXTY-FIVE — DARKNESS
Within:
60 FEET
you can see in:
NORMAL DARKNESS
and:
MAGICAL DARKNESS
This is significantly broader than ordinary:
DARKVISION
because many forms of magical Darkness specifically defeat Darkvision.
Truesight can:
SEE THROUGH IT
PART SIXTY-SIX — INVISIBILITY
Within 60 feet, you see creatures and objects that have:
THE INVISIBLE CONDITION
IMPORTANT
They don't cease to have the condition universally.
Your:
TRUESIGHT
allows you to see them.
Other creatures without Truesight may still be unable to see them.
PART SIXTY-SEVEN — VISUAL ILLUSIONS
Visual illusions appear:
TRANSPARENT
to you.
You also automatically succeed on:
SAVING THROWS AGAINST THEM
IMPORTANT
Truesight refers to:
VISUAL ILLUSIONS
Don't automatically extend this rule to every possible:
NONVISUAL EFFECT
unless another rule says so.
PART SIXTY-EIGHT — TRANSFORMATIONS
Truesight lets you discern:
THE TRUE FORM
of a creature or object that you see if it has been transformed by:
MAGIC
EXAMPLE
A creature is magically transformed into:
ANOTHER FORM
Within your Truesight range, you can discern:
ITS TRUE FORM
according to the Truesight rule.
PART SIXTY-NINE — ETHEREAL PLANE
Truesight also allows you to see:
INTO THE ETHEREAL PLANE
within the specified range.
This is one of the sensory abilities that distinguishes Truesight from:
DARKVISION
BLINDSIGHT
and:
TREMORSENSE
PART SEVENTY — EPIC BOONS COMPLETE COMPARISON
| Epic Boon | Ability Increase | Main Epic Benefit |
|---|---|---|
| Combat Prowess | Any +1 | Turn a missed attack into a hit |
| Dimensional Travel | Any +1 | 30-ft teleport after Attack/Magic action |
| Fate | Any +1 | ±2d4 to a D20 Test |
| Irresistible Offense | Str or Dex +1 | Ignore B/P/S Resistance; huge natural-20 damage |
| Spell Recall | Int/Wis/Cha +1 | Chance not to expend level 1–4 slots |
| Night Spirit | Any +1 | Shadow invisibility and broad Resistance |
| Truesight | Any +1 | Truesight 60 ft. |
PART SEVENTY-ONE — EPIC BOON RECOVERY PATTERNS
The Boons use different resource structures.
COMBAT PROWESS
Refresh:
START OF YOUR NEXT TURN
DIMENSIONAL TRAVEL
No listed limited-use resource.
FATE
Refresh when you:
ROLL INITIATIVE
or finish:
SHORT OR LONG REST
IRRESISTIBLE OFFENSE
Overcome Defenses:
PASSIVE
Overwhelming Strike:
WHEN YOU ROLL 20
No separate rest resource.
SPELL RECALL
Triggers:
EACH QUALIFYING CASTING
Roll:
1D4
No rest-use pool.
NIGHT SPIRIT
Merge with Shadows:
BONUS ACTION
No listed use limit.
Shadowy Form:
PASSIVE IN THE REQUIRED LIGHTING
TRUESIGHT
ALWAYS ACTIVE
within its 60-foot range.
PART SEVENTY-TWO — BOON OF COMBAT PROWESS EXAMPLE
Level 19 Fighter.
Attack bonus:
+12
Enemy AC:
25
Attack 1:
d20 8 + 12 =
20 — MISS
Peerless Aim:
HIT INSTEAD
Attack 2:
d20 7 + 12 =
19 — MISS
Peerless Aim is already expended until:
START OF NEXT TURN
So Attack 2 remains:
A MISS
NEXT TURN
Peerless Aim:
AVAILABLE AGAIN
PART SEVENTY-THREE — BOON OF DIMENSIONAL TRAVEL EXAMPLE
Level 19 Ranger.
Enemy is:
20 FEET AWAY
Take:
ATTACK ACTION
After the Action:
BLINK STEPS
Teleport:
30 FEET
to a visible unoccupied location.
Because teleportation doesn't expend normal movement:
YOUR MOVEMENT RESOURCE ISN'T USED BY THE TELEPORT
and the teleport:
DOESN'T PROVOKE OPPORTUNITY ATTACKS
PART SEVENTY-FOUR — BOON OF FATE EXAMPLE
Paladin ally fails a Saving Throw by:
3
You are:
40 FEET AWAY
Improve Fate:
2D4
Roll:
4 + 2 = 6
Add:
+6
Failure becomes:
SUCCESS
You can't use Improve Fate again until:
ROLL INITIATIVE
or:
SHORT REST
or:
LONG REST
PART SEVENTY-FIVE — IRRESISTIBLE OFFENSE EXAMPLE
Your Dexterity was:
20
The Boon increases it:
21
You attack using a Piercing attack.
Target has:
PIERCING RESISTANCE
Overcome Defenses means:
IGNORE THAT RESISTANCE
Then you roll:
NATURAL 20
Overwhelming Strike adds:
21 EXTRA DAMAGE
of the same type as the attack.
PART SEVENTY-SIX — SPELL RECALL EXAMPLE
Level 19 Wizard casts:
FIREBALL
using:
LEVEL 3 SPELL SLOT
Spell resolves normally.
Then apply Free Casting:
Roll:
1D4
Result:
3
The Spell Slot:
ISN'T EXPENDED
SECOND CASTING
Cast another spell using level 3 slot.
d4:
2
Doesn't match 3.
The slot:
IS EXPENDED
PART SEVENTY-SEVEN — NIGHT SPIRIT EXAMPLE
A level 19 Rogue stands in:
DIM LIGHT
Bonus Action:
MERGE WITH SHADOWS
Gain:
INVISIBLE
The Rogue moves:
20 FEET
Still hasn't taken a new Action, Bonus Action, or Reaction after gaining the condition.
Then:
ATTACK ACTION
After the Action:
INVISIBILITY ENDS
Meanwhile, while still in Dim Light:
SHADOWY FORM
provides Resistance to all damage except:
PSYCHIC
and:
RADIANT
PART SEVENTY-EIGHT — TRUESIGHT EXAMPLE
A level 19 Paladin with:
BOON OF TRUESIGHT
enters magical Darkness.
Ordinary sight:
BLOCKED
But Truesight:
60 FEET
allows the Paladin to see in:
MAGICAL DARKNESS
An Invisible enemy within 40 feet:
VISIBLE TO THE PALADIN
A visual illusion within 30 feet:
APPEARS TRANSPARENT
The Paladin automatically succeeds on:
SAVING THROWS AGAINST THAT VISUAL ILLUSION
PART SEVENTY-NINE — WHICH BOON SUPPORTS WHICH KIND OF CHARACTER?
This is:
GAMEPLAY GUIDANCE
rather than an additional rule.
COMBAT PROWESS
Useful for characters who rely heavily on:
ATTACK ROLLS
because a miss can become:
A HIT
DIMENSIONAL TRAVEL
Useful for characters who value:
MOBILITY
POSITIONING
and:
TELEPORTATION
FATE
Useful for:
PARTY SUPPORT
because it can modify your D20 Tests or those of:
OTHER CREATURES
IRRESISTIBLE OFFENSE
Useful for:
STRENGTH
or:
DEXTERITY
offensive characters dealing:
BLUDGEONING
PIERCING
or:
SLASHING
and making frequent Attack Rolls.
SPELL RECALL
Useful for qualifying:
SPELLCASTERS
who frequently spend:
LEVEL 1–4 SPELL SLOTS
NIGHT SPIRIT
Useful for characters able to exploit:
DIM LIGHT
or:
DARKNESS
for defense and stealth-like positioning.
TRUESIGHT
Useful for characters who value:
RELIABLE PERCEPTION
against magical visual deception and supernatural concealment.
PART EIGHTY — FIGHTING STYLE VERSUS EPIC BOON
The two categories occupy very different design spaces.
FIGHTING STYLE
Usually provides:
A FOCUSED MARTIAL IMPROVEMENT
Examples:
+2 ACCURACY
+1 AC
BETTER DAMAGE FLOOR
ABILITY MODIFIER ON LIGHT ATTACK
EPIC BOON
Can fundamentally change:
HIGH-LEVEL PLAY
Examples:
TURN MISSES INTO HITS
TELEPORT REPEATEDLY
ALTER D20 TEST RESULTS
IGNORE DAMAGE RESISTANCE
PRESERVE SPELL SLOTS
RESIST ALMOST ALL DAMAGE IN SHADOWS
SEE THROUGH MAGIC AND ILLUSION
The scale is intentionally:
EPIC
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING ANY CHARACTER CAN CHOOSE A FIGHTING STYLE FEAT
All four require:
FIGHTING STYLE FEATURE
MISTAKE 2 — THINKING MARTIAL WEAPON PROFICIENCY IS ENOUGH
It isn't.
The prerequisite says:
FIGHTING STYLE FEATURE
MISTAKE 3 — THINKING ARCHERY ADDS +2 DAMAGE
It adds:
+2 TO ATTACK ROLLS
MISTAKE 4 — THINKING ARCHERY WORKS WITH ANY RANGED ATTACK
It says:
RANGED WEAPONS
A thrown Melee weapon doesn't become a Ranged weapon merely because you throw it.
MISTAKE 5 — THINKING DEFENSE WORKS WHILE UNARMORED
You must wear:
LIGHT
MEDIUM
or:
HEAVY ARMOR
MISTAKE 6 — THINKING A SHIELD ALONE ACTIVATES DEFENSE
The Feat specifies:
LIGHT, MEDIUM, OR HEAVY ARMOR
MISTAKE 7 — THINKING DEFENSE ADDS +1 TO SAVING THROWS
It adds:
+1 ARMOR CLASS
MISTAKE 8 — REROLLING 1S AND 2S WITH GREAT WEAPON FIGHTING
Don't reroll.
Treat them as:
3
MISTAKE 9 — USING GREAT WEAPON FIGHTING WITH A ONE-HANDED ATTACK
The weapon must be held:
WITH TWO HANDS
MISTAKE 10 — USING GREAT WEAPON FIGHTING WITH A RANGED TWO-HANDED WEAPON
The Feat requires:
A MELEE WEAPON
MISTAKE 11 — THINKING ONLY TWO-HANDED-PROPERTY WEAPONS QUALIFY
A:
VERSATILE
weapon can also qualify if actually held:
WITH TWO HANDS
for the attack.
MISTAKE 12 — THINKING TWO-WEAPON FIGHTING CREATES AN EXTRA ATTACK
The:
LIGHT PROPERTY
creates it.
The Feat modifies:
ITS DAMAGE
MISTAKE 13 — ADDING THE ABILITY MODIFIER TWICE
Two-Weapon Fighting says you add it if:
YOU AREN'T ALREADY ADDING IT
MISTAKE 14 — THINKING THE LIGHT EXTRA ATTACK CAN USE THE SAME WEAPON
It must use:
A DIFFERENT LIGHT WEAPON
MISTAKE 15 — THINKING NICK PREVENTS TWO-WEAPON FIGHTING
Nick changes the action timing of:
THE LIGHT-PROPERTY EXTRA ATTACK
It doesn't stop it from being that extra attack.
MISTAKE 16 — THINKING EPIC BOONS ARE AVAILABLE AT LEVEL 4
They require:
LEVEL 19+
MISTAKE 17 — THINKING EVERY EPIC BOON REQUIRES ONLY LEVEL 19
Boon of Spell Recall additionally requires:
SPELLCASTING FEATURE
MISTAKE 18 — THINKING EPIC BOON ABILITY INCREASES STOP AT 20
Their listed maximum is:
30
MISTAKE 19 — THINKING IRRESISTIBLE OFFENSE CAN INCREASE ANY ABILITY
Only:
STRENGTH
or:
DEXTERITY
MISTAKE 20 — THINKING SPELL RECALL CAN INCREASE STRENGTH
It can increase only:
INTELLIGENCE
WISDOM
or:
CHARISMA
MISTAKE 21 — THINKING PEERLESS AIM REROLLS THE ATTACK
It doesn't.
A miss becomes:
A HIT
MISTAKE 22 — THINKING PEERLESS AIM CREATES A CRITICAL HIT
It only says:
HIT INSTEAD
MISTAKE 23 — USING PEERLESS AIM MULTIPLE TIMES BEFORE YOUR NEXT TURN
Once used, it returns:
AT THE START OF YOUR NEXT TURN
MISTAKE 24 — THINKING BLINK STEPS COSTS 30 FEET OF MOVEMENT
Teleportation doesn't expend movement unless:
A RULE SAYS OTHERWISE
MISTAKE 25 — THINKING BLINK STEPS PROVOKES OPPORTUNITY ATTACKS
Teleportation:
NEVER PROVOKES OPPORTUNITY ATTACKS
MISTAKE 26 — TELEPORTING TO A SPACE YOU CAN'T SEE WITH BLINK STEPS
The destination must be:
A SPACE YOU CAN SEE
MISTAKE 27 — THINKING IMPROVE FATE ONLY HELPS ALLIES
It can affect:
YOU
or:
ANOTHER CREATURE WITHIN 60 FEET
MISTAKE 28 — THINKING IMPROVE FATE ONLY ADDS A BONUS
You can apply:
BONUS
or:
PENALTY
MISTAKE 29 — THINKING IMPROVE FATE WORKS ONLY ON SAVING THROWS
It works on:
D20 TESTS
which include:
ATTACK ROLLS
ABILITY CHECKS
SAVING THROWS
MISTAKE 30 — FORGETTING IMPROVE FATE CAN RECHARGE WHEN INITIATIVE IS ROLLED
Recovery includes:
ROLL INITIATIVE
as well as:
SHORT OR LONG REST
MISTAKE 31 — THINKING OVERCOME DEFENSES IGNORES ALL DAMAGE RESISTANCE
It specifically applies to:
BLUDGEONING
PIERCING
and:
SLASHING
damage you deal.
MISTAKE 32 — THINKING OVERCOME DEFENSES IGNORES IMMUNITY
The Feat says:
RESISTANCE
not:
IMMUNITY
MISTAKE 33 — USING OVERWHELMING STRIKE WHEN THE ATTACK TOTAL IS 20
The d20 itself must roll:
20
MISTAKE 34 — USING THE ABILITY MODIFIER FOR OVERWHELMING STRIKE
Use:
THE ABILITY SCORE
increased by the Feat.
Not:
ITS MODIFIER
MISTAKE 35 — THINKING SPELL RECALL WORKS WITH LEVEL 5–9 SLOTS
It applies to:
LEVEL 1–4 SPELL SLOTS
MISTAKE 36 — LOOKING AT THE SPELL'S LEVEL INSTEAD OF THE SLOT USED
The trigger refers to:
THE SPELL SLOT
MISTAKE 37 — THINKING SPELL RECALL AUTOMATICALLY SAVES THE SLOT
Roll:
1D4
The result must equal:
THE SLOT LEVEL
MISTAKE 38 — THINKING A PURE WARLOCK AUTOMATICALLY QUALIFIES FOR SPELL RECALL
The prerequisite specifically requires:
SPELLCASTING FEATURE
Warlock's core casting feature is:
PACT MAGIC
MISTAKE 39 — THINKING NIGHT SPIRIT MAKES YOU PERMANENTLY INVISIBLE
Merge with Shadows requires:
DIM LIGHT OR DARKNESS
for activation and the condition ends after you take:
AN ACTION
BONUS ACTION
or:
REACTION
MISTAKE 40 — THINKING MOVEMENT ITSELF ENDS MERGE WITH SHADOWS
Movement isn't one of the listed:
ENDING TRIGGERS
MISTAKE 41 — THINKING SHADOWY FORM WORKS IN BRIGHT LIGHT
It requires:
DIM LIGHT OR DARKNESS
MISTAKE 42 — THINKING SHADOWY FORM RESISTS PSYCHIC DAMAGE
Psychic is specifically:
EXCLUDED
MISTAKE 43 — THINKING SHADOWY FORM RESISTS RADIANT DAMAGE
Radiant is also:
EXCLUDED
MISTAKE 44 — THINKING TRUESIGHT IS JUST BETTER DARKVISION
Truesight also pierces:
INVISIBILITY
VISUAL ILLUSIONS
MAGICAL TRANSFORMATIONS
and allows vision into:
THE ETHEREAL PLANE
MISTAKE 45 — THINKING TRUESIGHT REMOVES INVISIBLE FROM THE ENEMY
It allows:
YOU TO SEE THEM
It doesn't automatically remove the condition for everyone else.
MISTAKE 46 — THINKING TRUESIGHT HAS UNLIMITED RANGE
Boon of Truesight gives:
60 FEET
QUICK RECAP
FIGHTING STYLE FEATS
All require:
FIGHTING STYLE FEATURE
ARCHERY
+2 TO ATTACK ROLLS
with:
RANGED WEAPONS
DEFENSE
While wearing:
LIGHT
MEDIUM
or:
HEAVY ARMOR
gain:
+1 AC
GREAT WEAPON FIGHTING
Qualifying attack:
MELEE WEAPON
held:
WITH TWO HANDS
Weapon must have:
TWO-HANDED
or:
VERSATILE
Damage die:
1 → 3
2 → 3
TWO-WEAPON FIGHTING
For the extra attack created by:
THE LIGHT PROPERTY
add your:
ABILITY MODIFIER
to damage if you aren't already adding it.
EPIC BOONS
Normally require:
LEVEL 19+
and increase a qualifying Ability by:
+1
with a maximum of:
30
BOON OF COMBAT PROWESS
MISS → HIT
Refresh:
START OF NEXT TURN
BOON OF DIMENSIONAL TRAVEL
After:
ATTACK ACTION
or:
MAGIC ACTION
Teleport:
UP TO 30 FEET
BOON OF FATE
After a creature within:
60 FEET
succeeds or fails a D20 Test:
±2D4
Recovery:
INITIATIVE
SHORT REST
LONG REST
BOON OF IRRESISTIBLE OFFENSE
Increase:
STRENGTH OR DEXTERITY
Ignore Resistance to damage you deal that is:
BLUDGEONING
PIERCING
SLASHING
Natural 20 Attack Roll:
EXTRA DAMAGE = INCREASED ABILITY SCORE
BOON OF SPELL RECALL
Prerequisites:
LEVEL 19+
SPELLCASTING FEATURE
Increase:
INTELLIGENCE, WISDOM, OR CHARISMA
Cast with level:
1–4 SPELL SLOT
Roll:
1D4
If:
D4 RESULT = SLOT LEVEL
the slot:
ISN'T EXPENDED
BOON OF THE NIGHT SPIRIT
In:
DIM LIGHT OR DARKNESS
Bonus Action:
INVISIBLE
until after you take:
ACTION
BONUS ACTION
or:
REACTION
Also while in Dim Light or Darkness:
RESISTANCE TO ALL DAMAGE
except:
PSYCHIC
and:
RADIANT
BOON OF TRUESIGHT
Gain:
TRUESIGHT 60 FEET
See through:
NORMAL AND MAGICAL DARKNESS
INVISIBILITY
VISUAL ILLUSIONS
MAGICAL TRANSFORMATIONS
and into:
THE ETHEREAL PLANE
PRIME HERO CHALLENGE
Four level 19 adventurers each choose a different Epic Boon.
HERO A — FIGHTER
Chooses:
BOON OF COMBAT PROWESS
The Fighter misses an attack.
What can happen?
PEERLESS AIM
turns:
THE MISS INTO A HIT
The ability then remains unavailable until:
THE START OF THE FIGHTER'S NEXT TURN
HERO B — RANGER
Chooses:
BOON OF DIMENSIONAL TRAVEL
The Ranger takes:
ATTACK ACTION
What can happen immediately afterward?
TELEPORT UP TO 30 FEET
to:
AN UNOCCUPIED SPACE THEY CAN SEE
Does that teleport consume 30 feet of movement?
NO
Does it provoke Opportunity Attacks?
NO
HERO C — CLERIC
Chooses:
BOON OF FATE
An ally within 40 feet fails a Saving Throw by 2.
Cleric rolls Improve Fate:
2D4
Results:
2 + 1 = 3
The Cleric adds:
+3
The failed Saving Throw can become:
A SUCCESS
HERO D — WIZARD
Chooses:
BOON OF SPELL RECALL
The Wizard casts a spell with:
A LEVEL 4 SPELL SLOT
Roll:
1D4
Result:
4
What happens?
THE SPELL SLOT ISN'T EXPENDED
BONUS QUESTION
A character with:
BOON OF IRRESISTIBLE OFFENSE
increased Strength to:
21
They roll a natural:
20
on an Attack Roll.
How much extra damage can Overwhelming Strike deal?
21 EXTRA DAMAGE
not:
+5
because the rule uses:
THE ABILITY SCORE
not the modifier.
LESSON 59 — KEY TAKEAWAYS
We have now completed:
EVERY FEAT IN THE SRD 5.2.1
The final two categories demonstrate the enormous range of character customization.
FIGHTING STYLE FEATS
are focused.
They refine:
HOW YOU FIGHT
Archery improves:
ACCURACY
Defense improves:
ARMOR CLASS
Great Weapon Fighting improves:
LOW DAMAGE RESULTS
Two-Weapon Fighting improves:
LIGHT-WEAPON EXTRA-ATTACK DAMAGE
EPIC BOON FEATS
operate at an entirely different scale.
They can let an adventurer:
TURN A MISS INTO A HIT
TELEPORT AFTER MAJOR ACTIONS
ALTER FATE ITSELF
IGNORE PHYSICAL DAMAGE RESISTANCE
PRESERVE SPELL SLOTS
BECOME NEARLY IMMUNE TO DAMAGE IN SHADOWS
or:
SEE THROUGH SUPERNATURAL DECEPTION
They also introduce something extraordinary:
ABILITY SCORES UP TO 30
The normal rules establish limits.
Epic Boons represent heroes who begin to:
TRANSCEND THOSE LIMITS
THE COMPLETE FEAT SYSTEM
We can now classify every Feat in the SRD.
ORIGIN
ALERT
MAGIC INITIATE
SAVAGE ATTACKER
SKILLED
GENERAL
ABILITY SCORE IMPROVEMENT
GRAPPLER
FIGHTING STYLE
ARCHERY
DEFENSE
GREAT WEAPON FIGHTING
TWO-WEAPON FIGHTING
EPIC BOON
BOON OF COMBAT PROWESS
BOON OF DIMENSIONAL TRAVEL
BOON OF FATE
BOON OF IRRESISTIBLE OFFENSE
BOON OF SPELL RECALL
BOON OF THE NIGHT SPIRIT
BOON OF TRUESIGHT
CHARACTER ORIGINS AND FEATS ARE NOW COMPLETE
We have studied:
BACKGROUNDS
SPECIES
LANGUAGES
and:
EVERY SRD FEAT
The next stage of the course changes focus.
An adventurer now needs:
GEAR
WEAPONS
ARMOR
TOOLS
SUPPLIES
and:
MONEY
So we begin:
EQUIPMENT
NEXT LESSON
LESSON 60 — COINS, CURRENCY, SELLING EQUIPMENT, AND THE 5E ECONOMY
Before buying:
SWORDS
ARMOR
POTIONS
TOOLS
or:
ADVENTURING GEAR
you need to understand how money works.
Lesson 60 will cover:
COPPER PIECES — CP
SILVER PIECES — SP
ELECTRUM PIECES — EP
GOLD PIECES — GP
PLATINUM PIECES — PP
including the exact conversion rates:
100 CP = 1 GP
10 SP = 1 GP
2 EP = 1 GP
1 GP = 1 GP
1 PP = 10 GP
We will also cover:
COIN WEIGHT
SELLING EQUIPMENT
TRADE GOODS
VALUABLES
and how to calculate purchases and treasure correctly.
Then Lesson 61 will begin:
EVERY WEAPON IN THE SRD
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.