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.