Epic Rewards

Blessings
Name 	Description
Blessing of Health 	Your Constitution score increases by 2, up to a maximum of 22.
Blessing of Protection 	You gain a +1 bonus to AC and saving throws.
Blessing of Magic Resistance 	You have advantage on saving throws against spells and other magical effects
Blessing of Understanding 	Your Wisdom score increases by 2, up to a maximum of 22.
Blessing of Valhalla 	This blessing grants you the power to summon spirit warriors, as if you had blown a silver horn of Valhalla. Once you use this blessing, you can’t use it again until 7 days have passed.
Blessing of Weapon Enhancement	One nonmagical weapon in your possession becomes a +1 weapon whenever you wield it.
Blessing of Wound Closure 	This blessing grants you the benefits of a periapt of wound closure.
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Charms
Name 	Description
Charm of Animal Conjuring	This charm allows you to cast the conjure animals spell (3rd-level version) as an action. Once used three times, the charm vanishes from you.
Charm of Darkvision 	This charm allows you to cast the darkvision spell as an action, no components required. Once used three times, the charm goes away.
Charm of Feather Falling 	This charm grants you the benefits of a ring of feather falling. These benefits last for 10 days, after which the charm vanishes from you.
Charm of Heroism 	This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you.
Charm of Restoration 	This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). Once all its charges have been expended, the charm vanishes from you.
Charm of the Slayer 	One sword in your possession becomes a dragon slayer or giant slayer (DM’s choice) for the next 9 days. The charm then vanishes from you, and the weapon returns to norma
Charm of Vitality 	This charm allows you to give yourself the benefit of a potion of vitality as an action. Once you do so, the charm vanishes from you.
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Permanent Charms
Name 	Description
Charm of Animal Conjuring	This charm allows you to cast the conjure animals spell (3rd-level version) as an action. Once you use this Charm, you can’t use it again until you finish a long rest.
Charm of Darkvision 	This charm allows you to cast the darkvision spell as an action, no components required. Once you use this Charm, you can’t use it again until you finish a long rest.
Charm of Feather Falling 	This charm allows you to cast the feather falling Spell as an action. Once you use this Charm, you can’t use it again until you finish a long rest.
Charm of Heroism 	This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you use this Charm, you can’t use it again until you finish a long rest.
Charm of Restoration 	This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). All charges restore after a long rest.
Charm of the Slayer 	One sword in your possession becomes a dragon slayer or giant slayer permanently. (DM’s choice)
Charm of Vitality 	This charm allows you to give yourself the benefit of a potion of vitality as an action. Once you do so, the charm vanishes from you. Once you use this Charm, you can’t use it again until you finish a long rest.
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Epic Boons
Name 	Description
Ability Score Improvement 	The character can increase one ability score by 2 or increase two ability scores by 1 each. The ability score can now be increased above 20, up to a maximum of 30.
New Feat 	The character gains a new feat chosen by the player, but subject to the DMs approval.
Boon of Combat Prowess 	When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Dimensional Travel 	As an action, you can cast the Misty Step spell, without using a spell slot or any components. Once you do so, you can't use this boon again until you finish a short rest.
Boon of Fate 	When another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result as a bonus or penalty to the roll. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Fortitude 	Your hit point maximum increases by 40.
Boon of High Magic 	You gain one 9th-level spell slot, provided that you already have one.
Boon of Immortality 	You stop aging. You are immune to any effect that would age you, and you can't die from old age.
Boon of Invincibility 	When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Irresistible Offense	You can bypass the damage resistances of any creature.
Boon of Luck 	You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Magic Resistance 	You have advantage on saving throws against spells and other magical effects.
Boon of Peerless Aim 	You can give yourself a +20 bonus to a ranged attack roll you make. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Perfect Health 	You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.
Boon of Planar Travel 	When you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the Plane Shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can't use it again until you finish a short rest.
Boon of Quick Casting 	Choose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell's casting time is now 1 bonus action for you.
Boon of Recovery 	You can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can't use it again until you finish a long rest.
Boon of Resilience 	You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Boon of Skill Proficiency 	You gain proficiency in all skills.
Boon of Speed 	Your walking speed increases by 30 feet. In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can't do so again until you finish a short rest.
Boon of Spell Mastery 	Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
Boon of Spell Recall 	You can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can't use this boon again until you finish a long rest.
Boon of the Fire Soul 	You have immunity to fire damage. You can also cast Burning Hands (save DC 15) at will, without using a spell slot or any components.
Boon of the Night Spirit 	While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.
Boon of the Stormborn 	You have immunity to lightning and thunder damage. You can also cast Thunderwave (save DC 15) at will, without using a spell slot or any components.
Boon of the Unfettered 	You have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind.
Boon of Truesight 	You have truesight out to a range of 60 feet.
Boon of Undetectability 	You gain a +10 bonus to Dexterity (Stealth) checks, and you can't be detected or targeted by divination magic, including scrying sensors.