Personal Boons

When your character reaches their final milestone Beyond Level 20 in the Adventurer's Guild, they will be entitled to gain a **Personal Boon**. You will work alongside the Rules Team and World Builders to create this personal boon, which is written for your character specifically and uniquely from general epic boons. The mechanical features will be alike to the rest of the epic boons featured in the Adventurer's Guild, though its benefits will be unique to the character and slightly more powerful than a general epic boon. They may interact with your character's class features or may otherwise empower a elements of their mechanical abilities.

## Character Finale

After having attained the benefit of their personal boon, your character also gains access to an option to change the world within the AG setting through a grand finale. You can initiate this finale at any time by contacting the staff after your personal boon has been confirmed. As implied by the name, enacting this finale carries with it the end of your character's involvement in the Adventurer's Guild. A simple life of adventuring isn't an option for them any longer, and they will no longer be considered valid to participate in adventuring or official logs (such as trades) within the AG server. This is a hefty decision to make, but it is still only a decision; A character may continue adventuring indefinitely, provided you never choose to take their finale.

This finale enables your character to leave a permanent and important mark on the AG server, usually by a combination of modifying the setting's lore and introducing new player options. You will work alongside the server's staff to form any changes to the lore, which may intertwine your character with elements critical to the setting (something that's otherwise forbidden for players). Additional character options for players can likewise be added to the server as a result of this finale, also curated by staff.

However, the amount of influence we can trust to a single player is limited, and taking a finale which gives your character special importance over others must come with certain restrictions. A table is provided to give a rough idea of what restrictions you can expect to face when roleplaying your character after finale. You and staff will agree on the specifics, which might not follow the table exactly, but options not on the table are unlikely to be considered for finale rewards. Whether your character moved on to found their own faction, entered the royal court of a distant kingdom, or left the prime material altogether to pursue further goals, the Adventurer's Guild and the realms as a whole will always remember their contribution.

Finale Impact Guidelines
 Some players affected
 Most players affected

## Personal Boons List

All personal boons which have been granted within the Adventurer's Guild to date are detailed below for reference.

### Mesgralli

**Song of Fate.** Mesgralli is a master of the bardic arts, and has opened his ears to play with the song of fate itself. Any of Mesgralli's Bardic Inspiration dice can be treated as having rolled their maximum, if he chooses. In addition, when Mesgralli rolls Portent dice at the end of a long rest, he can roll 5 d20s and pick 2 to keep for the day.

### Nettles Stinging From Afar

**Improved Arcane Shot.** Nettles is an Arcane Archer far more experienced than any in the realms, and has learned more reliable use of this style of magic. Her arcane shot feature can be used a number of times equal to her Intelligence modifier (minimum of 1), rather than twice, and she regains all expended uses when she finishes a short or long rest

**Mazewalker.** Traversing the winding paths of Chult, Nettles' intellect grants her an uncanny knack for navigation. She has advantage on any ability checks related to finding a path through a *maze*, and is immune to the maze spell.

**Heart of the Jungle.** The Jungles of Chult recognize Nettles as an emissary of Ubtao. She may cast the *transport via plants* spell at will as long as she and her destination are both within the Chultan peninsula. Additionally, she is constantly under the effects of the *speak with plants* spell while within Chult.

### Scinre Velruun

**Designed Intelligence.** The Intelligence, Wisdom, and Charisma scores of Scinre’s Steel Defender and Homunculus are equal to 19, 12, and 14 respectively, and can now speak and understand Common, Draconic, and Dwarvish. His Steel Defender and Homunculus no longer require any commands, though still share Scinre's initiative but take their turns immediately after his, with the Steel Defender acting prior to the Homunculus.

**Draconic Might.** His Steel Defender now uses the Draconic Defender stat block: https://www.dndbeyond.com/monsters/1723057-kasmir-draconic-defender

### Donnel

**Adaptable Mutations**. At the end of a long rest, Donnel can change his draconic ancestry to a different type on an expanded list.

* Obsidian / Red / Gold / Mercury / Brass | Fire
* Song / Blue / Bronze | Lightning
* White / Silver | Cold
* Sapphire / Emerald | Thunder
* Black / Gray / Brown / Copper | Acid
* Steel / Green | Poison
* Purple / Mirage | Psychic
* Crystal | Radiant
* Topaz | Necrotic

When Donnel changes his ancestry using this feature, the Elemental Adept feature also changes to match the damage type even if that type is not originally an option.

**Improved Transmute Spell**. Whenever you use the Transmute Spell metamagic, you may transmute the spell too and from psychic, necrotic, and radiant, in addition to the standard options. Additionally, if another metamagic has already been used in the cast of a spell, you may apply Transmute Spell without paying its cost.

### Star

**Outsider Form.** Your creature type is aberration in addition to humanoid. Additionally, you are immune to any effects or conditions that would change you into a different aberration.

**Psionic Awareness.** You know the location of all creatures with an intelligence score of 8 or higher within 60ft of you and are able to tell if they have psionic abilities.

**Mental Connection.** You can telepathically connect to a creature within sight or within the range of your Psionic Awareness, up to a number of willing creatures equal to your level, without requiring an action to do so. While connected in this way you and all of the creatures connected may share thoughts and ideas freely, even during initiative. Each connection lasts until broken by you, you or the creature takes a long rest, and if you or the creature travels to another plane of existence.

**Malleable Positioning.** If a creature you are telepathically connected to within 120ft is hit with an attack, fails a saving throw, or is subjected to an effect that automatically deals damage, that creature may use their reaction to swap places with you and make you the target of the attack, saving throw, or source of damage, which is then resolved with you being the proper target (including your AC, you making the saving throw, and any resistances you have, etc.) Additionally, you may also use your reaction instead to swap places with the triggering creature under the same circumstances, provided they are willing. If the triggering effect was an area of effect, and the swapped creature is still inside of the area of the effect, they still suffer the effects of the triggering saving throw or instance of damage. This reaction can only be taken by anyone once per turn.

### Hino

**Dark One’s Corruption**: Hino’s connection with her patron has expanded, improving the following features as described:

* Dark One's Blessing no longer requires you to be the one to reduce the creature to 0hp, so long as the creature was within 60ft of you and you’ve dealt damage to that creature since the start of your last turn.
* Dark One’s Own Luck is only consumed if it causes the ability check or saving throw to succeed.
* Hurl Through Hell can now affect and damage Fiends, as they’re sent to another of the fiendish planes that they aren’t native to.

**Hino's Fiendish Transformation**: Hino can cast a modified version of Tasha's otherworldly guise using their mystic arcanum. When cast in this way, it is always attuned to the lower planes but gains the following benefits.

* The spell no longer requires concentration.
* (7th Level) The fly speed granted is increased to 60ft.
* (7th Level) You gain proficiency in Strength and Dexterity saving throws.
* (8th Level) When cast, hellfire erupts from you, and all creatures within 20ft of you must succeed a Dexterity saving throw or take 6d6 fire damage, or half as much on a success.
* (8th Level) Your attacks deal an additional 1d8 fire damage.
* (9th Level) You can attack four times when you take the attack action.
* (9th Level) You gain immunity to one damage type of your choice.

### Bill the Bard

**The Show Must Go On** - When you or a creature with one of your bardic inspiration die starts their turn with a condition that would prevent them from acting normally, they may expend a bardic inspiration die at the start of their turn and immediately end that effect.

**Inspirational Leader** - When a creature rolls your bardic inspiration die, they gain a bonus to their roll equal to your charisma modifier.

**Masterful Musician** - You are considered proficient in all instruments and your proficiency bonus is doubled for any ability check you make that uses your proficiency with an instrument. - You may use your bonus action to play a tune with an instrument you are holding and activate your Countercharm. When a creature benefitting from your Countercharm would make or be targeted by an attack, or make a saving throw, you may use your reaction to inspire them before the attack or saving throw is rolled.