Beyond Level 20

After a character hits level 20 in the Adventurer's Guild, they can keep growing in power through Epic Boons and Ability Score Improvements. A list of Epic Boons is included in this document. As your character gains more experience, you can pick features for them at certain thresholds as shown on the table below. These **do not** count as new levels, and only grant the features noted on the boon progression table.

 500,000
 595,000
 705,000
 830,000
 970,000
 1,125,000
 1,295,000
 1,480,000
 1,680,000

## Ability Score Increase

When you reach this milestone, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by one. As usual, you can forego this feature to take a feat instead, and you can't increase an ability score beyond 20 unless you have a feature that increases your cap.

## Extra Attunement Slot

When you reach this milestone you can attune to one additional magic item.

## Epic Boons

An epic boon is a special power available only to 20th level characters. When you reach this milestone you can pick a suitable boon for your character from the following list.

### Boon of Combat Prowess

Once per turn, when you make a melee weapon attack on your turn, you may opt not to roll and treat the roll on the d20 as 15.  If that attack hits, you may do one of the following.

* If you could grapple the target; knock them prone, or back 10ft
* Make another attack with the same weapon.
* Remove the target’s ability to take reactions until the end of their next turn.

You may use this feature up to 3 times, and it recharges after you finish a short or long rest.

### Boon of Clear Mind

You have resistance to psychic damage and are immune to the charmed and frightened conditions. You gain proficiency in Wisdom saving throws. If you are already proficient, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). You are also immune to any effect that would sense your emotions or read your thoughts without your permission.

### Boon of Dimensional Travel

You may cast the Dimension Door spell as a bonus action.  Additionally, you may cast Dimension Door without expending a spell slot up to 5 times per long rest.  If you cast the spell in this way, you may treat another willing target within range of the spell as the caster.

### Boon of Fate

You are destined for greatness and thrive in adverse situations.  This boon gives you 3 fate points that recharge on a long rest.  You may expend one fate point to do one of the following.

* Automatically succeed at a mundane task which would otherwise be almost impossible.  Such a task could be, predicting the roll on a d100, banking a coin off of multiple surfaces into a cup, or blindly winning a game of chance.
* When a creature 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.
* Gain the ability to act normally while surprised.

The first bullet point of this boon is intended to only have minor mechanical value.  It cannot be used to automatically strike a creature, succeed a divine intervention, or grant/simulate any other major mechanical effect without the approval of your DM.

### Boon of Fortitude

Your hit point maximum increases by 40.

You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.

### Boon of High Magic

You gain one 8th-level spell slot. This spell slot can be used to cast any spell you know or have prepared, as well as spells you have access to through mystic arcanum. You may take this boon multiple times, if you do, you may choose any spell slot you haven’t received with this boon.

### Boon of Immortality

You stop aging. You are immune to any effect that would age you, and you can't die from old age. In addition, can't suffer exhaustion, and you no longer need to sleep, eat, drink or breathe. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.

### Boon of Invincibility

Once per short rest, you can reduce a single instance of damage you would take to 0.  If you roll a natural 20 on an ability check or saving throw to avoid damage, that damage is reduced to 0 regardless of success or failure.  Abilities that would set your hp to 0 or instantaneously kill you always fail when targeting you.

### Boon of Irresistible Offense

You can bypass the damage resistances of any creature. Additionally your damage can’t be reduced by any means short of invulnerability/immunity. Effects that would grant a creature advantage on saving throws against your spells or abilities do not work against you.  When you make an attack roll you always hit your target on a roll of 25 or higher, regardless of the target’s AC.

### Boon of Leadership

You can use your action to inspire your allies into greatness. For one minute, a number allies equal to your charisma modifier that can hear you gain a bonus to hit or damage (their choice) equal to your Charisma modifier, and gain advantage on saving throws vs. being frightened.

While the aura is active, you may spend a bonus action on your turn to shout an inspiring word to an ally in the aura who can hear you and grant them the ability to reroll a saving throw against an existing effect on them that allows a saving throw; a reroll made using this ability is done at advantage. Once you have used the aura, you may not do so again until you have finished a long rest.

### Boon of Magical Knowledge

You can learn 4 more cantrips or spells from your class’ spell list regardless of their level. If you choose a spell you usually couldn’t learn or prepare, it costs 2 of your selections. If your class is one that prepares spells, you always have these spells prepared.

### Boon of the Anti-Mage

You have advantage on saving throws against spells and other magical effects.  When you force a concentration check on a creature that is concentrating on a spell, the save DC to maintain concentration is 15 at minimum.  You can cast Dispel Magic at-will without expending a spell slot or using material components as long as the target is a willing creature.  You choose the spellcasting ability for this spell when you take this boon.

### Boon of Martial Arts

Your hands gain the finesse property and count as natural weapons with which you can make unarmed strikes.  They deal 1d12 bludgeoning damage.  While you are not wielding a weapon or shield you can grapple creatures using acrobatics.  When you would make a shove attack against a creature you currently have grappled, you can also attempt to pin that creature for the following effects:

* You cannot make attacks except for unarmed strikes
* The pinned creature is restrained and prone in addition to being grappled.
* You cannot attack creatures other than the one you have pinned.
* The pinned target is vulnerable to the damage from your unarmed strikes.
* You cannot cast spells that have a somatic component.

### Boon of the Opportunist

While you have this boon, in addition to your normal reaction, you may take any of the unique reactions you have once each, regardless of if you have taken your reaction yet. Spells, and spell like abilities (specifically features granted by a Mystic discipline) cannot be used with this boon.

### Boon of Peerless Aim

Once per turn, when you make a ranged weapon attack on your turn, you may opt not to roll and treat the roll on the d20 as 15.  If that attack hits, you may do one of the following.

* Give the target a -10 to their next attack roll
* Make another attack with the same weapon.
* Remove the target’s ability to take reactions until the end of their next turn.

You may use this feature up to 3 times, and it recharges after you finish a short or long rest.

### 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 at-will to this selected plane of existence or to your designated return point, targeting only yourself, without consuming a spell slot or using any components. You may designate a home for 1 DTD outside of a session, either on the Prime Material or another plane you have access to in this DTD. When you planeshift again while on this chosen plane of existence, you either show up at your designated home, the point where you last long rested, or the point where you left.

### Boon of Quick Casting

Choose three of your spells of 1st through 3rd level that have a casting time of 1 action. Those spell’s casting time can be 1 bonus action for you.

### Boon of Resilience

Gain 3 resistances of your choice. You can change these resistances at the end of each long rest.

### Boon of Secret Knowledge

You gain proficiency with your choice of arcana, nature, or religion. Choose two spells of fifth level or lower from the Bard, Druid, Cleric, Sorcerer, Warlock, or Wizard spell lists. You know those spells, and if you have a class with the Spellcasting or Pact Magic feature, they count as spells of that class for you.

Special: You may take this boon multiple times. If you do, you may take no more than two spells from any one list, regardless of how many times you take this boon. Special: Spells received from this boon that restore HP cannot be chosen for the wizard spell mastery feature.

### Boon of Sight

At the end of each long rest, choose a sense from the following list to gain until the end of your next long rest.

* You have truesight out to a range of 120 feet
* You have blindsight out to a range of 30 feet
* You have tremorsense out to a range of 60 feet
* You have devil’s sight, and dark vision out to a range of 240 feet

### 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.  Finally, any alternate forms of movement you gain always use your walking speed if it is higher. Once per long rest, as a reaction to anything, you can take your turn.

### Boon of Spell Mastery

Choose a spell of the 1st or 2nd level you can normally cast that is not sanctuary, and doesn’t restore hit points.  That spell no longer requires a spell slot for you to cast, and gains the following effects when you cast it without using a spell slot.

* The spell is always cast at the 3rd level, unless you use a spell slot to cast it.

If the spell deals damage:

* When you deal damage with this spell it deals additional damage equal to your proficiency bonus.
* If the spell has damage dice, reroll 1s and 2s on the damage dice and take the second result.

If the spell doesn't deal damage:

* You can concentrate on it in addition to another spell. (Failing a concentration check causes you to drop concentration on both spells)
* The spell's duration is indefinite while you maintain concentration.

### Boon of the Swift

You have 7 Action Points. Once per round, you can spend an action point to gain an additional action which can be used for a single extra Attack, or to take the Dash, Disengage, Hide, or Use an Object actions. These points refresh on a long rest.

### Boon of the Night Spirit

As an action you can emit an up to 60ft radius sphere of  dim-light or darkness that spreads around corners.  The sphere extinguishes non-magical lights within the area, and cannot otherwise be illuminated.  The sphere dissipates if you hit 0 hp, or if you dismiss it as an action.  Creatures of your choice within the sphere can see through both magical and non-magical darkness.  Once per turn, while you are within the sphere, you can use a feature which requires you to be in dim light or darkness as a free action.

### Boon of the Traveler

Once per short rest, you can teleport yourself and a number of willing creatures within 30ft equal to your proficiency bonus anywhere on this plane of existence you have been before.  After you roll for initiative, but before anyone acts, you may instinctively cast Scatter as a free action without expending a spell slot or providing any material components.  You cannot target unwilling creatures with spells cast using this ability.

### Boon of the Unfettered

Effects which would increase the cost of movement or reduce your speed have no effect on you. You are immune to the grappled, paralyzed, and stunned conditions. In addition, you cannot suffer any drawbacks as a result of being restrained, and you may free yourself from restraints of any kind at any time.

### Boon of Undetectability

Over time you’ve mastered the art of erasing your existence. You gain the following benefits:

* If your current position or condition would allow you to hide from a creature without special senses, you can successfully hide from that creature regardless of the senses it has.
* You cannot trigger traps without being willing.  This does not necessarily reveal the trap or trigger.
* You are unable to be detected/located by divination magic, and invisible to sensors that would remotely observe you.
* You leave behind no tracks or other traces when you travel.
* You can immediately take the hide action as a free action before or after you use your action on your turn.

### Boon of Wrestling

You count as a size category larger for the purposes of grappling and shoving, and you have advantage on checks made to grapple or shove. In addition, whenever a creature triggers an Attack of Opportunity from you, you can use your reaction to grapple or shove it instead of making a weapon attack.  If you count as a huge creature for the purposes of grappling, you are able to grapple any creature, regardless of its size.

### Boon of Flashing Lightning

You have resistance to Lightning damage. You learn the Lightning Bolt spell.  You can cast this spell using spell slots if you have ones of the appropriate levels.  This spell uses your spellcasting modifiers, or has a DC of 17.  Additionally, you gain the following effects.

* This boon has 10 charges that recharge on a long rest
* You may expend 1 charge to ignore resistance or immunity to lightning damage dealt by you or creatures created by your spells or features until the start of your next turn.
* You may expend 2 charges to ignore cover with spells and attacks that deal lightning damage as long as you can draw a line to the target that doesn’t exceed the range. If the aoe is a line, draw the path.
* You may expend 1 charge to cast Lightning Bolt using one of your spell slots as a bonus action. Alternatively, you may spend 2 charges to cast the spell as a bonus action without consuming a spell slot and ignoring the material component.

### Boon of Roaring Thunder

You have resistance to Thunder damage. You learn the Thunder Step spell.  You can cast this spell using spell slots if you have ones of the appropriate levels.  This spell uses your spellcasting modifiers, or has a DC of 17.  Additionally, you gain the following effects

* This boon has 10 charges that recharge on a long rest
* You may expend 1 charge to ignore resistance or immunity to thunder damage dealt by you or creatures created by your spells or features until the start of your next turn.
* When you deal thunder damage, you may expend 2 charges to push each affected target 10ft away from the damage source and knock them prone.  This effect stacks with other movement effects.
* You may expend 1 charge to cast Thunder Step using one of your spell slots as a bonus action. Alternatively, you may spend 2 charges to cast the spell as a bonus action without consuming a spell slot and ignoring the material component.

### Boon of Searing Fire

You have resistance to Fire damage. You learn the Fireball spell.  You can cast this spell using spell slots if you have ones of the appropriate levels.  This spell uses your spellcasting modifiers, or has a DC of 17.  Additionally, you gain the following effects

* This boon has 10 charges that recharge on a long rest
* You may expend 1 charge to ignore resistance or immunity to fire damage dealt by you or creatures created by your spells or features until the start of your next turn.
* You may use your reaction to recover 2 charges whenever you take or would take fire damage.  This reaction may be used 5 times per long rest.
* You may expend 1 charge to cast Fireball using one of your spell slots as a bonus action. Alternatively, you may spend 2 charges to cast the spell as a bonus action without consuming a spell slot and ignoring the material component.

### Boon of Noxious Poison

You have resistance to Poison damage. You learn the Cloudkill spell.  You can cast this spell using spell slots if you have ones of the appropriate levels.  This spell uses your spellcasting modifiers, or has a DC of 17.  Additionally, you gain the following effects

* This boon has 10 charges that recharge on a long rest
* You may expend 1 charge to ignore resistance or immunity to poison damage dealt by you or creatures created by your spells or features until the start of your next turn.
* Once per round you may expend 2 charges to cause your next spell feature or attack to ignore immunity to the poisoned condition for the duration.
* You may expend 1 charge to cast Cloudkill using one of your spell slots as a bonus action. Alternatively, you may spend 3 charges to cast the spell as a bonus action without consuming a spell slot and ignoring the material component.

### Boon of Withering Acid

You have resistance to Acid damage. You learn the Vitriolic Sphere spell.  You can cast this spell using spell slots if you have ones of the appropriate levels.  This spell uses your spellcasting modifiers, or has a DC of 17.  Additionally, you gain the following effects

* This boon has 10 charges that recharge on a long rest
* You may expend 1 charge to ignore resistance or immunity to acid damage dealt by you or creatures created by your spells or features until the start of your next turn.
* You may spend 2 charges to convert all the damage from the attacks you make or spells you cast to acid damage for the turn.  If the spell or attack already deals acid damage, you instead corrode the target’s armor, reducing their ac by 4 until the end of your next turn.
* You may expend 1 charge to cast Vitriolic Sphere using one of your spell slots as a bonus action. Alternatively, you may spend 3 charges to cast the spell as a bonus action without consuming a spell slot and ignoring the material component.

### Boon of Freezing Cold

You have resistance to Cold damage. You learn the Cone of Cold spell.  You can cast this spell using spell slots if you have ones of the appropriate levels.  This spell uses your spellcasting modifiers, or has a DC of 17.  Additionally, you gain the following effects

* This boon has 10 charges that recharge on a long rest
* You may expend 1 charge to ignore resistance or immunity to cold damage dealt by you or creatures created by your spells or features until the start of your next turn.
* When you deal cold damage you may expend 2 charges to force the affected creatures to make a constitution saving throw.  The save DC is 17 or your spell save dc.  On a failed save, the creature’s movement speed is set to 0 until the start of your next turn.  On a successful save, the creature’s movement speed is halved.
* You may expend 1 charge to cast Cone of Cold using one of your spell slots as a bonus action. Alternatively, you may spend 3 charges to cast the spell as a bonus action without consuming a spell slot and ignoring the material component.

### Boon of the Stormwarden

You have immunity to lightning and thunder damage.  Additionally, if you would take more than 25 Lightning or Thunder damage from any single source, you become surrounded by a roiling storm.  Enemies within 15ft of you are under the following effects.

* If they try to move out of the area they must make a strength saving throw against your spell save DC or 17.  On a failed save, they take 20 points of lightning damage and are considered restrained until the end of your next turn.
* When a creature within the storm attempts to damage someone other than you, just before they do, you can use your reaction to blast them with concussive force.  That creature has disadvantage on their attack rolls this turn, and if they were casting a spell, they must make a concentration check against your spell save DC or 17, interrupting the spell on a failure and wasting it.
* The winds whipping around you hedge out vapor, gas, and fog that can be dispersed by strong wind.
* You must use your bonus action to maintain this effect, and it cannot be activated again for 5 minutes once deactivated.  The effect ends automatically after 1 minute

### Boon of the Warding Flame

You have immunity to Fire damage.  Additionally, if you would take more than 25 fire damage from any single source, you become wreathed in flames until the end of your next turn.  While you are wreathed in these flames you gain the following traits.

* Allies including yourself deal an additional 1d6 fire damage with weapon attacks that hit within 15ft of you.
* When an enemy within 15ft attacks someone other than you, your flames lash out at them, dealing 2d6 fire damage.
* You must use your bonus action to maintain this effect, and it cannot be activated again for 5 minutes once deactivated.  The effect ends automatically after 1 minute

### Boon of the Frost Monarch

You have immunity to Cold damage.  Additionally, if you would take more than 25 Cold damage from any single source, you become surrounded by 15ft of sheer and brutal cold.  While in this state, you benefit from the following effects.

* Creatures of your choice within the effect must spend 4ft of movement for every 1ft they move within the area unless that movement brings them closer to you.
* Attack rolls of your choice that hit within the area either deal an additional 5 cold damage, or have their damage reduced by 5.
* As a part of the bonus action you use to maintain this effect, you may force creatures which are not resistant or immune to cold damage to make a constitution saving throw against your spell save DC or 17.  On a failed save, they gain a level of exhaustion.
* You must use your bonus action to maintain this effect, and it cannot be activated again for 5 minutes once deactivated.  The effect ends automatically after 1 minute

### Boon of the Black Mist

You have immunity to Acid and Poison damage.  Additionally, if you would take more than 25 Acid or Poison damage from any single source, summon a 25ft noxious cloud of fog around yourself.  The fog has the following effects.

* At the start of your turn, creatures of your choice become heavily obscured while within the area until they attack or cast a spell.  You cannot obscure yourself with this effect, and it lasts until you take damage.
* When an obscured ally is damaged by an attack or spell that didn’t damage you, your next attack or spell deals an additional 20 poison or acid damage on a successful hit or failed save.
* You must use your bonus action to maintain this effect, and it cannot be activated again for 5 minutes once deactivated.  The effect ends automatically after 1 minute

### Boon of Flight

You gain a flying(hover) speed equal to your walking speed or 30ft, whichever is higher.  You have Flyby and cannot take fall damage.

### Boon of Life's Embrace

You have a certain level of mastery over positive energies.  You have resistance to necrotic damage, and your maximum hp cannot be reduced.  Additionally, when you cast a spell or use an ability that restores hit points to another creature, you may add on one of the following effects.

* One of the targets gains double the hit points.
* All of the targets benefit from a Lesser Restoration
* The targets regain lost maximum hp equal to twice the healing done.

### Boon of Necrotic Mastery

You have resistance to Necrotic damage. You learn the Inflict Wounds spell.  You can cast this spell using spell slots if you have ones of the appropriate levels.  This spell uses your spellcasting modifiers, or has a +9 to hit.  Additionally, you gain the following effects

* This boon has 10 charges that recharge on a long rest
* You may expend 1 charge to ignore resistance or immunity to Necrotic damage dealt by you or creatures created by your spells or features until the start of your next turn.
* Once per round you may expend 3 charges to cause the next instance of necrotic damage you deal to heal you for the total necrotic damage dealt.
* You may cast Inflict Wounds using one of your spell slots as a bonus action. Alternatively, you may spend 1 charge to cast the spell as a bonus action without consuming a spell slot and ignoring the material component.

### Boon of Radiant Soul

You have resistance to Radiant damage. You learn the Guiding Bolt spell.  You can cast this spell using spell slots if you have ones of the appropriate levels.  This spell uses your spellcasting modifiers, or has a +9 to hit.  Additionally, you gain the following effects

* This boon has 10 charges that recharge on a long rest
* You may expend 1 charge to ignore resistance or immunity to Radiant damage dealt by you or creatures created by your spells or features until the start of your next turn.
* Once per round you may expend 2 charges to cause creatures of your choice that would be hit by a spell attack or ability you used that deals radiant damage to gain temporary hp equal to the radiant damage they would take instead.
* You may cast Guiding Bolt using one of your spell slots as a bonus action. Alternatively, you may spend 1 charge to cast the spell as a bonus action without consuming a spell slot and ignoring the material component.

### Boon of the Summoner

You are an adept summoner.  Every creature you summon/create receives the following bonuses when you do so, for their duration.

* When one or more of them would be damaged, you can use your reaction to give them resistance to the damage dealt.
* The DC to dispel your summons via dispel magic and similar effects is increased by 5.

Additionally, you can give the creatures you summon/create one of the following effects for the same duration.

* They gain a swimming or fly speed of 60ft
* Their attacks become magical
* They use your spell attack and modifier in place of their standard attacks and modifiers.
* When you summon the creature, or as a bonus action on your turn, you can change their size to anything from tiny to large.

### Boon of The Spellblade

Immediately after making a weapon attack on your turn while concentrating on a spell, you gain one of the following abilities until the end of your turn.

* If you are concentrating on a spell that grants you a specific and unique action or bonus action in its text, you may use that action once without consuming your action or bonus action. (This action can only net you 1 attack)
* If you are concentrating on a spell that targets or creates a weapon, ammunition container, or ammunition itself, you can make one additional attack with said item.

Additionally when you cast a spell on your turn, you may add your spell casting modifier to the next constitution saving throw or weapon attack you make before the start of your next turn. You may add this bonus after the roll is made but before the DM tells you if it was successful.

### Boon of The Companion

This boon affects all companion creatures created by class features, or summoned by spells that last until dispelled or killed.

* These creatures may use your spellcasting modifier, strength, or dexterity, as well as your proficiency bonus in place of their own when they make attacks.
* Instead of taking damage as normal, you can opt to instead have the attack or spell that damaged this creature damage you instead.
* This creature receives an extra 20 maximum hp.
* Additionally, you can always see through these creature’s eyes and communicate telepathically with them. This does not require an action, and works across different planes of existence.
* As a bonus action on your turn, you can increase or decrease the size category of your companion by one. This change in size can only make them one size category larger or smaller than their normal size, however.

### Boon of the Fallen Martyr

You have immunity to Radiant and Necrotic damage.  Additionally, if you would take more than 25 Radiant or Necrotic damage from any single source, you sprout wings made of swirling darkness or light.  Choose Radiant or Necrotic: while in this state, you benefit from the following effects.

* You gain a flying speed equal to your walking speed.
* You emit an area of bright light (radiant) or darkness (necrotic) out to a range of 30ft
* When an ally within 30ft other than yourself takes damage, your attacks and spells become empowered.  While empowered in this way, they deal additional damage equal to your proficiency bonus.  This damage matches your selected damage type.
* As a part of the bonus action you use to maintain this effect, you may restore your allies at the cost of your own health.  Reduce your hp by 20 and restore 20 hitpoints to each creature of your choice within 30ft
* You must use your bonus action to maintain this effect, and it cannot be activated again for 5 minutes once deactivated.  The effect ends automatically after 1 minute

## Personal Boon

The final character milestone for experience within the Adventurer's Guild is the personal boon. For more information, please refer to the Personal Boons page.