Epic Boon Design (5e Guideline)
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5e Epic Boon Design Guide
Epic boons are an optional reward described on page 231 of the Dungeon Master's Guide.
An epic boon is designed to be given to a character of 20th level in order to grant an award that is inherently useful to a character who is already so powerful. As with magic items and other rewards, epic boons are used at the DM's discretion, and are not meant to be deliberately chosen by the player. As a player, you can gain epic boons at the DM's discretion in the same way you might earn other rewards, such as after completing a major quest or triumphing over a creature of terrifying power.
As described in the DMG, a DM may opt to give a feat or ability score increase in lieu of a boon, but a boon is not a feat. A boon is meant to not be a customization option.
A boon advances the narrative of that character. Every boon should tell a story with its name and benefits. It should not dryly offer generic bonuses.
- Bad example: Boon of Resistance: You gain two damage resistances.
- Better example: Boon of the Trap Walker: You have resistance to fire and acid damage, and you can walk on the surface of lava and acid without harm.
Name. The name of an epic boon should be a simple descriptor of what it does in a nutshell. It should follow a basic pattern of "Boon of the X" or "Boon of X", as appropriate.
Prerequisites. While official boons do not carry prerequisites, as they are designed to be widely accessible, boons may be designed with them in mind to cater to certain classes, races, or other such things. For example, a boon specifically created for characters with Unarmored AC, or one that specifically enhances a paladin's Divine Sense.
Backstory. Backstories for boons do not have to exist, but are encouraged as they provide context as to why a character gains such power or strength. While the DM can decide the reason for that, having premade ones can Inspire DM’s to use them or make better ones that fits their storyline.