Elrath

Boon

Blazing Combustion When you strike a critical hit with melee weapon while raging, you can unleash a burst of fiery energy. Channeling all the energy of your rage into the strike, you deals an extra 2d6 fire damage and ends your rage.

Treasure

Helm of the Horned One A fearsome helm, crafted from the skull of a long-forgotten beast. Its horns curve menacingly, and its eye sockets glow with an otherworldly light. While wearing the helm you have advantage on Charisma (Intimidation) checks and a +1 bonus to Charisma saving throws. However, the helm makes it more difficult in social situations and you have disadvantage on Charisma(Persuasion) checks.


Toriman

Boon

The Temple’s Blessing Gain an extra hit die roll, this one with advantage. Additionally, after a long rest, add the number you roll as temporary hit points.

OR

Quori Protection As a reaction when being attacked, you reach out to your Quori for protection. A shimmering shield of divine energy appears that protects your from the incoming attack. You gain resistance to the damage type of the attack until the start of your next turn. This feature can be used once per long rest.

Treasure

Guardian’s Mantle A flowing, hooded cloak of midnight black, it shimmers with celestial light. This cloak grants the wearer advantage on Wisdom(Insight) checks to detect deception or evil. Additionally, once per long rest, the wearer can use their reaction to grant an ally within 30ft advantage on a saving throw.


Took

Boon

Hand Switch As a bonus action, you can teleport yourself to your Mage Hand. You don’t have to be able to see the Mage Hand to be able to teleport to it. This feature can be used once per short rest.

Treasure

The Merchants Grimoire A small leather bound grimoire filled with arcane secrets. The book’s binding is worn and frayed, hinting at its age and the countless secrets it holds. Each day the contents of the book changes. At the start of each new day, roll on the Merchants Grimoire table to determine which spells are available today. You use your spell slots to cast these spells.


Thirteen

Boon

Swift Strike You gain advantage on your first attack roll against a target that hasn’t taken their turn in the combat yet.

Treasure

Spring-Loaded Calves A set of dark metallic calves with springs magically embedded inside them. These calves are enchanted with a magical spring that empowers your jumps. When activated, the calves doubles your jumping distance. After using this ability, you must make a DC 10 Dexterity saving throw. On a failed save, you takes 1d6 bludgeoning damage from the sudden impact.


Sarodan

Boon

The Temple’s Blessing Gain an extra hit die roll, this one with advantage. Additionally, after each long rest, add the number you roll as temporary hit points.

OR

Dancing Blades When you take the attack action on your turn, you can make a flourish and attack up to 3 targets within 10 ft of you. On a hit, you deal half damage to each target. You can do this once per short rest.

Treasure

Spellweaver’s Focus A necklace with a single black opal pendant. They focus emits a faint shimmering light when attuned to a spell. This magical focus can be attuned to a specific spell, allowing you to change the type of damage dealt by that spell when casting it. The focus can be attuned to a different spell after a long rest. Damage types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder.


Davira

Boon

The Temple’s Blessing Gain an extra hit die roll, this one with advantage. Additionally, after each long rest, add the number you roll as temporary hit points.

OR

Arcane Mind Once per long rest, you can use your reaction to resist a mind-controlling spell or effect by making an Intelligence saving throw, rather than the usual ability saving throw.

Treasure

The Tome of Infinite Lore A heavy, leather-bound tome, its cover etched with ancient symbols. Its pages, filled with arcane script, seem to glow softly with inner light. Once per long rest, you can spend 10 minutes studying the tome to gain a +5 bonus to your next Intelligence check. This bonus can be used to cast a spell, identify a magical item, or understand a complex magical concept. This bonus is forfeit when you take a long rest.