Stormbringer:Boons: Difference between revisions
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| '''Relic Attunement''' || +1 Bonus Die when identifying, handling, or activating ancient artifacts, relics, or sorcerous objects || Knowledge | | '''Relic Attunement''' || +1 Bonus Die when identifying, handling, or activating ancient artifacts, relics, or sorcerous objects || Knowledge | ||
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| '''Loremaster''' || +1 Bonus Die recalling lore, history, or arcane knowledge || Knowledge | | '''Loremaster''' || +1 Bonus Die recalling lore, history, or arcane knowledge || Knowledge | ||
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Revision as of 16:50, 9 April 2026
Boons
"Power is never given. It is taken—and something always takes in return."
Boons represent exceptional ability, unnatural talent, dark favor, or the attention of forces beyond the mortal world.
Most Boons grant a +1 Bonus Die in appropriate situations.
No Boon may be taken more than once.
Combat Boons
| Boon | Effect | Category |
|---|---|---|
| Deadly Aim | +1 Bonus Die with ranged attacks | Combat |
| Mighty Fists | Add full Strength to unarmed damage | Combat |
| Quick Blade | +1 Bonus Die in fast melee combat, initiative, or sudden strikes | Combat |
| Shield Dancer | Shield bonus applies against all melee attackers | Defense |
| Trademark Weapon | +1 Bonus Die with a chosen weapon | Combat |
| War Cry | Enemies suffer 1 Penalty Die in the first round of combat | Combat |
| War Leader | Once per day, allies gain +1 Bonus Die to attacks for one round | Combat |
Fate & Fortune
| Boon | Effect | Category |
|---|---|---|
| Mark of Fate | Once per session, reroll a failed test (must accept second result) | Fate |
Knowledge Boons
| Boon | Effect | Category |
|---|---|---|
| Relic Attunement | +1 Bonus Die when identifying, handling, or activating ancient artifacts, relics, or sorcerous objects | Knowledge |
| Loremaster | +1 Bonus Die recalling lore, history, or arcane knowledge | Knowledge |
| Omen Reader | +1 Bonus Die interpreting omens, signs, or prophetic warnings | Knowledge |
Perception & Awareness Boons
| Boon | Effect | Category |
|---|---|---|
| Eyes of the Unseen | +1 Bonus Die to perceive hidden, magical, or supernatural phenomena | Perception |
| Keen Senses | +1 Bonus Die to notice danger, ambushes, or subtle details | Perception |
| Night Eyes | +1 Bonus Die seeing in darkness or dim conditions | Perception |
Physical & Survival Boons
| Boon | Effect | Category |
|---|---|---|
| Battle-Hardened | Ignore penalties from Wounded for one round after taking the injury | Survival |
| Beast-Friend | +1 Bonus Die when calming or handling animals | Survival |
| Brave | +1 Bonus Die on Fear rolls | Survival |
| Hardy | The first time you would become Wounded in a fight, you become Hurt instead | Survival |
| Iron Flesh | You suffer only 1 Penalty Die while Broken (instead of 2) | Survival |
| Iron Will | +1 Bonus Die to resist coercion or supernatural influence | Survival |
| Strange Vitality | Once per scene, ignore wound penalties for one action | Survival |
| Survivor | +1 Bonus Die resisting fatigue, hunger, or harsh conditions | Survival |
| Unyielding | Once per fight, reduce damage by 1 step without spending a Hero Point | Survival |
Social & Reputation Boons
| Boon | Effect | Category |
|---|---|---|
| Commanding Presence | +1 Bonus Die to command, impress, or dominate socially | Social |
| Court Intriguer | +1 Bonus Die in manipulation, etiquette, and court politics | Social |
| Fearsome Reputation | +1 Bonus Die when intimidating or leveraging notoriety | Social |
| Noble Bearing | +1 Bonus Die when dealing with nobility or asserting status | Social |
| Silver Tongue | +1 Bonus Die persuading or deceiving | Social |
| Unsettling Beauty | +1 Bonus Die when appearance influences others—whether attraction or unease | Social |
Sorcery & the Supernatural
| Boon | Effect | Category |
|---|---|---|
| Demon-Bound | You are bound to a demon; once per session gain +1 Bonus Die, but the GM may invoke its demands | Sorcery |
| Demon-Bound Weapon | Your weapon is inhabited; once per combat gain +1 Bonus Die on an attack | Sorcery |
| Diabolist | +1 Bonus Die when summoning, binding, bargaining with, or resisting demons | Sorcery |
| Dragon Affinity | +1 Bonus Die when dealing with dragons or draconic beings | Sorcery |
| Dream-Sense | +1 Bonus Die when perceiving or navigating dreams or altered states | Sorcery |
| Lesser Demon Servant | You control a minor bound entity capable of simple tasks | Sorcery |
| Pact-Bound | Once per session gain +1 Bonus Die on any roll; the pact’s cost will come due | Sorcery |
| Spirit Listener | +1 Bonus Die when sensing or communicating with unseen entities | Sorcery |
| Touch of Chaos | Once per session, turn a failure into success with unpredictable consequences | Sorcery |
| Zeal of Law | +1 Bonus Die resisting Chaos, corruption, or demonic influence | Sorcery |
Stealth & Skill Boons
| Boon | Effect | Category |
|---|---|---|
| Case the Place | Once per scene, ask the GM one question about a location’s vulnerabilities | Stealth |
| Escape Artist | +1 Bonus Die escaping bonds, traps, or confinement | Stealth |
| Many Faces | +1 Bonus Die when disguising yourself or assuming identities | Stealth |
| Quick Hands | +1 Bonus Die for sleight of hand, picking pockets, or delicate manual work | Stealth |
| Shadow Step | +1 Bonus Die when sneaking, hiding, or moving unseen | Stealth |
Tactical Boons
| Boon | Effect | Category |
|---|---|---|
| Battle Harness | You may run and still take one action (no attack Bonus Die) | Combat |
| Close Fighter | +1 Bonus Die when attacking from inside an opponent’s reach | Combat |
| Combat Reflexes | +1 Bonus Die to avoid hazards or forced movement | Defense |
| Duelist | +1 Bonus Die when fighting a single engaged opponent with no other adjacent enemies | Combat |
| Fleet-Footed | You may move up to 4 spaces normally and 8 when running | Movement |
| Long Reach | You suffer no penalty when attacking adjacent enemies with reach weapons | Combat |
| Press the Advantage | +1 Bonus Die against an enemy who did not move on their last turn | Combat |
| Shieldwise | +1 Defense against ranged attacks when using cover | Defense |
| Skirmisher | You may leave engagement without extra movement or a test | Movement |
| Sure-Footed | Ignore movement penalties from rough ground and difficult footing | Movement |
Stormbringer Codex Home • Players Guide • Character Creation • Careers • Boons • Flaws • Sorcery • Doom • Peoples • Young Kingdoms • Law & Chaos • Setting Rules • Arms & Armor • Name Generators
