الوسم: Faerun

  • Every Epic Boon in D&D Forgotten Realms: Heroes of Faerûn – Completing & Solving Ranked

    Every Epic Boon in D&D Forgotten Realms: Heroes of Faerûn – Completing & Solving Ranked

    When your party has finished all the basic Dungeons & Dragons content and is ready for a challenge, consider offering them Epic Boons as rewards. These powerful enhancements are available once characters reach level 19 or higher and can significantly boost their abilities. They serve as some of the strongest character upgrades besides legendary weapons, often earned through completing epic quests or achieving major milestones in a campaign, such as fulfilling a personal storyline. The Forgotten Realms: Heroes of Faerûn supplement introduces even more Epic Boons to explore.

    Tier List Explanation

    Epic Boons are ranked based on their usefulness and versatility at high levels. Only the top-tier boons are considered truly outstanding for gameplay.

    • S-tier boons can be selected without any prerequisites other than reaching the necessary level. These options are the best for any character, regardless of class or build.
    • A-tier boons are more specialized but still very strong. They might require certain conditions or character choices, making them less universally applicable.
    • B-tier boons tend to be more general and less impactful, often offering options readily available through other magic items or spells, making them less desirable.

    S-Tier

    These Epic Boons stand out as the most powerful and flexible options at high levels:

    • Boon of Communication: Grants telepathy with a range of 120 feet and removes disadvantage when influencing hostile creatures. Additionally, understanding all written or spoken languages without spells makes this boon invaluable.
    • Boon of Desperate Resilience: Offers resistance to all damage types except Force while bloodied, greatly increasing survivability.
    • Boon of Fluid Forms: Allows any class to gain the shapeshifting abilities typically exclusive to druids. This boon provides a unique, class-defining power applicable in combat and roleplaying situations alike.

    Though druids won’t benefit much from Fluid Forms, this boon is fantastic for any other class that hasn’t multiclassed into druid and opens up numerous strategic options.

    A-Tier

    These boons are powerful but more situational:

    • Boon of Bountiful Health: Lets you maximize the roll of hit point dice during healing, providing significant sustain.
    • Boon of Exquisite Radiance: Enhances radiant damage output by allowing high damage dice rolls once per long rest, ideal for damage-focused characters.
    • Boon of Furious Storm: Grants resistance to Lightning and Thunder damage, plus immunity when bloodied, with the added ability to hinder opponents through spell resistance.
    • Boon of the Soul Drinker: Provides resistance to Cold and Necrotic damage, with the ability to regain hit points after reducing enemies to zero, usable after every short or long rest.
    • Boon of Bloodshed: Adds extra damage and advantage on the next attack when finishing off bloodied enemies, useful for aggressive combatants.

    These boons are tailored toward specific playstyles or classes but remain effective overall.

    B-Tier

    While still useful, these Epic Boons tend to be less impactful or more easily replaced:

    • Boon of Fortune’s Favor: Allows rerolling a failed saving throw at the start of each turn; useful but redundant with other luck-based features.
    • Boon of Poison Mastery: Boosts poison damage, but many monsters are resistant or immune to poison, limiting its effectiveness.
    • Boon of Revelry: Grants the ability to cast Otto’s Irresistible Dance without spell slots, but many creatures are immune or resistant to charm effects.
    • Boon of Terror: Can make frightened creatures move away, but only if they are already frightened; also, immunity to being frightened is common.
    • Boon of the Bright Sun: Provides temporary hit points and a bright light aura, but these effects are less impactful at high levels when darkness can often be dispelled easily.

    Many of these boons focus on niche or situational effects and are more easily substituted by spells or magic items.


    Choosing the right Epic Boon depends heavily on your character’s class and the campaign. While some boons, such as the Boon of Furious Storm, offer impressive immunity or damage boosts, others may be less compelling given the availability of comparable magic items or spells. Assess your party’s needs and what would complement your playstyle when selecting these high-level rewards.

  • Complete List of Origin Feats in D&D Forgotten Realms: Heroes of Faerûn, Ranked

    Complete List of Origin Feats in D&D Forgotten Realms: Heroes of Faerûn, Ranked

    Forgotten Realms: Heroes of Faerun adds several new origin feats for players to select in their Dungeons & Dragons games. Origin feats are granted at the start of your character’s adventure and give a small boost that makes sense based on their background and origin before they become an adventurer.

    These feats don’t increase ability scores like typical feats but offer various benefits to help your character explore Faerun and the wider Forgotten Realms. Heroes of Faerun introduces even more origin feat options, which we rank to highlight the most useful choices.

    Each origin feat is assigned to a tier based on how practical it is. This depends on whether the feat can stand alone, if it requires pairing with a specific class, or if it’s worth considering at all.

    S-Tier origin feats are the best options; they function well without prerequisites and are overall very useful.

    A-Tier feats are good but require some effort to maximize. They may have strengths but also some drawbacks.

    B-Tier feats are mediocre and usually not worth investing in unless in a particular situation; better options are often available.

    S-Tier

    These are excellent options regardless of your character or background. They work well with any build and provide strong starting benefits.

    • Purple Dragon Rook: If you select this feat and don’t already have proficiency in Insight or Persuasion, gaining it is a big plus. Plus, you get a free Heroic Inspiration after each initiative roll, which can give your party a free reroll during combat depending on your proficiency bonus.

    • Tyro of the Gauntlet: The ready action is often overlooked. With this feat, even without a trigger, attacks against you have disadvantage, and you can prevent an ally within 5 feet from being pushed or pulled. This can be lifesaving, and there are no negative aspects to this feat.

    A-Tier

    While these feats are generally good, they work better in certain scenarios. Some have minor unnecessary features but are still worthwhile overall.

    • Emerald Enclave Fledgling: Speaking with animals is useful but can be achieved through other means. However, the ability to switch places with an ally using the Help action — without provoking opportunity attacks — is very valuable. This movement ability is limited to an ally within 5 feet and only activated when needed most.

    • Lord’s Alliance Agency: Gifting Heroic Inspiration to an ally within 30 feet is helpful, but you only do so if you land a critical hit, which can be a drawback. Additionally, you gain advantage against an enemy if they have dealt damage to an ally within 5 feet, which is easier to trigger and is especially useful for melee characters.

    • Zhentarim Ruffian: The ability to roll damage twice and pick the better result is powerful, particularly during opportunity attacks. Giving allies advantage on initiative rolls is also nice but requires Heroic Inspiration, and the prerequisites make this feat slightly less accessible.

    B-Tier

    These feats are modest and are generally less useful than other options in Faerun. They have some niche application but often are outperformed by better feats.

    • Cult of the Dragon Initiate: Learning Draconic or another language is convenient but easily replaced. The ability to use a magic action to potentially frighten an enemy lasts only until the end of your next turn, and if the target succeeds on a saving throw, they are immune for 24 hours. Gaining Heroic Inspiration is a nice perk, but the feat itself isn’t particularly compelling.

    • Harper Agent: Knowing Thieves’ Cant is interesting but redundant if your party already has a rogue. Instrument proficiency can be obtained elsewhere. The ability to use the Help action from up to 30 feet away, as opposed to 5 feet, is useful but not a huge advantage since it’s a common feature available at shorter ranges.

    These rankings help players decide which origin feats best suit their characters, enabling more strategic choices when creating their adventurers in the Forgotten Realms.