How to get boons
Engine Boons are granted at the beginning or end of a session, during the wrap-up in Hearth or before setting out, based on how many relics you sacrifice to the Engine in a single feeding.
| Relics Fed at Once | Boon Earned | Duration |
|---|---|---|
| 1 | A Temporary Boon | Until your next Safe Rest |
| 3 | A Minor Boon | Permanent |
| 6 | A Major Boon | Permanent |
| 10 | An Epic Boon | Permanent |
All at once
For whatever reason, the magic that courses out from the flames of the Hearth Engine relate to how much are fed at once, in a single offering. Feeding one relic now and two later earns two Temporary Boons - not a Minor Boon.
Manuscripts count as fuel too: 2 manuscripts = 1 minor relic’s worth.
Temporary Boons
For donating a single relic to the Engine, you receive a fleeting blessing - a surge of warmth that fades by the end of your next Relic hunt. Roll 1d8 on the table below:
| 1d8 | Temporary Boon |
|---|---|
| 1 | Recover 2 additional Wounds |
| 2 | Gain LVL temp HP |
| 3 | Gain KEY temp Hit Dice |
| 4 | +1 Speed |
| 5 | Inspired (reroll any die, once) |
| 6 | Advantage vs. Fear / Charm / etc. |
| 7 | Have a premonition of an important rumor |
| 8 | +KEY mana |
Minor Boons
A permanent reward for a generous offering (3 relics). Choose one:
- Alert. +1 to Initiative.
- Bright. +1 max mana.
- Experienced. +4 HP.
- Feisty. +1 max Hit Die.
- Fiery. +1 fire damage.
- Intrepid. +1 Speed.
- Skilled. +1 skill point.
- Simple. +1 vs. Charm effects.
- Stand Tall. +Height (slightly).
Major Boons
A permanent reward for a substantial offering (6 relics). Choose one:
- Ancestry Trait. Select another Ancestry trait (even if it doesn’t make sense - it’s a magically induced mutation).
- Aggressive. On your first round of combat you can spend 1 Action from your next turn.
- Battle Hardened. +2 Armor.
- Brave. +2 to damage while you have the most enemies adjacent to you.
- Expansive Mind. +4 max mana.
- Good Patient. Whenever you would receive healing, you heal an additional KEY HP.
- Hardy. Whenever you would roll your Hit Dice to increase your max HP, roll with advantage 2 instead.
- Honorable Protector. Gain LVL temp HP whenever you Interpose. Suffer LVL psychic damage whenever an ally within 2 spaces is attacked and you don’t Interpose.
- Lionhearted. +2 Armor while you have the most enemies adjacent to you.
- Natural Talent. Learn 1 Cantrip in a school you don’t know.
- Resolute. When pushed, you are pushed 1 space less. Whenever you would be knocked Prone, you can instead be moved back 1 space. 1/turn.
- Resilient. If you would take any Wounds, you may become immune to them this turn instead. 1/Safe Rest.
- Smart, Not Book Smart. -KEY max mana. Gain 1d4 mana whenever you roll Initiative; this expires if unused at the end of combat.
- Sniper. Advantage on attacks when no enemy is adjacent to you; disadvantage otherwise.
- Stalwart. +1 max Hit Die, +2 Might.
- Tenacious. +2 max Hit Dice.
- Tough. Whenever you gain temp HP, gain 5 more.
- Unflinching. Your focus is unbroken even in the face of danger. Advantage on Concentration checks.
- Unnatural Talent. Learn any 1 Utility Spell.
- Veteran. +10 HP.
Epic Boons
The Engine’s rarest gift, granted only to those who feed it lavishly (10 relics). Choose one:
- Epic Agility. Gain 1 action. 1/encounter.
- Epic Criticals. Whenever you roll for critical hit damage, you may replace one die with a d20.
- Epic Defense. Your shields gain +3 Armor.
- Epic Foresight. Gain +5 to Initiative rolls and advantage on your first attack each encounter.
- Epic Knowledge. 1/day, you can call upon a moment of profound insight to gain hidden knowledge about a legendary person or object.
- Epic Mana. Whenever you are healed, you may instead recover 1 mana for every 5 HP you would have been healed.
- Epic Mind. +8 mana.
- Epic Stamina. Rolling 4 or higher on a Hit Die during a Field Rest heals 1 Wound.
- Epic Speed. +4 Speed, +4 Initiative.
- Epic Stats. Increase 3 different stats by 1.
- Epic Senses. Gain Blindsight 6 or Darkvision 16.
- Epic Resistance. 1/encounter. Whenever you would suffer damage or fail a save, you can choose not to instead.
A Note on Greed and Generosity
How many relics you burn, how many you keep, and where the rest end up are all noticed by Hearth’s factions. The Engine seems to pay its guardians with raw power - but The Flamewardens and the Frostwatch are keeping their own notes.
See Also
- The Hearth Engine - what the Engine is and how it works
- Session Layout - where Boons fit in the session wrap-up
- Hearth Market - selling, keeping, or donating the relics you don’t burn