Brimlow's Ascension Boon Image

Prestige 2: (Works everywhere - Best for ASI and defensive/passive abilities)

 Ability 1 - Master Artificer

You have been working on your craft for decades and have created some truly wonderous items and done feats that rival lesser deities in scope and splendor. As a result, you have perfected the craft of both infusing your arcane magic into items and fortifying your spells. Spells and magic items you are attuned to or have created ignore effects that would suppress their magic, and if a spell or ability would dispel them, instead they must make a contested Arcana check against you, only succeeding on a successful check.

Your infuse magic items feature additionally lets you create magic items instead of merely infusing them into existing equipment. You may do this a number of times per day equal to your intelligence modifier, and may do it as a magic action. When you choose to do this, you may create any magic item of Exceptional quality or lower, and automatically attune a willing creature you can see within 120 ft. to the item, bypassing attunement restrictions normally imposed. The item created lasts for one hour, and upon expiry restores a spell slot equal to the rarity of the item created, or grants THP equal to 5 * the item's rarity, chosen by the creature attuned to the item as it disintegrates into arcane dust.
Rarities are: 
Common (1)
Uncommon (2)
Rare (3)
Very Rare (4)
Legendary (5)
Exceptional (6)

Ability 2 - Intimate Understanding

You know the fundamental principles of how magic items are created, including how the body attunes to their magics. You ignore all attunement restrictions for all items. Additionally you may attune to an item as a magic action rather than the normal attunement process. If an item is cursed, you may take 10d10 force damage rather than suffer the normal effects of the curse for the duration of your attunement. If you attune to an artifact, you may ignore minor and major detrimental effects.


 

Prestige 4: (works in divine realms or wherever your faith extends; best for utility and defensive boons)

 Ability 3 - Hot Under Pressure

Coming up with solutions on the fly is the reason you've excelled at your craft. You gain an additional 3 reactions that you can only use for your Infuse Magic Item feature, targeting a willing creature within 120 ft. of you. You may only use this reaction once per turn, and all 3 reset at the beginning of your next turn.

Ability 4 - Lasting Impression

Your Flash of Genius range is doubled and now leaves a lasting impression on the target. You may choose whether your Flash of Genius adds or subtracts your Intelligence modifier to the D20 test.

Lasting Impression: This creature has a bonus to the most recent skill that was used for a D20 Test equal to the added or subtracted Intelligence bonus of the granter of this ability for the next hour.

Creatures may only benefit from one lasting impression, and the most recent one will overwrite previous lasting impressions.


 

Prestige 6: (Works in certain parts of the native realm- Best for stronger abilities with larger impacts):

 Ability 5 - Unearthed Arcana

Your devotion to your craft has awakened the latent energies of the plane you are ascended in. Whenever you succeed on a D20 Test you may roll a decision die. On a 51 or higher, you may unearth a piece of lost arcana or lore associated with the plane you are on at the DM's direction. You may choose from the following when you do so:

You may cast any spell from any spell list as an action from 9th level or lower as if you read it from a scroll.

You may invigorate yourself or an ally you can see within 60 ft. with unknown arcane power, causing the next spell cast that targets only one creature to target up to any number of creatures instead.

You may create a gargantuan or smaller simulacrum of yourself or another target creature in range, keeping their stats and abilities. This simulacrum considers you an ally and lasts for 1 minute before dispersing into arcane dust, taking its turn right after yours.

After you choose an effect, the DM also chooses an effect that happens as a consequence of your actions. This consequence must incorporate the lost arcana or lore that was discovered as part of the decision die roll.

Once this has happened, it cannot happen again for 1d12 months.

Ability 6 - Planar Tether

You create a rift to Mechanus and tether it to this plane of existence for 1d4 years. The tether is a physical link with 1000 hp and 30 AC, and resistant to all damage. A 500 ft. radius distortion around the link forms that acts as a planar gate for the purposes of teleporting between Mechanus and the current plane. While the tether is active, you may command up to 5x your Intelligence modifier of CR in Modrons to appear in this plane. They regard you and your allies as friendly and form a telepathic bond with you as long as you are on the same plane of existence as they are. You may issue commands as a free action to them, otherwise they will act on their own to further the goals set forth by you, and absent your input, the DM's discretion. You may only ever have up to 5x your Intelligence modifier in Modrons here at any one time, but you may use a bonus action on each of your turns to command more to arrive if their combined CR ever dips below that threshold. If you are not present, the DM may have more arrive.


 

Prestige 8: (works in divine domains or with explicit DM approval - Best for powerful, realm-altering abilities)

 Ability 7 - The Great Work

The will of Primus is meted out through your actions as you ascend. Your strikes are now empowered and deal an extra 4 weapon dies of damage per hit and treat all absorption, resistance, or immunity to thunder and lightning damage as vulnerability instead. Additionally any successful hit on a construct permanently charms them, bypassing immunities or resistances. The construct will regard you as an ally and work towards your goals, and you form a telepathic bond between them and any other constructs under your command. Every time you charm a construct this way, roll a decision die, and multiply the number of constructs you have charmed this way by the die roll. On a roll of 80 or higher, you catch the eye of another powerful planar entity to be determined by the DM. This entity may act now or in the future with motivations left up to the DM for how it hinders or interacts with you or the plane of existence you were on when you caught their eye. Once you've caught the attention of another entity, another won't take notice for 1d12 months.

Ability 8 - Unbound Creation

You have reached deific status, and shrines of worship have begun to populate on planes of existence outside of your plane of ascension. Every time your name is mentioned by a unique individual in a quest outside of your plane of ascension or through crafting or other social contracts, you gain one renown. This may only happen once per person per quest, but counts any number of unique profession craft requests. Once you reach certain renown milestones you unlock the associated ability.

  • 10 Renown - You may be the target of a spell or ability to asks to beseech a deity or god. Players who beseech you this way gain a one time Boon: Spark of Invention - Whenever a creature within 30 ft. fails a D20 Test, you may roll a d10 and add the result to their roll. 
  • 20 Renown - Whenever a spell or ability that summons a creature is cast, a player may invoke you as their deity when doing so. If they do, the summoned creature gains the species Construct and appears with THP equal to half their HP in addition to their other stats and abilities.
  • 30 Renown - Warlocks may choose you as their Patron. When they do, they adopt the The Genie Patron, flavored to incorporate the spark of invention that drives you to create constructs and items.
  • 40 Renown - Clerics and Paladins may choose you as their Deity. If they choose a good alignment oath, then you appear to them as a plate-clad Gnoblin of invention and creation. If they choose an evil alignment oath, you appear to them in dark plate with the helm doffed and the Corrupted Blackstaff whispering thoughts of stolen memories and stealing souls. 
  • 50+ Renown - Once per long rest, a Cleric, Paladin, or Warlock who has you as their patron may Invoke the Tinker, which causes a D20 test made by a construct to automatically fail unless they have a Legendary Resistance, in which case they get disadvantage on that D20 test. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/14/2025 8:10:34 AM
9
1
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7/24/2026 5:27:44 PM
90
2
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8/25/2026 3:16:31 PM
77
1
v2.1
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8/30/2026 5:15:51 AM
80
1
3
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Brimlow's Ascension Boon Image

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