The Bag of Boon-Bons bears resemblance to an ordinary paper bag of bonbons with a red and white candy-stripe design. On closer inspection, the material is more akin to a finely-woven luxuriously delicate fabric. When shaken slightly, candies can be heard clacking around inside.
Once per long rest, up to three bonbons can be removed from the bag and eaten. Each consumer may only eat one bonbon at a time. These candies are sweet with a pleasant toffee flavour. The consumers are blessed with a boon that is determined by a d20 dice roll. This effect lasts until their next long rest, or until used, depending on the boon bestowed.
Possible Boons:
- Boon of the Linguist
Until your next long rest, you can speak and understand any language, written or spoken, that you encounter. - Boon of the Inspiring Leader
Once before your next long rest, you can spend 10 minutes rallying up to 6 allies, granting each of them 1d8 that they may add to one attack roll or saving throw. - Boon of the Artist
Until your next long rest, you gain expertise in a set of artisan's tools of your choice that you are already proficient in, or proficiency in a set of your choice that you are not already proficient in. You also gain advantage on any check regarding the construction, history, or significance of an object and/or artwork made using those tools. - Boon of the Silver Tongue
Until your next long rest, you can add 1d10 to any Persuasion, Deception, Intimidation, Performance, or Insight check you make. - Boon of the Philosopher
Until your next long rest, you can add 1d10 to any History, Arcana, Religion, Nature, or Investigation check you make. - Boon of the Healer
When you go to heal an ally with a spell or a potion, you can heal them by the maximum amount of health that would be possible from it. If you do not have any healing spells or potions, you gain one free use of a 1st level Cure Wounds, which also restores the maximum amount possible, using Intelligence, Wisdom, or Charisma as your Spellcasting Ability Modifier. - Boon of the Magi
Until your next long rest, if you are a spellcaster, you may cast one spell of your choice that you already know without using a spell slot. If you have no spells, until you use it or until your next long rest, you can use a 1st Level spell of your choice from any spell list. You may use either Intelligence, Wisdom, or Charisma as your Spellcasting Ability Modifier. In either case, if the spell has material components, you can cast it without them. - Boon of the Dancer
Until your next long rest, you can add 1d10 to any Athletics, Acrobatics, or Stealth check you make. - Boon of the Historian
Until your next long rest, you have advantage on all History checks, and can accurately recall any piece of information you've read or heard within the past month. - Boon of the Woeful
When a foe succeeds on an ability check or attack roll, you can make them fail instead. This effect may be used once. - Boon of the Joyful
When you or an ally would fail on an ability check or attack roll, you can succeed/make them succeed instead. This effect may be used once. - Boon of the Expert
For one ability check you make before your next long rest, you can make the check as if you have expertise in that skill. - Boon of the Mind's Eye
You may cast the spell Modify Memory once at 5th Level, requiring no spell slot or material components. - Boon of the Lorekeeper
Until your next long rest, you can add 1d10 to any Nature, Animal Handling, Medicine, or Survival check you make. - Boon of the Champion
The next time (before your next long rest) you miss with a melee or ranged attack against a foe automatically hits instead, dealing the maximum amount of damage it can inflict. This attack ignores bludgeoning, slashing, and piercing resistances. - Boon of the Educator
Until your next long rest, your proficiency bonus doubles. - Boon of the Vindicator
Before your next long rest, the next time you are hit by an attack or spell that would reduce your HP, you can choose to activate this boon, ignoring the damage to yourself, and dealing half the inflicted damage instead back upon the attacker. Once used, you lose this boon. - Boon of the Riddlemaster
Until your next long rest, you can add 1d10 to any Insight, Sleight of Hand, Stealth, or Perception check you make. You also have advantage on checks used to escape traps. - Boon of the Lucky
Until your next long rest, you have three luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. - Boon of the King
You may choose any two boons (besides the Boon of the King or Boon of the Lucky) on this list, and acquire those instead.
The bag contains an unknown, possibly infinite amount of candies. If you try and tip the candy out of the bag, if none have been removed already, only three will fall out once per long rest. (If one has been removed, two will fall out. if two have been removed, one will fall out.) If you try and tip the candy out after all three have already been removed, nothing happens. Placing your hand or similar grasping tool inside the bag, you will find the inside feels empty. If you attempt to place a different item other than the boon-bons inside the bag, the bag spits them out.
Notes: Utility
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