Boons

Blood Magus
Mortals did not always know how to access the  weave  — by learning the secrets of the first mortal spellweavers, you are able to fuel your spells with the inborn power of mortal blood.

In the most ancient depths of the ‘Anus, places of profane power are suffused with sacrificial blood. One fragment of Niwhtam's Scrolls is remembered in the Book of Books:  What hand shelters? What hand slays? Blood feeds blood. Blood calls blood. Blood is, and blood was, and blood shall ever be…

11th level, following the  Sacrifice 20th level, following the  Dedication of a new Temple
 * Blood is Power  When you cast a spell using a spell slot, you may spend hit die to increase the spell's level by 1 per hit die spent. After spending half your total number of hit die (rounded down) you must recover during a long rest before using this ability again. When you spend hit die in this way, roll them. You take damage equal to half of the total rolled and your hit point maximum is reduced by the same amount until you finish a long rest.
 * Blood is Strength  You gain proficiency in Constitution saving throws. If you are already proficient, you may double your proficiency bonus when making a constitution saving throw. Additionally, your current and maximum Constitution score increases by 2.
 * Bloodcasting  You may replace the material components of spells with your own blood. When casting a spell that requires a material component valued less than or equal to 100gp, you may instead take damage equal to 1/10th of its gold value. This damage cannot be reduced in any way.
 * Bloodwalk  You may transport yourself great distances via the blood of living creatures. As an action, you may  enter  any living creature that has blood whose size class is not smaller than yours. You designate a direction and distance (up to 1000 miles) and are transported there, erupting from another creature nearest your designated destination. Entering and exiting a creature with this ability is painless, unless the Bloodwalker wishes otherwise. If they wish otherwise, both the  entrance  and  exit  creatures must succeed on a Constitution saving throw vs your spell save DC or take 8d8 piercing damage. If the  entrance  creature succeeds on this save, you do not enter them. When you erupt from the  exit  creature, you must succeed on a DC15 Constitution save or be stunned for 1 round from the shock of expulsion. This ability may be used once per day. Failing to enter a creature does not count as 'use'. (I'm not sure about Bloodwalk, maybe change it up?)

Buffalopian Totemic
Many believe the Great Buffalopes died out in the last Upheaval. Yet, as their mortal forms perished their spirits endured. Their spirits seek those who build totems in their honor and worship the primal deities of the 'Anus. In doing so, you have bonded one as a  spirit guide  — visible only to you. These spiritual companions provide great wisdom and advice.

11th level
After bonding with a  spirit guide 20th level
 * Spirit Jaunt  Your  spirit guide  bond allows you to walk in the Spirit World. You may cast the  Etherealness  spell once per day without expending a spell slot.
 * Construct Totem  You have learned how to build totems: intricate pillars of variable height, constructed block by block. Each totem is comprised of a  Base ,  Body, and  Head . While every totem requires a single base, you may add additional body and head sections in pairs to increase its size and alter or boost the effect. (build totems to the primal gods, providing buffs, debuffs, etc — still need to flesh these all out)

After construction of your  signature totem
 * Guided Concentration  Your spirit guide may be assigned the task of concentrating on a spell that requires it to be maintained. You may act normally while your guide concentrates on the spell. If necessary, the spirit guide makes concentration checks using your modifier(s). As it exists fully in the Spirit World (ethereal plane), it is immune to any effects originating from the  material plane, but abilities such as  Truesight  may be used to perceive it.
 * Spirit Stride  By meditating near a totem you have constructed or bonded with, you may enter the  Spirit World . As an action after you have been meditating for at least 1 minute, you and any other creatures linked by touch are transported into the  Spirit World . While walking through this borderland between  Here  and  Elsewhere, you move at a rate of 60 miles per hour — walking normally in the  Spirit World  but more rapidly relative to the material plane. Travel through the  Spirit World  is however, difficult. In its blurred reflection of reality, it is difficult to perceive the terrain and surrounding areas as you walk to your destination. When you emerge, you arrive 1d10 x 100 feet away from your desired endpoint. Anyone else linked by touch may choose to join you, wander through the plane themselves, or stumble back into the material plane. It is possible to walk through the  Spirit World  into  Elsewhere , but the paths are treacherous.
 * Spirit Who Walks  Not yet complete: either merge with your spirit guide into a powerful new form ((OR)) summon it as a pet

Cat Burglar
The Ones in the Shadow are a guild of thieves and cutthroats. You have joined their ranks, and survived through their many trials enough to be granted the  Mark of Kattelion. Now, you ascend to the highest rank blessed by Kattelion herself.

At 11th level, following your promotion to  Cat Burglar  by a Ringleader At 20th level, after you receive the blessing of the Son of Shadow herself,  Kattelion
 * Cat Form  You gain the  Wild Shape  feature, and may use it only to transform into a  small cat . You may remain in this form for a number of hours equal to half of your character's level. Once you have transformed into a cat, you may not assume its form again until you have completed a short or long rest. When you reach 20th level, you may wild shape into a cat twice between short or long rests. Additionally, you have telepathy and may use it to communicate with cats within 100ft. All cats are considered friendly to you while you are in this Cat Form.
 * Burgleturt  Your innate thieving nature is casual and unassuming. When a creature opposes you on an ability check that you are proficient in, they make the roll with disadvantage.
 * Prekklon's Pathfinding  You've learned to intuit direction and find your way through places meant to contain you. You may cast  Find the Path  and  Passwall  once per day without expending a spell slot. You do not require material components when you cast the spell using this feature, and you may cast the spells while in your  Cat Form.
 * Dreams of Cheese  You've been given insight into the  Cat Dreams  Kattelion bestows. As an action, you may whisper into the ear to twist the mind of another creature who is unaware of your presence. They must succeed on a Charisma saving throw or fall unconscious and have their consciousness forcibly sent into a  Cat Nap  for up to 8 hours. After 1 hour has passed, they may repeat the saving throw. Being in  Cat Form  does not prevent the use of this feature.

Cloudstrider
Just as the Cloudwalkers of ages past, you have shed your earthly tether to sail across the skies. The Cloud Giants act as keepers of this knowledge, wardens of the many Sky Temples located at the highest places across the 'Anus

Spells you cast using this path's features are Charisma-based.

11th level
After you've learned the  Song of Three Winds
 * Untethered  You gain both a swimming and a flying speed equal to your walking speed. You can hold your breath for ten times longer than the normal amount. You learn the  Gust ,  Thunderclap, and  Shocking Grasp  cantrips.
 * Stormcaller  You may cast the spells  Gust of Wind  and  Call Lightning  at their base levels at-will without expending a spell slot. While you maintain concentration on either spell, the weather in your vicinity changes according to your mood.

20th level
Following the  Blessing of the Fourth Wind
 * Forecast  You can predict the weather up to 7 days in advance. Additionally, you may cast  Skywrite ,  Investiture of Wind, and  Control Winds  at their base level once per day without expending a spell slot.
 * Gale-force Shout  You gain a breath attack: as a bonus action, you can exhale a powerful blast of wind. Creatures within a 60ft cone must make a strength saving throw. A target takes 8d6 bludgeoning damage and is pushed up to 30ft away and knocked prone on a failed save. On a success, they take half damage and are not knocked back. This wind is strong enough to disperse clouds of gas or vapor and extinguish unprotected flames. After you use your breath weapon, you can't use it again until you complete a short or long rest.
 * Nimbus  You gain the service of a semi-sentient cloud, called a  nimbus . It counds as a Vehicle(Air) and you may summon or dismiss it as a Bonus Action. The  Nimbus  has a flying speed of 100 feet.

Entrenari Goliathus
You have studied the wrestling tradition of the half-giant  Goliaths. Of their multitudinous Oral Epics, the most often told is of Entrenari who pile-drived a dragon into the belly of Great Vulcan.

11th level
Following your apprenticeship with a true Goliathus
 * The Giant's Heart  You ignore size-class restrictions when performing Grapples. Additionally, you gain Expertise in Strength(Performance) checks.
 * Hogan's Heft  When you hit an enemy with a melee weapon attack who is affected by the Grappled or Restrained condition, you deal an additional 1d8 damage of the same type. This damage increases to 2d8 when you reach 20th level.

20th level
Following your mastery of technique where you successfully defeat an enemy two size classes larger than you by grappling.
 * Clever Wrestling  Whenever you are  Restrained, you do not suffer Disadvantage on your attack rolls or Dexterity saving throws. Additionally, you may perform a  Pile Drive . When you fall while grappling a creature, you may orient them to break your fall. When you do so, you have resistance against falling damage and the grappled creature takes damage equal to the amount you take.
 * Goliath’s Grip  Creatures have disadvantage on Strength(Athletics) and Dexterity(Acrobatics) checks to escape your grapples or restraints. Creatures must attempt to escape your grapple normally, spells like  Freedom of Movement  or  Misty Step  do not automatically free them.

Helzhvogian Reaver
Dual wield Two-Handed weapons.

Krzorigan Runeseer
Rune magic.

Lichdom
You have found a way to extricate your soul and contain it within a phylactery. In doing so, you have shuffled off your mortal coil.

First, you will need a  Flawless Vessel  into which you will seal your soul for eternity. Then, you need to actually rip your soul and seal it for eternity. Such actions require  sacrifice : blood of the master, flesh offered freely — those sorts of things. Bear in mind, once you've began the path to Lichdom, not even a  Wish  may undo it.

Spells you cast using this path's features use the same attribute as your highest-level class that grants you the Spellcasting feature.

11th level
Following the creation of your Phylactery and the ensuing  Profane Ritual:
 * Undeath  Your body begins to rot, and a few weeks after the  Profane Ritual  you are visibly decaying. As an undead, you do not need to sleep or breath, consume food or drink, but may engage in such  mortal weaknesses  at your own leisure. You gain  resistance  to necrotic damage and  immunity  to poison and disease, as well as the Exhaustion and Poisoned conditions.
 * Rejuvenation  As a lich, your body turns to dust when you are killed, and your equipment is left behind. After 1d10 days, you gain a new body that forms within 5 feet of your phylactery. To sustain this corporeal rejuvenation, your phylactery must be fueled by the souls of mortals. You must perform a  Profane Ritual  during which you sacrifice a living creature (willingly or unwillingly). Their soul is then consumed by your phylactery and you need not feed it again for a year and a day.
 * Deathly Touch  Once per day, you may cast  Inflict Wounds  and  Bestow Curse  at their base level without expending a spell slot. Upon reaching 20th level, you may cast these two spells at-will. Additionally, you may cast  Finger of Death  once per day at its base level without expending a spell slot.

20th level
Following your entrance into the final stage of undeath:
 * Frightening Gaze  As a lich you may use a bonus action to unleash a frightening gaze at your enemies, underlings — whoever. Creatures you choose within a 60ft cone must succeed on a Wisdom saving throw against your spell save DC or be  Frightened . At the end of each of their turns, they may repeat the saving throw. If a creature is frightened by your gaze for three consecutive rounds, they become  Paralyzed  (as the Condition).
 * Raise Undead  You may cast  Animate Dead  as a 9th level spell once per day without expending a spell slot. Additionally, if you cast  Animate Dead  on the same undead servant for 30 consecutive days, it becomes permanently under your control.

Master of The Seas
Work in progress. Chosen of the Skies and Seas needs work.

Your prowess and respect on the Seas has become legendary and has garnered the attention of the Sea and the Tempest. The tales of your odysseys will be told for millennia. at 11th level, after obtaining your own boat, you receive the following benefits… at 20th level,
 * Master Seaman  You have a swim speed equal to your walking speed, you can add two times your proficiency bonus to ability checks to use rope or use a Vehicle (sea) and you can single handedly man a sea vessel that would normally require 10 people. Additionally, while on a Vehicle (Sea) you have the following benefits.
 * You have a +10 to your passive perception.
 * You can't be knocked prone or moved except by the direct action of creatures.
 * Friendly creatures have advantage on ability checks to man the vehicle, navigate, spot enemy ships, maneuver stealthily etc.
 * Chosen of the Skies and Seas  You can cast  Conjure Animals  as a 5th level spell without expending a spell slot. The creatures are real beasts granted to you in your time of need. Therefore, the spell does not require concentration, the summoned creatures are not fey and it cannot be removed by magic such as  Counterspell ,  Dispel Magic, or  Antimagic Field . You must finish a short rest before you do this again.
 * Masterful Caretaker  A boat that you are on can not sink while you are conscious unless you allow it to. If the damage is extensive, you may have to use your action every turn to prevent it from sinking by bailing and performing other maneuvers, at the DM's discretion.
 * Renowned Seaman  Seafaring peoples around the world have heard of you by your captains alias (for instance, Blackbeard). Your vessel is recognized on sight and given special treatment. Most would never engage you or your ship, even if you commit minor crimes. Additionally, you have advantage on Charisma checks that attempt to leverage your renown, such as Intimidation checks when threatening to use your fleet, or deception checks predicated on your reputation as a powerful captain.

Muse of the Maker
Needs work. Level splits and to be nerfed (heavily in some places).

You have discovered notes to the song of creation, the  Omelindalë, and may weave them into your own music. There are many paths that lead you to the seek the song. Indeed, these muses are also known as  seekers of the song. For Added Crunch  Make a Charisma(Performance) check when you begin the song. If you roll above 40, your song grants  immunity  to the selected damage type until the end of your next turn. Divide your performance roll by 5, the result is the number of d10 used for the damage of your  Refrain.
 * Elemental Opus  If you have the  Bardic Inspiration  feature, you may begin this song as a part of the same bonus action you use to grant a BI die. Otherwise, as an Action, you may begin the Elemental Opus. Select one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. While you sing this song, allies within 60ft that can hear your song have resistance against the selected damage type. Maintaining this song requires concentration, and you may end it at any time with no action.
 * Sing the Refrain  While singing your Opus, you may end it as an action. If you do so, it produces an effect based on the element you selected:
 * Acid  a ray of acid erupts from you. Make a ranged spell attack against one creature you can see within 60ft. On a hit, they take 4d10 acid damage, and an additional 4d10 acid damage at the start of their next turn.
 * Cold  a 60ft line of ice and cold erupts from you, dealing 5d10 cold damage or half as much on a successful Dexterity saving throw to all creatures in the line. The ground becomes difficult terrain until the ice melts.
 * Fire  a 30ft cone of fire erupts from you, dealing 7d10 fire damage or half on a successful Dexterity saving throw to all creatures in the cone. Unattended objects within the area are ignited.
 * Lightning  a bolt of lightning erupts from you. Make a ranged spell attack against one creature you can see within 20ft. On a hit, they take 3d10 lightning damage and the lightning arcs to another creature. Make another ranged spell attack against a different creature within 20ft of the first target. On a hit, they take 3d10 lightning damage. The lightning continues to arc until you miss, or there are no targets remaining. A creature may only take damage from this ability once per use.
 * Thunder  a blast of thunder erupts from you. All creatures within 30ft must succeed on a Strength saving throw or take 5d10 thunder damage and be pushed 15ft away and knocked prone.

Planestrider
Your time spent in other dimensions has acclimated your body and soul to their otherworldly nature.

11th level
Following your first planar exposure
 * Planeswalk  You may cast the  Plane Shift  spell twice per day without expending a spell slot.
 * Analyze Portal  You have advantage on  Arcana  checks to discern the nature of portals and their destinations. Additionally, when you successfully discern the nature of a portal you may close it permanently by performing a 1-hour ritual, during which time you draw runes and speak incantations. Also, if you come to the location where a portal once was (whose Gate-connection is still intact), you may perform the ritual in reverse to re-open the portal.

20th level
Following your heightened planar affinity
 * Planar Attunement  You become attuned to the nature of planes you visit, becoming immune to their natural planar effects. Additionally, you may impose your will to stabilize morphic planes. Planar terrain is calmed within a radius of 100ft around you.
 * upon reaching 20th level, you may grant your Planar Attunement to up to eight additional creatures, so long as they remain on the same plane as you.
 * Demiplane Seed  You may create your own demiplane. Beginning its construction requires 100 days of consecutive work, 8 hours each day, and an  Astral Diamond  must be used as the seed from which your plane will grow.

Prophet
Whether it was by the circumstances of your birth, a twist of fate, or an otherworldly connection, you have the gift of prophecy. Every so often, you produce a new  foretelling.

11th level
After realizing your gift
 * Foretelling  You immediately produce a  prophecy . Roll a d%. That many days from now you produce another  prophecy.
 * Foresight  Each time you produce a  prophecy, roll one d20 and record it as a  prophecy roll . Once daily recharging at Dawn, You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your prophecy roll. You must choose to do so before the roll. Each new Foretelling replaces your  prophecy roll  with a new one.

20th level
After your knowledge has expanded beyond the bounds of mere mortal minds
 * Loremaster  Your expansive knowledge is beyond the comprehension of most mortals. Once per day, you may cast the  Legend Lore  spell without expending a spell slot. When you use this feature, you still gain relevant information even if the lore is below legendary scope. Additionally, you gain proficiency in the Nature, Religion, Arcana, and History skills. If you are already proficient in any of these skills, you gain Expertise for that skill.
 * Enhanced Foresight  When you roll a d20 to record as a  prophecy roll, you may roll two die and choose which one becomes your  prophecy roll.

Verdant Lord
You have communed with natural spirits, lived off berries and rainwater, put out forest fires, cleared branches from seldom-tread paths, fed and raised orphaned animals, made medicine from your knowledge of herbs, and have generally lived as a protector of nature and natural things.

11th level
After learning  treesinging
 * Nature's Ally  Your affinity with the natural world has allowed you their kinship. You may cast the spells  Speak with Plants  and  Speak with Animals  at-will, without expending a spell slot. You gain proficiency in the Nature skill. If you are already proficient, you gain Expertise.
 * Tree-shape  You gain the  Wild Shape  feature, and may use it only to transform into a Treant. As a treant has the ability to speak and the requisite appendages, this form does not prevent you from casting spells. You may remain in this form for a number of hours equal to half of your character's level. Once you have transformed into a treant, you may not assume its form again until you have completed a short or long rest. When you reach 20th level, you may wild shape into the Treant form twice between short or long rests.

20th level
After communing with the  Taerg Uked  and drinking the  Uked-draught.
 * By Sunlight Sustained  You may draw life-sustaining energy from sunlight. As long as you remain outdoors for at least 4 hours each day, you do not require food to survive. You still need water, though.
 * Natural Healing  While adequately sustained (not starving, dehydrated, or suffocating), you heal naturally at a rate of 1 hit point per 6 seconds. This ability can only heal you to a maximum of half your total hit points. Additionally, you may cast the  Regenerate  spell at its base level once per day without expending a spell slot.

Warmaster
Work in progress. This is slightly OP. Needs some nerfing.

Whether you rose through the ranks of a military organization, started your own mercenary company, or just had gaps in your memory filled with those of famous generals, you are an artist who paints upon the field of battle with advances and retreats, skirmishes and boarding actions, ambushes and cavalry charges. You have mastered the  art of war.

11th level, after your apprenticeship by another  Warmaster 20th level, after writing your own  War Treatise
 * Marshal of the Field  Allies within 100ft that can see and/or hear you have advantage against saving throws vs the Frightened condition. Additionally, you and your allies have advantage on Constitution saving throws made to endure a  Forced March . If you spent at least 1 minute interacting and observing another creature (whether in or outside of combat), you may make an  Insight check to 'size them up', learning their attributes, armor class, current hit points, and class levels (if any), relative to yours.
 * Tactician's Insight  Each time you make the Attack action, you may also perform one of the  insights  below, which may be applied to allies within 30ft:
 * Two Arms, Men!  Two allies within range may move up to their speed without provoking opportunity attacks. If any creatures are adjacent to both allies at the end of their movement, they must succeed on a Strength saving throw or be  Restrained  until the end of your next turn.
 * Shields Up!  Any ally who is adjacent to another ally gains +2 to their Armor Class until the start of their next turn
 * Cut them Down!  Choose any number of allies within range. The next time they hit another creature with an attack, that creature must succeed on a Strength saving throw or be knocked prone.
 * Never Tire, Never Surrender!  You may spend one of your hit dice. When you do so, roll it and add your constitution modifier. Both you and allies within range recover that many hit points.
 * Fight On  When an ally within 100ft that can see and hear you is knocked unconscious, you may use your Reaction to inspire them. They gain temporary hit points equal to three-times the Warmaster's level, and are healed to 1 HP. Once an ally has benefited from this feature, they may not benefit from it again until they benefit from a Long Rest.
 * Battle Cry  As an action, you may utter a Battle Cry to allies within 100ft that can see and hear you. They may immediately regain hit points equal to 1d10 + the Warmaster's level, move up to half their speed without provoking an opportunity attack, and also make a single melee or ranged attack. Once you use this ability, you must complete a long rest before being able to use it again.

Weaver of the Weave
You have felt the fabric of the universe, woven by the First Weaver, Magicka herself.

11th level
After  touching the weave
 * High Magic  You gain an additional spell slot of one level higher than the highest level you have access to. Upon gaining a 9th level spell slot, the spell slot granted by  High Magic  becomes a 10th level spell slot.
 * Spellcrafting  You may create your own signature spells: e.g.  Shurat's Imbuement  or  Ashker's Illusory Band

20th level
After  breathing the weave
 * Expanded Spellcasting  You may attempt to cast a spell from any class' spell list by succeeding on an Intelligence(Arcana) check with a DC equal to 15 + the level of the spell.
 * to cast a spell with this feature, you expend a spell slot one level higher than the level of the spell. The spell does not scale, it is cast at its base level and gains no benefit from being cast with a higher level spell slot.
 * each time you cast a spell with this feature, the Intelligence(Arcana) check DC increases by 10 for each spell you've cast using this feature since you last benefited from a long rest