Bard Boon
Silver Tongue (3/day)
You are a master of saying the right thing at the right time. When trying to convince a non-hostile NPC, of something that is not contrary to the NPC’s nature, you can roll a Cha. check. Success means you convince the NPC, failure means the NPC will not do it but bears you no ill will. Critical successes or failures will be case by case.
OR
Dueling (at will)
When melee fighting with a one handed weapon and nothing in your other hand, you gain +2 to AC and +2 to damage on each hit you make.
Cleric Boon
When struck in melee, you may release the wrath of your deity to damage the creature that just hit you. The damage is 2d8 but cannot be resisted. Creatures with resistance or immunity to electricity save for half damage.
OR
Healing Strike (twice/day)
Your weapon glows with power. When you hit an opponent, it takes double weapon damage and you can heal yourself or an ally 2 hp/level. The ally must be within a 20’ of you.
Ranger Boon
Spear Plunge (3/day)
While wielding a spear in melee, you can strike an opponent that enters your threat range immediately. If the attack hits, the target must save vs paralysis minus half the damage inflicted. A failed save reduces the target to 0 Mv until the end of your next turn (the target remains just out of reach of the spear wielder).
You may take this action out of turn, whenever the opportunity presents itself (i.e. before or after your turn if you have an attack available. This attack replaces it.)
OR
Heavy Weapon (at will)
When wielding a melee weapon in both hands, if your damage die rolls a 1 or 2 you may reroll the die but the second roll is permanent.
Henchmen Boon (permanent)
+5 max hp