Boons & Banes for Pathfinder 2e.

I use Milestone XP for my Pathfinder 2e campaign, which makes sure characters are always the same level, which is important due to how tight the math of the game is. But I also wanted to have a use for XP.  Here is a draft version of the old Fate Card system I borrowed from Warhammer Fantasy in the 80s and have used ever since (5e version here).  In PF2E, the Hero Point system covers many of the same functions, so the updated list had to be unique.  I also wanted to have them “timed” so there is something to track during dungeon crawls, adding pressure (idea from Knights of the Last Call).


BOONS & BANES

Players may spend XP to gain temporary Boons, which grant powerful buffs during play. A Boon lasts for 1d6 turns, plus additional rounds based on its tier:

  • Minor Boon: No change
  • Moderate Boon: +1 turns
  • Major Boon: +2 turns

You cannot activate the same Boon more than once at a time.

To enhance a Boon’s effect, a player may choose to accept a Bane — a debuff that lasts the entire session. Only one Boon per session can benefit from this doubling effect, even if multiple Banes are taken. Banes do not affect duration unless the Boon only affects duration.

Players may take as many Banes as they wish, but only one Boon can be empowered this way per session.

A player can only hold a pool of 1,000 XP – the standard amount required to level up.

BOONS

Name Effect Tier XP Cost
Quickened Step +10-foot status bonus to all Speeds Minor 100 XP
Iron Will +1 status bonus to Will saves Minor 100 XP
Momentum Surge +1 to initiative and Reflex saves Minor 100 XP
Practiced Strike +1 to attack rolls Minor 100 XP
Reinforced Focus +1 to spell attack rolls Minor 100 XP
Warding Halo +1 to AC and saving throws vs. spells Moderate 200 XP
Brutal Precision Extra die of damage on critical hits Moderate 200 XP
Second Wind Heal 5 HP at the start of each turn Moderate 200 XP
Spellflux Reservoir Regain one 1st–3rd rank spell during a Short Rest. Duration indicates the number of spell ranks you may recall to a maximum of 3rd.  Moderate 200 XP
Hero’s Wake Avoid falling unconscious once (If using Resolve, you instead are reduced to 1 hp instead of 0). Moderate 200 XP
Unstoppable Fast Healing 10, immunity to Stunned/Slowed Major 1,000 XP
Echo of Glory Beneficial abilities affect 1 extra ally Major 500 XP
Spell Reversal Reflect a spell once Major 500 XP
Ghost Step Become Incorporeal each round (this Boon has no duration, but instead, a number of uses equal to the duration) Major 500 XP
Relentless Gain an extra action each turn (Strike or Stride) Major 1,000 XP
Dungeon Delver You can extend the duration of any spell that is 1 minute to 10 minutes (or 1 hour with a bane). Major 500 XP
Spellfux Savant Regain one 1st–6th rank spell during a Short Rest. Duration indicates the number of spell ranks you may recall to a maximum of 3rd.  Major 500 XP
Rewrite Fate You may change the result of a single hero point die so it can only roll 11-20. With a Bane, you can change two dice.  With a second Bane, you can change 3. Major 750 XP
Ritual Caster You permanently add a buff spell (DM’s discretion, but, for example, water breathing) as a ritual spell.  This means you can cast the spell as a ritual. It takes 10 times as long to cast the spell, it costs 50 gp in materials per spell rank of the spell to cast it, and its duration is doubled to a minimum of 1 hour and a maximum of 1 day. Greater 1000 XP

 

BANES

  • Choose One per Session: A player can opt in at the start of a session to take one Bane. Bane’s must have an effect on a character and must be approved by the DM.  Example a martial character taking “Cracked Focus” is a no-go.
  • Double Boon Effect Examples:
    • Relentless gives two extra actions per round instead of one.
    • Warding Halo grants +2 instead of +1.
    • Second Wind heals 10 per turn instead of 5.
    • Ghost Step lets you stay incorporeal for your full turn, not just one round.
Bane Name Effect
Glass Nerves You are Frightened 3 at the start of every encounter.
Bloodied Soul You have Disadvantage  to all recovery-based healing (e.g., treat wounds, battle medicine, etc.).
Echo of Fear You are Frightened 1 at the start of every encounter. If you become Frightened, the effect is doubled.
Cracked Focus All save DCs of all spells or abilities where you are the origin point have advantage/disadvantage – whatever works against you the most.
Shattered Reflexes You always count as Off-Guard during the first round of combat.
Fading Light Light doesn’t work in your presence very well (or something is wrong with your eyes). You have a flat DC 9 miss chance (or spell misfire) on every attack roll.
Waning Resolve You have disadvantage on your first Will save each session.
Unlucky Draw Your first critical success in an encounter is downgraded to a success.
Cursed Gear One randomly chosen magic item malfunctions or becomes mundane until the session ends. DM to determine this randomly.  Bane persists between sessions until triggered.
Burdened You are Encumbered, no matter your actual Bulk. Your speed is halved and you are easier to trip/push/pull (advantage/disadvantage as appropriate) and if you fall prone it takes two actions to get back up.
Flickering Aura Allies receive no benefits from your auras or emanation abilities (you must have a beneficial aura or emanation to take this bane).
Muted Presence You have disadvantage to all Charisma based skills and ability checks. This is so potent, it actually effects the entire party.
Scar of Regret Once per session, the GM can force a reroll of your d20 and make you take the lower result.

 

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