TEXT: Boons for
  Swords &Wizardry
  Core Rules
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of 
  Mathew J Finch and this product is not affiliated with Mathew J Finch, 
  Mythmere Games, or Frog God games 
  Created and released under the 
  OPEN GAME LICENSE
  version 1.0a
  Copyright M Stephen Joy 2019 all rights reserved
  House Rules created by M Stephen Joy
  
  HOW TO USE THIS BOOK
  Players should roll for a boon at 1st level and every odd level thereafter until 
  they reach level 15 (1,3,5,7,9,11,13).
  The table uses a D60 but if you don’t have one simply roll a D00 until you get a 
  result within the 1-60 range.
  Some boons are restrickted to a certain class. If a player rolls a result that 
  doesn’t apply to their hero simply move up the list until a boon does or reroll.
  A hero that rolls the same boon at a different level may be able to boost the 
  boon they already have. So for example a 2 in 6 chance might become a 3 in 
  6 chance. This option is entirely up to the GM and at their discretion as some 
  boons are fairly powerful already.
  
  D60
  Boon
  Class
  Description
  1
   2 Weapons
  F
  You can use a smaller weapon in your off hand for a second 
  attack so long as your first attack hit. The off hand weapon 
  can use no bonuses or boons. (this is instead of the rules on 
  page 34)
  2
  Alert
  A
  If your group is surprised you get another check to see if you 
  were. You then get to do initiative as a 3rd party (roll sepa-
  rately).
  3
  Animal 
  Friend
  A
  You have an animal companion that is fiercely loyal to you. It 
  cannot have more than 1/2 the HP you do.
  4
  Dirty Fighter
  A
  You get a +1 to-hit bonus with improvised weapons (max d3 
  damage).
  5
  Brutal
  F
  If you roll a natural 20 your attack will do double damage (roll 
  damage die twice and add bonuses). Does not work with 
  Fatal Killer.
  6
  Detect
  Hostility
  A
  You have a 2 in 6 chance of detecting if someone (or some-
  thing) is harbouring hostile intent. The target must be aware 
  of your presence.
  7
  Detect 
  Poison
  T
  You are familiar with many kinds of poison and are 2 in 6 like-
  ly to discover it before ingestion.
  8
  Disarm Foe
  F
  If you roll a atural 20 you have a 2 in 6 chance of disarming 
  your enemy. Save avoids. Does not work against natural 
  weapons like claws, teeth or horns.
  9
  Disguise
  T
  You can disguise yourself as someone else. 10% chance of 
  discovery. 15% if different gender. 20% if different race. Thief 
  only. Requires makeup.
  10
  Dragon 
  Blood
  A
  You have the blood of a dragon in you which gives you a +1 
  to saves against dragon’s breath.
  11
  Eagle eye
  A
  You have a 2 in 6 chance of seeing something that would 
  otherwise be invisible. You will not know it was meant to be 
  invisible.
  12
  Easy Strider
  A
  If you’re alone you can increase your daily movement by 
  20%
  13
  Efficient Killer
  F
  You have studied how to strike enemies for the best effect. 
  You gain a +1 bonus to damage with a specific weapon type 
  (like short sword) against that enemy type (like orcs).
  14
  Elemental 
  Resistance
  A
  You must specify an element that you are particularly resis-
  tant to (wind,fire,water,ice,earth, or acid) to which you gain a 
  +1 to save against.
  15
  Fatal Killer
  F
  If you roll a natural 20 against an enemy and roll more than 
  half the enemies full HP in damage the enemy must make 
  a saving throw or die. Does not work with Brutal. Does not 
  work against demons or the undead.
  16
  Guarded
  A
  Rear attacks are only +1 against you and only +2 if made by 
  a thief class.
  
  D60
  Boon
  Class
  Description
  17
  Climber
  A
  You can Climb Walls 40% like a thief. Your ability does not 
  improve.
  18
  Good Hear-
  ing
  A
  You can hear sounds like a thief but only at 1 in 6.
  19
  Porter
  A
  You can carry 20% more weight because of your amazing 
  packing techniques.
  20
  Hard Hitting
  F
  Whenever you roll maximum damage for your weapon roll 
  the damage die again, if the result is 50% or more of what 
  the die could roll you inflict an additional +1 damage.
  21
  Hated Enemy
  A
  You get a +1 to-hit bonus against a hated enemy. The enemy 
  cannot be your own race.
  22
  Herbalist
  A
  You can spend d6 hours in a wooded area gathering ingre-
  dients to create a single dose tincture that will heal 1-2 HP. 
  The tincture will only work once per day on any creature. The 
  tincture will last up to a week.
  23
  Improvement
  A
  You can increase one attribute by +1. This can be chosen 
  multiple times but no Ability Score can be raised above 16.
  24
  Innately mag-
  ical
  A
  You can select a 1st level magic-user spell which you can 
  cast once per day as an innate ability.
  25
  Internal 
  Clock
  A
  You always know within a half hour what time it would be if 
  you were back home.
  26
  Internal Com-
  pass
  A
  You have a 4 in 6 chance of knowing which direction north is. 
  This boon even works underground and in complete dark-
  ness.
  27
  Intestinal 
  Fortitude
  A
  You get a +1 bonus to save against poison versus spoiled 
  food.
  28
  Iron faith
  C
  You have a +1 to save against magic cast by clerics of differ-
  ent faiths.
  29
  Iron Will
  M
  You have a +1 to save against magic and spell like effects. 
  Does not stack with Spell Immunity.
  30
  Good Sleep-
  er
  A
  You only need 4 hours of sleep a night to feel fully refreshed 
  unless recovering HP then normal rest is required.
  31
  Mimic
  T
  You can mimic any wild animal sound you have heard before.
  32
  Opportunist
  F
  If you roll a atural 20 you can make a second attack against 
  the same enemy. If successful add that damage to the critical 
  damage also. Does not work with Disarm Foe.
  33
  Pure of Heart
  A
  You can turn d6 skeletons if you roll 12 or better on 2d10. 
  You must be Lawful.
  34
  Quick Healer
  A
  Instead of healing 1 HP/night you heal 1-2 HP/night
  35
  Quick Learn-
  er
  A
  You gain an extra 5% bonus to all earned experience.
  36
  Scholarly
  M
  You can recall ancient lore 2 in 6
  37
  Sneaky 
  Magic
  M
  Choose a 1st level spell that you cast so well no one will 
  detect even if intently watching you.
  
  D60
  Boon
  Class
  Description
  38
   Spell Expert
  M
  You can cast one spell a day with a 50% greater range or 
  duration. The spell must be specified when memorizing the 
  spell.
  39
  Spell Master
  M
  You can try and maintain 1 spell per day after casting it; 
  simply announce you wish to keep the spell and make a save 
  and if successful you still remember the spell. The spell level 
  works as a penalty to the save.
  40
  Sure Footed
  A
  You gain a +1 to save against falling or tripping.
  41
  Swimming
  A
  You can swim if you are unencumbered.
  42
  Throw Voice
  T
  You have a 3 in 6 chance of being able to make your voice 
  sound like it came from any direction up to 10’ away.
  43
  Toughguy
  A
  You gain +1 HP (+2 for fighters)(HP cannot be increased 
  beyond maximum).
  44
  Tracking
  T
  You have a 2 in 6 chance of being able to track someone’s 
  trail through a natural environment (like woodlands). 1 in 6 if 
  terrain is difficult and 4 in 6 through snow.
  45
  Visionary
  C
  You have a 2 in 6 chance of having a prophetic dream. You 
  must meditate on what you wish to dream about before going 
  to sleep.
  46
  Weapon 
  Expert
  F
  You gain an extra +1 to-hit with a specific type of weapon 
  (like battle-ax).
  47
  Dualist
  F
  You can use a weapon in your off hand like a shield for a +1 
  AC bonus. You cannot attack with the weapon.
  48
  Weapon 
  Master
  F
  Must already be a weapon expert (46). That weapon then 
  becomes +1 to-hit and +1 to damage.
  49
  Assassin
  T
  You add your level to backstab damage rolls.
  50
  Poisoner
  T
  You can handle and use poisons. You cannot make poisons. 
  When you use/apply them you have only a 1 in 20 chance of 
  poisoning yourself.
  51
  Dodge
  T
  If you don’t wear armor or use a shield you can reduce inflict-
  ed damage 1 point through speed and quickness.
  52
  Reflexes
  A
  You have a +1 bonus to saves against traps.
  53
  Contortionist
  T
  You have a 2 in 6 chance of escaping your bonds if tied up or 
  shackled.
  54
  Clawed Hand
  M
  One of your hands becomes bewitched and clawed. You can 
  do 1d4 damage with it as a natural attack. This does not give 
  you an extra attack. The hand looks sinister.
  55
  Intimidate
  A
  You have a 2 in 6 chance of frightening a target with angry 
  scowls. Target can save against the effect.
  56
  Rage
  F
  You can temporarily gain D3 extra HP during an encounter. 
  You must save to enter the rage and save to leave it or con-
  tinue attacking friends if there are no more foes to fight.
  57
  Spell 
  Immunity
  M
  You gain a +2 save bonus against a spell. It must be a spell 
  you know.
  
  D60
  Boon
  Class
  Description
  58
   Shield
  Sunder 
  F
  Opponentsgain no shield bonus against you.
  59
  Truth Seeker
  A
  You have a 2 in6 chance of elling whether a peice of informa-
  tion is false or not.
  60
  Light Eater
  A
  You only need to eat a half ration each day to stay alive and 
  healthy.
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Supplemental/Boons for Swords & Wizardry Core Rules.pdf