Some of the characters in the guild have earned a Wanderer's Secret. The Secret contains a magical effect, some minor and some major. The boon lasts for 5 levels and then expires unless it is somehow renewed*. A tribute of sufficient value to an altar dedicated to the Wanderer allows a player who is interested in attaining a different boon to gain a new blessing (effectively reroll your boon). These blessings radiate with their own power and each type of blessing bestows a unique mark upon the character who holds it. Characters who attain certain blessings are welcome to compile what blessings they know. Achieved Blessings: 2: "Protection" Property Adjacent allies get +1 to all defenses. Against creatures marked by you this effect increases to +2. 4: "Winter" Property Increase your number of
healing surges by one. Whenever you spend a healing surge you gain
resist 10 cold, poison and necrotic until the end of your next turn. 5: "Purity" Daily – Standard Action Ranged 10 – One Willing Ally Effect: The target takes damage equal to its bloodied value and removes all effects on it that a save can end or would be removed by a Remove Affliction ritual. 7: "Radiance" Propety Whenever you score a
critical hit against an enemy that creature glows brightly (Save
Ends). The target's space and all squares adjacent to it are
illuminated by bright light. Invisible creatures become visible
while they are in affected squares and attack rolls against creatures
in those squares take no penalty for concealment. Any foe that ends
its turn in an affected square (including the original target) takes
1d6 radiant and cold damage. This damage increases at 11 th
to 2d6 and at 21 st to 3d6. 8: "Sacrifice" Property Adjacent allies can spend your healing surges as if they were their own. 10: "Chaos" Encounter – No Action
Trigger: You roll a natural 1 or
natural 20 on a saving throw. Effect: Each enemy within 5 squares
immediate makes a saving throw against the triggering effect. On a
failed save that creature gains that effect (Save Ends). 16: "Avenge" Encounter – No Action Trigger: An
enemy reduces an ally to 0 hit points or less. Effect: You gain a
+2 bonus to hit and a +5 bonus to damage rolls against the triggering
enemy until the end of the encounter or until that ally regains hit
points. 11 Th :+10 to damage rolls 21 st:
+15 to damage rolls 19: "Hope"
Encounter – Free Action
Trigger: You take Fire or Necrotic
damage
Effect: You gain temporary hit points
equal to your Level + Wisdom modifier. 21: "Aspiration" Aspiration
Encounter – Minor Action
Requirement: You must have moved at
least 5 squares from where you started your turn. Effect: Your
reach and the range of your powers increases by 4 until the end of
your next turn. 24: "Sky" Daily – Immediate Interrupt
Trigger: You would take fall damage.
Effect: You take no fall damage and
land on your feet. 25: "Crusade" Property
Creatures marked by you are vulnerable 2 to your
attacks. This vulnerability increases to 4 at 11th level and 8 at 21st
level. 26: "Witchcraft" Daily - Free Action Trigger: You would make a check as part of a ritual Effect: Roll two additional dice and take the highest result instead. 27: "Endure" Daily – No Action Trigger: You fail a death Saving Throw. Effect: You regain a hit point, stand up and regain temporary hit points equal to your healing surge value. Until the end of your next turn you cannot be slowed, immobilized, stunned, incapacitated, restrained or fall unconscious. 28: "Change" Property Weapons you hold gain the Dynamic property. Armor you wear gains the Imposter's property. 31: "Humility" Daily – Immediate Interrupt Trigger: You are reduced to 0 hit points or fewer Effect: You instead become a minion. While you are a minion you have 1 hit point, take no damage from missed attacks and automatically roll minimum damage on all damage rolls. This effect lasts until the end of the encounter, until you take damage or until you spend a healing surge. 41: "Ilusion" Daily – Move Action
You create a copy of yourself in an
adjacent square and move your speed. Whenever either you or your
copy is damaged by an attack you can choose which one is you and
which is the illusion. If your illusion takes damage it is
destroyed. As long as your illusion remains it can take a move
action when you take a movement action and you can use its square or
yours to determine the origin square of your attacks and effects. 43: "Lycanthropy" Property While under the effect of shapeshift or polymorph powers you gain a +2 bonus to Acrobatics, Athletics, Endurance, Perception and Stealth checks. 44: "Gloaming" Daily – Immediate Reaction Trigger: You become bloodied Effect: You are insubstantial and phasing until the end of your next turn. Sustain Minor, You take 10 cold damage that cannot be reduced or prevented in any way: The effect persists 46: "Eclipse" Property Enemies within 5 squares cannot recover hit points. 49: "Inspiration" Encounter – Free Action Trigger: You score a critical hit. Effect: You gain training in a skill of your choice until your next extended rest. 50: "Nocturne" Encounter – Immediate Reaction Trigger: A living creature scores a critical hit on an ally you can see.
Effect: The triggering creature is stunned until the
start of your next turn. While stunned in this way the creature vividly
relives a nightmare it had that started exactly like this combat and
ended in its death. 51: "Willow" Property Whenever you would be pushed pulled or slid you instead slide an equal number of squares in a direction of your choosing. 52: "Acceptance" Property At the end of each of your turns you may choose to fail any number of saving throws. For each saving throw that you fail in this way you gain 5 temporary hit points and a +2 bonus to saving throws until the end of your next turn. 54: "Arcane" Daily – Immediate Reaction Trigger: You or an ally you can see is hit by a power with the arcane keyword Effect: You gain a single use of that power until you take an extended rest. 63: "Moon" Daily – Minor Action Until the end of the encounter you generate dim light for 10 squares. Only your allies can see this light. If you have reached a milestone you may choose to make this bright light instead. 65: "Silver" Daily – Immediate Interrupt
Trigger: You take Fire or Necrotic
damage Effect: You turn to silver until the start of your next
turn. While turned to silver you cannot move, take a -5 penalty to
all defenses, gain resist 20 to all damage and are immune to cold
damage. 66: "Hunt" Property You gain a +2 bonus to
damage rolls against bloodied targets. This bonus increases to +4 at
11 th level and +6 at 21 st level. 67: "Renewal" Daily – Immediate Reaction Trigger:
You become bloodied. Effect: You gain regeneration 4 until the end
of the encounter. This effect increases by 2 each time you are hit. 70: "Penumbra" Encounter – Move Action Requirement: You must be adjacent to a creature.
Effect: You teleport 4 squares to a square adjacent to
a creature. You do not have to have line of sight or line of effect to
teleport in this manner. 72: "Vigil" Property: Your attacks take no penalties from concealment or total concealment when it is not your turn. Creatures who have total concealment provoke attacks of opportunity as if you could see them. 75: "Fortune" Daily – No Action
Trigger: You roll a d20 and dislike the
result Effect: Flip a coin. On a heads, treat the triggering roll
as if you rolled a natural 20, on tails treat it as if you rolled a
1. 77: "Seven" Daily – No Action
Trigger: You hit with an attack with a
natural roll of 7. Effect: That attack becomes a critical hit. 80: "Apathy" Daily – Free Action Trigger: You hit a creature with an attack Effect: That creature rolls twice and takes the lower on saving throws and can't recharge powers until the start of your next turn 82: "Truth" Property You gain a +5 bonus to Insight. You gain a +2 bonus to Diplomacy and Intimidate when telling the truth. 83: " Darkness" Daily – Free Action Trigger: You hit a creature with a melee or ranged attack Effect: The target is Blind (Save Ends). Special: If the triggering attack had the necrotic or shadow keyword you may regain this power at the end of the encounter. 85: "Conviction"
Property
Whenever
a creature hits or misses an attack against your Will defense you
gain temporary hit points equal to your Charisma modifier (Minimum
2).
As
long as you have temporary hit points you have +2 to saving throws. 90: "Justice" Property When you spend a healing
surge, in addition to gaining its normal benefits, you choose an
enemy you can see. Until the end of your next turn you gain a +2
bonus to attack rolls and damage rolls against that enemy. 91: "Miracle" Daily - No Action Trigger: An enemy rolls a natural 20 on an attack or opposed check against you. Effect: The triggering roll becomes a natural 1. At the end of your next extended rest this Power Word changes permanently to Oracle. 94: "Oracle" Daily – Free Action Trigger: An ally you can see triggers a trap, stored spell or other localized hazard. Effect: That ally gains a +5 power bonus to all defenses against the triggering effect. 95: "Rebirth" Daily – No Action Trigger: You or an ally is slain
Effect: You or that ally returns to life at one hit
point with 0 healing surges remaining. Reroll this blessing immediately.
96: "Leadership" Daily – Standard Action Effect: You make a Speech. At the end of the speech, if the DM determines that it was properly inspiring, allies who heard your speech gain temporary hit points equal to your level. 100: "Faith" Daily - Immediate Interrupt - Healing
Trigger: You take damage from an
attack. Effect: Instead of taking damage from that attack, instead
you regain hit points equal to the damage taken up to twice your
healing surge value. Tribute values: Level: Level Tribute 5 125 6 220 7 310 8 400 9 500 10 600 11 1000 12 1500 13 2000 14 2500 15 3000 *- The Priest who helped those attain the first boons mentioned this was possible, but either choose not to elaborate or could not elaborate.