Boon of Fate 5e (Updated for the 2024 Rules)

By Mike Bernier

Published on March 9, 2025, Last modified on March 13th, 2025

Take fate into your own hands with the Boon of Fate feat in D&D 5e! This Epic Boon lets you tip the scales on any D20 Test—whether for yourself, an ally, or an enemy.

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What Is the Boon of Fate Feat in 5e?

When one roll of the dice is what decides whether your high-level character lives or dies, you’ll be glad you chose this destiny-manipulating Epic Boon feat!

With the Boon of Fate, you gain the power to nudge critical rolls in your favor, it can come in clutch to ensure a near miss turns into a hit or turning an enemy’s successful saving throw into failure.

How Does Boon of Fate Work?

Boon of Fate is one of the Epic Boons found in the 2024 Player’s Handbook. Unlike regular feats, Epic Boons are only available to characters who reach level 19, making them a capstone reward for the most powerful adventurers.

When you take Boon of Fate, you gain the following benefits:

  • Ability Score Increase: Increase one ability score of your choice by 1, to a maximum of 30. This increase is useful, but the real power of the boon comes from its ability to influence fate. The maximum of 30 is (typically) impossible to hit if you’ll just be playing to level 20. Instead, it’s meant to be a reward for gaining levels beyond level 20 as described on page 46 of the 2024 Player’s Handbook.
  • Improve Fate: When you or a creature within 60 feet succeeds on or fails a D20 Test, you can roll 2d4 and apply the total as a bonus or penalty to the roll. You regain this ability when you roll Initiative or after a Short or Long Rest. The average of 2d4 comes out to an average of plus or minus 5 to the roll, which (for the most part), is like gaining Advantage or Disadvantage on the roll. While this is certainly a strong ability because you can choose to add the 2d4 after you see the result of the roll, the Lucky feat offers 6 Luck Dice that provide a similar effect, and it’s an Origin feat.

How to Get the Boon of Fate Feat

Any class can pick up Boon of Fate at level 19 when they gain the Epic Boon class feature.

Is Boon of Fate Good?

In our 5e Feats Tier List, Boon of Fate was given a B Tier rating, making it a niche feat that can improve some builds in D&D 5e.

Its strength lies in its flexibility. Unlike some Epic Boons that benefit specific builds/situations more than others, this boon is universally useful. It can clutch a saving throw against a devastating spell, push an ally’s attack over an enemy’s AC, and help you succeed out an important ability check—it can even be used to sabotage a foe’s ability check, attack roll, or saving throws.

The main drawback is its limited use—while you’ll regain it on Initiative rolls, and after Short and Long Rests, you won’t get multiple uses per fight.

Which 5e Classes Make the Most of Boon of Fate?

The color code below has been implemented to help you identify, at a glance, how good the Boon of Fate 5e feat is for a specific class/subclass.

  • Red: Weak, unlikely to contribute to your build
  • Orange: Situationally good, but below average
  • Green: A solid choice
  • Blue: A great option worth considering
  • Sky Blue: One of the best choices for optimization

Artificer: Artificers who want some extra luck when tinkering out of combat and attacking during combat will find some solid use for this feat.

Barbarian: Rerolling a failed save against Banishment or a mind-control effect can keep you in the fight. It’s not as combat-focused as other boons, but still useful.

Bard: While this can come in clutch when making important Charisma checks for the party, Bards already have access to Silvery Barbs and Bardic Inspiration, so they'll probably want something else for their Epic Boon feat.

Cleric: While Clerics don’t make a ton of attack rolls, Improve Fate helps secure crucial spell saves or ability checks. It’s also great for buffing allies in clutch moments.

Druid: Druids may not roll as many attacks as some classes, but Improve Fate helps with Wild Shape attacks and ensuring enemies fail saving throws against big spells.

Fighter: If you want a feat that helps your hits land, go for the Boon of Combat Prowess. If you want to be well-rounded in and out of combat, this can help get you there.

Monk: This feat is good in and out of combat. In combat, you'll likely see use in ensuring your enemies fail their save against Stunning Strike or perhaps making sure you succeed against a big AoE so you don't take any damage thanks to Evasion.

Paladin: If you want a feat that helps your hits land, go for the Boon of Combat Prowess. If you want to be well-rounded in and out of combat, this can help get you there.

Ranger: A decent pick for Rangers, especially ones who are in more of a skill-focused position in the party.

Rogue: Rogues are usually the ones making the most important ability checks in the party, whether they're stealthing in, picking a lock, or stabbing someone in the back. A repeatable way to push these checks to success out of combat, combined with one free 2d4 bonus during combat, is a solid enough choice.

Sorcerer: Sorcerers have the Heightened Spell Metamagic for when they really want an enemy to fail their saving throw against a power spell, which is probably the most important thing a Sorcerer cares about.

Warlock: Warlocks casting Eldritch Blast will find this useful for turning a near-miss into a hit. It’s also good for ensuring a big spell like Hold Monster lands when it matters.

Wizard: Good for ensuring a big spell lands when it matters


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Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.