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

By Mike Bernier

Published on March 10, 2025, Last modified on March 13th, 2025

Become an unyielding force of resilience with the Boon of Recovery feat in D&D 5e! This Epic Boon ensures when you get knocked down, you always get back up.

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What Is the Boon of Recovery Feat in 5e?

This Epic Boon makes you incredibly difficult to kill, granting you an emergency heal when you hit 0 HP and a pool of healing dice you can use at will. Combined with an ability score boost, this feat is one of the most powerful options for any high-level character looking to survive even the deadliest encounters.

How Does Boon of Recovery Work?

Boon of Recovery 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 the Boon of Recovery, you gain the following benefits:

  • Ability Score Increase: Increase one ability score of your choice by 1, to a maximum of 30. This can help push key stats beyond their normal limits.
  • Last Stand: When you would drop to 0 HP, you instead drop to 1 HP and regain Hit Points equal to half your maximum HP. This is a massive survival tool that ensures you get a second wind in combat.
  • Recover Vitality: You gain a pool of ten d10s, which you can use as a Bonus Action to heal yourself. You regain all expended dice after a Long Rest, providing a steady stream of healing throughout the day.

How to Get the Boon of Recovery Feat

Any class can pick up the Boon of Recovery feat when they reach level 19 and gain the Epic Boon class feature.

Is Boon of Recovery Good?

We gave Boon of Recovery an S Tier rating In our 5e Feats Tier List, making it among the most potent feats in D&D 5e.

Survivability is often a top concern at high levels, where enemies can deal massive damage in a single turn. Boon of Recovery ensures that when you do go down, you get back up, often with more HP than a standard healing spell would provide. On top of that, the Recover Vitality feature allows for steady self-healing throughout the day, making you significantly harder to kill.

This feat is a direct upgrade from Boon of Fortitude, which only grants increased HP. While Fortitude is strong, Recovery adds both an emergency heal and a flexible healing pool, making it the superior choice.

Why the Boon of Recovery Comes Out Ahead

Even level 19 Wizards with a Constitution modifier of +3 has 135 Hit Points, which means they’d pop up and immediately heal for 67 Hit Points, which is significantly ahead of the additional 40 Hit Points offered by the Boon of Fortitude.

If you factor in a level 19 Barbarian who has a Constitution modifier of +5, who has 233 Hit Points, the difference is substantial, without even factoring in the self-healing ability.

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

The color code below has been implemented to help you identify, at a glance, how good the Boon of Recovery 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 can be surprisingly tanky, and this ensures they stay on their feet longer, making them even harder to take down.

Barbarian: This is one of the best feat for a Barbarian. Their massive HP pool and Resistance to damage mean Last Stand can bring them back with an overwhelming amount of health.

Bard: Most Bards won’t need this since they stay out of combat, but can help them possibly maintain Concentration on a big spell if the get knocked down to 0 Hit Points.

Cleric: This feat helps Clerics stay alive long enough to keep the party up. Absolutely worth it.

Druid: Circle of the Moon Druids benefit the most since they take a lot of hits in Wild Shape, and gaining half your Hit Point maximum back after getting knocked to 0 allows you to stay in Wild Shape and not waste resources or action economy. Spellcasting Druids might find it less useful.

Fighter: Fighters take a lot of damage in combat. Boon of Recovery gives them additional resources to supplement their limited Second Winds and helps them stay in the fight even when things go south.

Monk: Monks have a low HP pool and tend to go down fast. This gives them a much-needed second wind, though the Bonus Action healing may get in the way of their Ki abilities.

Paladin: Paladins could be the most important party member to keep standing because of the Auras, Bonus Action Lay on Hands, and damage output. This feat not only helps them heal up during combat but allows them to pop back up if they ever take enough damage to get knocked out.

Ranger: Rangers are usually ranged and therefore have less need for survivability but melee-focused ones benefit significantly from this feat, especially because it can help maintain Concentration on Hunter's Mark.

Rogue: Rogues are squishy, but are usually more interested in mobility or utility than survivability.

Sorcerer: Most Sorcerers won’t need this since they stay out of combat, but can help them possibly maintain Concentration on a big spell if the get knocked down to 0 Hit Points.

Warlock: Warlocks benefit if they’re melee-focused, but ranged Warlocks might prefer a different Epic Boon.

Wizard: Most Wizards won’t need this since they stay out of combat, but can help them possibly maintain Concentration on a big spell if the get knocked down to 0 Hit Points.


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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.