Whether you're playing solo or with other people, An Average Campaign is a challenging game that requires you to carefully prepare for each run, with boons being one of your main power-ups. With so many of them that you have to unlock in the first place, it can be tough to choose the right ones for your character, but that's why our An Average Campaign Boon Tier List is here to help you make the best decisions!
The Best Boons in An Average Campaign
Boons are a big part of your character's build in An Average Campaign, with most of them offering boosts that further enhance your stats or your class's ability to do its job, while others completely change the way you play the game or offer completely new builds. You unlock them by completing certain achievements and can then purchase them from the Tavern Master, using the in-game currency that you get from completing runs.

Depending on the class you're playing or the subclass you plan on picking during the run, you'll want to equip different boons and customize your build appropriately. Below you will find our An Average Campaign Boon tier list, where you can see how they all compare to one another and which ones are worth using.
S Tier - The Most Powerful Boons
The most powerful boons in the game are either staples that you want to have on all your runs, where they make sense, or they unlock completely new playstyles that have the potential to break the game.
| Boon & Unlock Method | Details |
|---|---|
| Potential: Bunny (Slots: 5) For My Lord: Have the summoned bunny from Nature Tome kill a boss | + A great boon that offers a unique playstyle revolving around the summon Bunny?, who has its own moves and scales with all of your stats, except constitution. Best used with supporting classes like the Priest, where the damage debuff doesn’t really matter |
| Mage Birthsign (Slots: 3) The Magic... It's Gathering: Equip a spell scroll as a Mage | + A must-have if you’re going for a mage run. The intellect boost more than makes up for the increased damage you receive, while the early scroll helps a lot with your damage or survivability, depending on which one you get. - Not recommended for solo runs, but then again, mages aren’t great solo anyway. |
| Jack of All Trades (Slots: 3) Ultraviolence: Slay 10 or more subclass trainers and then defeat the Bone Drake | + You gain all base classes and can use all of the weapons. This can be a very game-breaking boon, allowing you to pull off combinations that just aren’t possible normally. Very fun if you like to experiment with all sorts of combos. - Requires a lot of game knowledge to utilize properly. |
| Vampiric Bloodline (Slots: 2) Familial Bond: Become a Bloodkin Warlock as the Mage and Go Ahead, Be negative!: Defeat a Vampire for the first time | + You get 5% lifesteal and 10% increased incoming healing, while the downside is negligible. Great on any damage-dealing class, providing amazing sustain for just two boon slots. - You take 25% more fire and holy damage, but there are very few enemies where this even matters. |
| Energy Conserver (Slots: 2) Come, Test Your Convictions: Become an Elementalist as the Brawler | + It makes it so you have a 15% chance to get an additional energy on your turn. + Great for any class with expensive abilities, since getting them a turn early can seriously change the outcome of a fight. |
A Tier - Great Boon Choices
These are all great options, with most of them being core boons for specific classes that you never want to take out of your loadouts. They deliver powerful effects, either with no downsides or with very manageable ones that are worth enduring for the upside.
| Boon & Unlock Method | Details |
|---|---|
| The Chosen One (Slots: 4) The Chosen: Pull out the sword during The Sword in the Stone event | + You start with bonus strength and are guaranteed to pull out the Linked Sword, which has amazing stats and a special ability, when doing the event. + Offers a pretty great start and build for Warriors, especially Knights, but not useful outside that class. |
| The Pinnacle (Slots: 3) Purification: Defeat the Baby for the first time | + You take 50% more damage, but after every encounter, you gain a skill point. Incredibly fun boon that offers consistent stat increases, making it easier to maximize your character. - Not recommended if you’re inexperienced with the game. |
| Perseverance (Slots: 2) A Golden Vow: Become a Knight as the Warrior | + When below 50% HP, you get a 10% damage reduction. It might not be flashy, but it’s exactly what you need as the group's tank, mostly used for the Knight, while also being generically good on any character for the bonus survivability. |
| Summoner Supreme (Slots: 2) Arise: Become a Necromancer as the Mage | + Your summons get a 10% damage boost and 25% more HP. + An amazing choice for the Necromancer or Druid, since they have reliable and strong summons. Especially important when doing a solo Druid run, so your bear becomes even better. |
| Selfless Heart (Slots: 2) It's a Miracle: Successfully pass a faith check during an event | + You get a 20% boost to your outgoing healing. An amazing support boon that makes you better at your job as a healer. You get a 10% decrease for your damage output and healing received, but this downside is more than manageable. |
| Alert (Slots: 1) Quick Feet: Roll a 10 or more for initiative | + You gain a bonus to your initiative, which makes it so you act first in combat in most cases. + Great boon for any class, leading to you taking less damage overall. |
| Weak Points (Slots: 1) The Dark Brotherhood: Become an Assassin as the Rogue | + You get an 8% critical strike damage bonus. + It can be useful for any damage-dealing classes, but especially great for Rogues. Combines well with other boons, such as Keen Eye. |
| Keen Eye (Slots: 1) The Good, The Bad, and The Drifter: Become a Drifter as the Rogue | + You get a 4% increase to your critical strike chance. + Great buff for any damage-dealing class, increasing your consistency, while being especially good on Rogues that need all the crit they can get. |
| Force Of Will (Slots: 1) Back from the Dead: Resurrect a teammate | + You survive the first fatal attack in each encounter. A very strong effect for the slot cost that works well across every class. |
| Thick Hide (Slots: 1) Gigantomachy: Defeat the Giant for the first time | + You take 7.5% less physical damage, which is an amazing effect for the low slot cost. + It works on anyone, but is especially great on your tanks. |
B Tier - Good for Specific Builds
These boons are still good, but require a more specific build around them or are tightly tied to one class or subclass. They are still pretty useful in those situations, though, and I recommend testing them out.
| Boon & Unlock Method | Details |
|---|---|
| Daredevil Impulse (Slots: 3) You're Mine: Defeat the Devil Man for the first time | + Gain two stacks of Impulse every time you switch targets or use a different move on the same one. Every stack grants you a 3% damage buff, and at eight stacks, you get 10% lifesteal. Can be pretty strong in longer fights. - You start with a 10% damage debuff, and you receive 20% more damage. The downside is pretty big, making it so you have to get four stacks to break even, pretty much. Only really usable on Brawler due to his multi-hit attacks. |
| Opportunist (Slots: 3) The Beast, Full Moon, Alpha: Become a Beast as the Brawler | + You deal 25% more damage to enemies who haven’t taken any yet. It can be really useful against regular enemies, especially on classes with burst damage or great AoE abilities, making it easy to one-shot your foes. - After the initial burst of damage, you deal 10% less damage for the rest of the fight, making it really bad against bosses. |
| Critical Overdrive (Slots: 3) Dink!: Hit a recursive critical strike (two crits in a row) | + You get a 100% crit chance for your first turn, along with a 25% damage boost for your critical strikes. Works great with classes that have a high burst damage attack that costs one energy, letting you delete an enemy. - Your overall damage is reduced by 15%, making it a significant downside for longer fights, but the burst damage usually makes up for it. |
| Overtime (Slots: 3) Taking Your Sweet Time: Defeat a boss after 12 or more turns | + Start with only 70% of your original damage, gaining back 10% for the first three turns. After that, you receive a 20% damage boost and one energy. Works great with classes that need some prep time, since you aren’t losing much damage in that case. - Only good when playing with other people because the fights will last longer, and not that useful on most classes. |
| Death's Dance (Slots: 2) Dragonslayer: Defeat the Bone Drake for the first time | + 30% of damage you take is dealt to you at the start of your next turn, and it can’t be lethal. Good for getting one extra turn, especially in solo runs. - Very situational, it might end up saving your run, or it might not do anything. |
| Honed Mind (Slots: 2) My Ordinary Life: Defeat Nedyak for the first time | + When you focus, you get a 15% damage boost and only take an additional 25% damage instead. Good for classes that want to set up or have high burst damage. - The debuff you get lasts for an additional turn. |
| Well Rested (Slots: 2) Long Rest: Get fully healed from an event | + You heal an extra 5 HP after each combat, which serves as consistent sustain. Shines in solo runs and if your party doesn’t have a healer. - While it can be great, there are many other ways for you to heal up, making it feel unnecessary at times. |
| Silvered Arms (Slots: 2) Will you prove worthy: Become a GloomStalker as the Ranger | + All your physical attacks instead deal force damage, and they scale with intellect. Amazing boon when you’re playing a GloomStalker because it lets you ignore dexterity and fully invest into intellect. - Doesn’t do much for other classes, except for some very specific builds. |
| Destined (Slots: 2) This Village Needs A Hero!: Defeat the Goblin Chief for the first time | + You deal 20% more damage, but all your stats get randomly distributed. Usable on most classes, but works best on ones that have a lot of burst damage. - The downside is very RNG-dependent, but can be offset with the right equipment. |
| Fortitude (Slots: 1) Bloodbath: Become a Rampager as the Warrior | + You take 20% less damage from status effects. A good boon that increases your survivability, which is especially strong against the Bone Drake. |
| Bulk Up (Slots: 1) Beefy: Have more than 100 max HP | + You start the run with 10 more HP, a great bonus for any class, but especially tanks. - The downside is that you lose initiative, so you act after most enemies. This can be brutal, but you can mitigate it with something like Alert. |
| Well Prepared (Slots: 1) P-Potion seller: Obtain the Potion Seller’s Masterpiece during the Potion Seller event | + You start the game with some useful consumables that can save you in a pinch. It’s nothing special, but it’s a great filler option to help you early in the run, if you have a spare boon slot. |
| Elven Skin (Slots: 1) Bixies: Become a Fey Wanderer as the Ranger | + You take 12.5% less force damage, which can be good on any class, but works best on tanks, like the Knight. |
| Trained (Slots: 1) Starting Out: Level up for the first time | + You start with three bonus stat points. Great boon for when you just start the game, essentially giving you a free level. - Easily replaced by other stronger boons once you unlock them. |
| Inconspicuous (Slots: 1) Nothing to See Here: Successfully pass a dexterity check during an event | + You get a 25% reduction in your aggro generation, which can be useful for the squishier classes. - Not really that needed of an effect, especially if you have a tank on your team. |
C Tier - Not Worth the Slots
These boons aren't really worth using; most of the time, you're better off with an empty boon slot than bringing one of these to your run.
| Boon & Unlock Method | Details |
|---|---|
| Divine Retribution (Slots: 3) For The Emperor: Become a Zealot as the Priest | + You get increased faith and holy damage, which is nice, but only really useful on a Zealot. - You get reduced healing, dark damage, and you receive more damage from enemies. Not really worth the downsides, considering they are way bigger than the upsides, plus you also lose a lot of your versatility, which is the best thing about Priests. |
| Flow State (Slots: 3) True Man's World: Defeat Two Gun Thomas for the first time. | + You gain a boost to your critical damage and dodge chance every time you successfully dodge, capping at 50 stacks, for a total of 30% Critical damage and 10% Dodge chance. - Not worth the boon slots, as it’s incredibly unreliable, considering your starting dodge chance is so low, you might never even trigger this effect. Combined with the 15% more damage you take from enemies, this is basically unusable as it is right now. |
| Natural 20 (Slots: 3) My Lucky Day: Successfully pass a luck check during an event | + Locks your crit chance at 5%, with no ways of raising it. Your critical strike damage starts at 200%, with every point of crit chance you get converted to critical strike damage. In other words, if you ever land a critical strike, the enemy will explode. - While it can lead to some pretty fun moments, most of the time it's just a massive disadvantage, with no real benefit for you. |
| Wild Ride (Slots: 2) I Want Off!: Defeat Mr. Bones for the first time | + Your damage done is randomized between 80-120% and damage received between 90-110% of the original value. - Nothing special really, just an unreliable gambling boon. |
| Cleansing (Slots: 2) Tree Hugging: Become a Druid as the Priest | + Whenever you heal, also reduce two stacks of any damage-over-time debuffs. It can be very effective against specific enemies in specific situations. - The 25% healing reduction is a very noticeable downside, making this boon not really worth it in my opinion, unless you pair it with something like Selfless Heart. |
| Ourpled (Slots: 1) Ourple: Get turned purple by the grandma in the Grandma’s House event | + You take 5% less necrotic and force damage. That’s it. - Very specific damage mitigation that isn’t even that high. There are way better boons that you could be taking. |
| Nobility (Slots: 1) Luh Gobbus: Pass the strength check in the event Busted Caravan | + You get 25% more gold from all sources. - You get 10% less max HP, which is a pretty big disadvantage, making it more difficult to survive the early part of the run, while the upside isn't even that great. |
An Average Campaign Boon Tier List FAQ
You earn it by playing the game, and you get more depending on how many stages you clear.
Unfortunately, there is not. Once you buy a boon, those resources are gone, so make sure you only purchase the stronger ones at the start.
Nope, you're stuck with five for now. They might change this in the future, but right now there's no way to upgrade the number of available slots.
We hope our An Average Campaign Boon Tier List helps you pick out the best boons for your characters and inspires you to try out some new combinations. For more content about this game, check out our An Average Campaign Class Tier List.