5e Barbarians: Path of Heroism (Heroic 5e Book 1)

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5e Barbarians: Path of Heroism (Heroic 5e Book 1)

5e Barbarians: Path of Heroism (Heroic 5e Book 1)

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Price: £9.9
£9.9 FREE Shipping

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Description

You become immune to necrotic damage, and you gain resistance to fire, cold, lightning, acid, poison, and radiant damage. Embrace Destiny You didn't choose this path, but it's yours to walk. And it will carry you into legend. You can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes: When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Zrin-Hala's gift is the power to create lightning. This dark gift allows its beneficiary to cast the Lightning Bolt spell as an action. After it has been used three times, the dark gift vanishes. Additionally, whenever a creature subjects you to a saving throw, such as a dragon's breath weapon or the feeblemind spell, they must roll a d20. They may add their proficiency bonus to the roll. If the total number is exceeded by your Armor Class, the action does not affect you. If the total number equals or exceeds your Armor Class, you make a saving throw as normal. Shami-Amourae's gift is the power of persuasion. This dark gift allows its beneficiary to cast the Suggestion spell as an action, and saving throws against the spell have disadvantage. After it has been used three times, the dark gift vanishes.This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. Potion of Animal Friendship As an action, you can unleash a petrifying wave of magic from your eyes in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature has the petrified condition for 1 hour. On a successful save, a creature is partially turned to stone and has the restrained condition. A restrained creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. While Heroism is not the best level 1 enchantment in DnD 5e, it is pretty powerful when you are in the first few levels of the campaign. Thanks to the fact that you (or your target) get a nice amount of extra hitpoints every turn, it is fantastic to buff against low-level monsters. At the start of your campaign, most creatures hit 1s, 2s, and a rare 3 or 4. Your Heroism hitpoint boost heals you almost all the way, and you can easily tank most hits of single combat encounters. Keep NPCs and team members from being frightened

You can cast Divination, requiring no material components and using your Intelligence as the spellcasting ability. Once you cast the spell three times, the charm vanishes from you. Charm of the Skull

Social

On bards, spending a 1st level spell slot to give your fighter or barbarian a bonus 3 hit points once per round when they’re hit (which is functionally what this does) can be solid. It obviously gets a lot better when you’re in longer, drawn out fights where an ally is taking moderate chunks of damage each round. In those cases, it can mitigate enough damage to keep a frontline fighter from going down, netting your team actions and resources in the long term.

You can conjure a concoction of nigh-unparalleled curative properties. Beginning at 18th level, as an action, you conjure a potion of silver liquid that fits in your hand. A creature who ingests the liquid restores all of their missing hit points, as well as gaining the following benefits: Just before the battle, you might want to use Heroism on your best frontliners. The use of Heroism in this context is quite obvious, but it is a good use, so it makes it to the list. Your frontliner (or target) will get the effect that it will no longer be frightened, and he or she will get a good amount of additional hitpoints when the buff is active. Stroll through the early gameYour will shall not be defied, and you shall not be deterred. Beginning at 15th level, you become immune to the blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, and stunned conditions. Additionally, spells and other magical effects cannot put you to sleep, and you become immune to the effects of exhaustion. The beneficiary of this dark gift the following flaw: "I like to bully others and make them feel weak and inferior." Dark Gift of Khirad, the Star of Secrets When determining which effects your admixture gains, roll 1d20 and use the result from the appropriate table to determine the effect. Risky Admixture

You call upon the darkness to extinguish hope. Beginning at 14th level, as an action, you invoke a shroud of night in a 1-mile radius centered on yourself. Hostile creatures that are not undead within the radius suffer the following detriments: You need to use your action during combat to cast Heroism: Casting it seconds before a battle is also a viable option to circumnavigate this mechanic. The two potions you combined into your admixture have an awful side effect; they produce a sleeping draught. In addition to the effects of both potions, you fall asleep for 1d4 hours. During this time, the only effect that can awaken you is heal or similarly powerful magic. Desynchronization

Compendium

Once you use this feature, you can't use it again until the start of your next turn. Glorious Defense If you choose to expend no gold pieces, you instead gain a number of gold pieces on a hit equal to the damage dealt. They appear in the closest unoccupied space to you. You can cast Mordenkainen's Magnificent Mansion, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. Charm of the Void You can cast Otiluke's Resilient Sphere, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. Charm of the Fates It is Shorty’s turn again, and she ends her concentration on Heroism to cast it again but with a higher-level spell slot. She uses one of her level-two spell slots to cast Heroism. According to the spell’s mechanics, casting Heroism using a higher-level spell slot allows the caster to target one more creature per level after level one.



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