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

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As an action, you make a minor wish. When you do, you create the effects of a spell of 5th level or lower. The spell takes effect as part of this action and requires no spell components. Your Intelligence, Wisdom, or Charisma is the spellcasting ability for this spell (your choice). Once you use this charm, it vanishes from you. Charm of the Puzzle The potions produce a powerful transmutative effect that petrifies the drinker. Instead of both potions’ usual effects, you are petrified. Intoxicating Admixture

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 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 When you activate this charm, you can cast the Dispel Magic, False Life (3rd-level version), or Stinking Cloud spell. The charm vanishes after you activate it. Gruul Charm

When creating a hero, consider why you bear such strong beliefs, and the purpose for your endeavors. Was your family murdered before you by bandits who spared you on a whim, instilling you with a desire for retributive justice? Perhaps you were appalled by the unjust conviction of an innocent man, vowing to uphold justice whenever possible? Whatever your reason may be, all heroes aspire to uphold their vows and beliefs, regardless of what they may be, or at times, who may oppose them. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Potion of Clairvoyance

Fekre's gift is the power of spreading disease. This dark gift allows its beneficiary to cast the Contagion spell as an action. After it has been used three times, the dark gift vanishes. Challenges Are But Tests Every hardship serves to challenge your abilities and harden your resolve. You are the sworn defender of the future, protecting auspicious destiny and subverting cruel fate. Beginning at 20th level, after an 8-hour ritual during a long rest, you can reverse time by up to three months, travelling to a designated day in the past in the location of one of your Save Points. If you do not have any Save Points placed during that time, the DM may decide your location. You and any creatures you select retain their memories. You and the creatures you chose cannot be erased as a consequence of changing history. You can return yourself and your chosen creatures to the present day as a 4-hour ritual during a long rest. The present may be altered depending on your actions, however. The combination of potions used in your admixture has left your DNA somewhat mutable, allowing you to change your shape. Instead of one of your potions’ usual effects, you can shapechange, as the spell, for up to 1 hour. Species Reassignment As soon as this dark gift is received, one side of the beneficiary's face sags and loses all feeling. Dimir CharmThe beneficiary of this dark gift reeks of filth. Dark Gift of Great Taar Haak, the Five-Headed Destroyer

This charm allows you to use your reaction when you take cold damage to reduce the damage to 0. You regain a number of hit points equal to half the cold damage you would have taken. Once you do so, the charm vanishes from you. Charm of the Maimed Instead of both potion’s usual effects, you take 1d12 points of poison damage each round. At the end of each round you can stop the poison damage with a successful C 15 Constitution save. VulnerabilityYes, I think Heroism is a good level one spell in D&D 5e. It is especially great for spellcasters due to their relatively low HP, but it is not limited to them. I would recommend casting it on someone who the enemies might focus on. For example, if your Barbarian is in the front lines demolishing the enemy ranks, the spell slows down the enemy’s attempt to nip away at the Barbarian’s HP to zero. This charm grants you the benefits of a Ring of Feather Falling. These benefits last for 10 days, after which the charm vanishes from you. Charm of Heroism This charm allows you to give yourself the benefit of a Potion of Heroism as an action. Once you do so, the charm vanishes from you. Charm of Nine Lives

The potion’s effect causes tremendous damage to your body. You take 3d10 points of damage. Ramble Tonic

Is Heroism Good?

This charm allows you to cast the Conjure Animals spell (3rd-level version) as an action. Once used three times, the charm vanishes from you. Charm of Biting Cold Instead of both potion’s usual effects, rebuild your character as a member of a random race, as if you had died and were a willing target of the reincarnate spell. Spell Comprehension

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