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

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When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Potion of Gaseous Form

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 The spell can be cast using Somatic and Verbal components, meaning players don’t struggle to find specific material components. How Does Heroism Work? The tenets of the Oath of Heroism reflect a paladin's commitment to fulfilling their calling as a hero worthy of legend. This charm allows you to give yourself the benefit of a Potion of Vitality as an action. Once you do so, the charm vanishes from you. Dark Gift of Dahlver-Nar, He of the Many Teeth You protect your allies with the light of resolve. Beginning at 6th level, friendly creatures within 30 feet gain a bonus to their Armor Class, as well as to all saving throws, equal to half your proficiency bonus. Additionally, all incoming damage they take is reduced by an amount equal to your Armor Class.

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The beneficiary of this dark gift gains the following flaw: "I won't take no for an answer." Dark Gift of Zrin-Hala, the Howling Storm Failing a Constitution saving throw after receiving damage (you need to make this throw every time you receive damage while concentrating). Therefore, players can cast Heroism on themselves; just be aware that taking damage will still cancel the spell. Does Heroism Remove the Frightened Condition? A mishap with your admixture has caused you to partially tumble outside time. Instead of one of the potions’ effects, you are slowed for 10 minutes as the slow spell. Eureka Moment 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

An evil-aligned creature that is reduced to 0 hit points by this feature must make a Wisdom saving throw. On a failed save, they must make another Wisdon saving throw. If the creature bears Legendary Resistance or a similar feature, they cannot automatically pass these saving throws. A creature who fails both saving throws ceases to be evil-aligned: a Neutral Evil creature becomes Neutral Good, a Lawful Evil creature becomes Lawful Good, and a Chaotic Evil creature becomes Chaotic Good. A creature who passes either of the Wisdom saving throws succeeds both. Norganas's gift is the power to turn life into undeath. This dark gift allows its beneficiary to cast the Finger of Death spell as an action. After it has been used three times, the dark gift vanishes. When it vanishes, the beneficiary must succeed on a DC 15 Constitution saving throw or drop to 0 hit points.

Oath of Heroism Spells

You are immune to the effects of extreme cold, as described in the Dungeon Master's Guide (though you gain no protection from cold damage). Allies within your presence are invigorated by your determination. Beginning at 13th level, you and friendly creatures within 30 feet gain a bonus to all rolls equal to your Charisma modifier. Additionally, they gain resistance to necrotic damage. As soon as this dark gift is received, one side of the beneficiary's face sags and loses all feeling. Dimir Charm 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

This charm has 3 charges. As an action, you can expend 1 of the charm's charges to gain the following benefits for 24 hours: Fate has selected you as its herald. The path that lies before you, however, is your own, so long as you fight for your beliefs. Choose between the Paradigm, the Wanderer, and the Dark Lord, all detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, 14th, and 18th level.

Channel Divinity

The beneficiary of this dark gift gains the following flaw: "Fire terrifies me." Dark Gift of Drizlash, the Nine-Eyed Spider Yrrga's gift is the power of true seeing. This dark gift grants its beneficiary the benefits of truesight out to a range of 60 feet. These benefits last for 30 days, after which the dark gift vanishes. 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. This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Create Food and Water spell, requiring no components. Once all its charges have been expended, this charm vanishes from you. Charm of Cold Resistance Throughout most of the early campaign, your party will be almost unstoppable. Just don’t make the DM too mad! Common Questions

The component potions combine to give rise to new life, a symbiont that bonds to your body for its short lifetime. Instead of the potions’ effects (chosen randomly), you gain a +2 bonus to one of your ability scores, as shown on Table: Helpful Admixtures, for 1d4 days. Telepath Heroism is a great way to assume the role of the tank because it gives temporary HP at every start of the target’s turn. If the enemy is slowly chipping away your or your friend’s HP, the temporary HP granted by Heroism can soak up some of its damage. It slows down the enemy’s attempt to make you unconscious.The beneficiary of this dark gift must eat bones or grave dirt to survive. At dawn, if the creature has not eaten at least 1 pound of bones or grave dirt in the past 24 hours, it dies. Dark Gift of Vaund the Evasive Answer: Yes, Heroism removes the “Frightened” condition from its target in D&D 5e by making them immune to it. Immunity to a condition means that enemies cannot impose the condition on someone with immunity. Heroism grants this immunity for up to one minute, which is ten rounds in combat. However, the spellcaster must focus on the spell to keep its effects for one minute. Conclusion: Is Heroism a good spell in D&D 5e? The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you're ready when destiny calls. Tenets of Heroism When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away. Charm of Restoration The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).

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