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
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Description

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 Combatting injustice requires swift action, which you excel at. Beginning at 3rd level, you gain a bonus to your Initiative rolls equal to your proficiency bonus. 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).

As an action, you can summon two neutral good knights that are Celestials instead of Humanoids. The knights appear in unoccupied spaces within 60 feet of you and act as your allies. They take their turns immediately after yours on your initiative count. The knights remain for 10 minutes, until they or you die, or until you dismiss one or both of them as an action. Once used three times, the charm vanishes from you. Charm of the Moon Embrace Destiny You didn't choose this path, but it's yours to walk. And it will carry you into legend. Instead of both potions’ usual effects, your size category changes to Tiny for 1d8 days. Instant StatueDelban's gift is the power to unleash deadly cold. This dark gift allows its beneficiary to cast the Cone of Cold spell as an action. After it has been used seven times, the dark gift vanishes. Until it vanishes, the beneficiary also gains the benefits of a Ring of Warmth. 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 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

Until the spell ends, the target is immune to the frightened debuff, gaining temporary hit points equal to your spellcasting ability modifier calculated at the start of each turn.Additionally, you can cast the heroes' feast spell without expending MP or material components. You must finish a long rest before you can utilise this again. Material Strike For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. Potion of Invisibility You must touch the Heroism spell’s target: Touching someone upon casting this spell will give them the effects of Heroism.

When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. Potion of Climbing Heroism is a solid early-game spell that can turn the tides of battle when things look grim. Benefits of Heroism 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.

Hone the Body Like raw stone, your body must be worked so its potential can be realized. Oath Spells



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