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)

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Description

When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it. Potion of Poison

The potions react to one another in a manner that purges harmful effects from your body. Instead of one of the potions’ effects, you are affected by a heal spell. Shape Shifter

Glorious Defense

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. 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: 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 No material components are needed to cast the spell; however, before you cheer, it is a concentration spell. Spell description As an action, you can touch a nonmagical object, or a section of a larger nonmagical object, that fits in a 5-foot cube. The target is reduced to dust. Once used three times, the charm vanishes from you. Charm of the Comet

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 FormCombatting 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.

Additionally, while your wings are visible, friendly creatures within 30 feet restore 2d12 hit points at the beginning of each of their turns. Furthermore, they gain a bonus to their movement speed equal to half of your walking speed.As an action, you can summon two bearded devils. The summoned devils appear in unoccupied spaces within 60 feet of you, obey your commands, and can’t summon other devils. The devils take their turns immediately after yours on the initiative count. A summoned devil remains for 10 minutes, until it or you die, or until you dismiss one or both summoned devils as an action. Once used three times, the charm vanishes from you. Charm of the Fool You can cast Mislead, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you. Charm of the Sage Within you lies a pool of raw magical power, which can be harnessed through your willpower. Your spellcasting ability is Charisma, as your spells are channelled through the projection of your will. You know a number of cantrips equal to your Charisma modifier. Additionally, you know two 1st-level spells of your choice. You learn an additional spell of your choice whenever you gain a level in this class. The spell's level cannot exceed half of your Hero level, rounded up. You can choose a spell to learn from any spell list. You cast spells through the utilisation of Magic Points, also known as MP, which are reservoirs of pure magical energy. Your total number of MP is determined by your hero level, as displayed under the Magic Points (MP) column of the Hero table. The MP required to cast a particular spell equals the spell's level. For example, the Fireball spell would require 3 MP. Additionally, you can raise the spell level of a spell you cast by expending one additional MP for each level, but the level cannot exceed half of your hero level, rounded up (e.g. a 5th-level hero could expend 3 MP to cast a 3rd-level Burning Hands spell). Additional spellcasting information is displayed below:



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