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

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Taar Haak's gift is great strength. This dark gift grants its beneficiary the benefit of a Belt of Fire Giant Strength. This benefit lasts for 10 days, after which the dark gift vanishes. 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

You have embraced the darkness. You can see normally in both non-magical and magical darkness up to 120 feet. Additionally, you can cast the darkness spell without expending MP, even when you are below the required level. Failing a Constitution saving throw after receiving damage (you need to make this throw every time you receive damage while concentrating). When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. Potion of FlyingYou 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:

While this charm lasts, you can use an action to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of you. The effect lasts for 3 days, after which the charm vanishes from you. Charm of Vitality Heroism is one of those spells that players either hate or love. Some players might find it useless, while others can’t even play their favorite class without it. The potions’ strange interactions has temporarily awakened your latent psic powers. Instead of one potion’s usual effects, you gain the telepathy universal creature rule with a range of 60 feet, except you can only communicate with creatures that you share a language with. If you already have telepathy, the range of your existing telepathy doubles instead. This lasts for 1d4 weeks. Toxic Admixture The beneficiary of this dark gift becomes twitchy and nervous, and also gains the following flaw: "I can't give a straight answer to any question put to me." Dark Gift of Yog the Invincible Being immune to the “Frightened” condition may seem insignificant at first glance. In the Monster Manual alone, 51 out of 450 creatures can inflict someone with the condition through their actions, reactions, and more, which is roughly 11% of the total monsters. However, it is a tool that becomes incredibly handy when the situation arrives. Also, these monsters are not too uncommon.Sykane's gift is the power to raise the recently deceased. This dark gift allows its beneficiary to cast the Raise Dead spell as an action. After it has been used three times, the dark gift vanishes. Dahlver-Nar's gift is the power to live many lives. Upon receiving this dark gift, the beneficiary instantly reincarnates when it dies, as though it was the target of a Reincarnate spell. The new body appears within 10 feet of the old one. After it has been used three times, the dark gift vanishes.

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: If the target already has the frightened condition, casting Heroism on them would remove the effect and provide them with the benefits of Heroism. Final Thoughts, Zantras's gift is power that comes from great presence and force of personality. This dark gift increases the beneficiary's Charisma by 4, up to a maximum of 22.When you activate this charm, you can cast the Bestow Curse or Fear spell. Alternatively, when a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to have it drop to 1 hit point instead. The charm vanishes after you activate it. Rakdos Charm 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. You take a defensive posture. As an action, you can expend 1 SP to reduce all incoming damage taken by half, rounded down, until the start of your next turn. If you are equipped with a shield, you can utilise this feature as a bonus action.

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