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

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Players should know how a spell works before deciding to cast it on themselves or their allies. Learning how to use a spell can prepare players to use Heroism correctly. The beneficiary of this dark gift grows an extra eye somewhere on its body. The eye is blind and ever open. Dark Gift of Fekre, Queen of Poxes When you activate this charm, you can cast the Hold Person (3rd-level version), Command, or Counterspell spell. The charm vanishes after you activate it. Boros Charm Shami-Amourae's gift is the power of persuasion. This dark gift allows its beneficiary to cast the Suggestion spell as an action, and saving throws against the spell have disadvantage. After it has been used three times, the dark gift vanishes.

Savnok's gift is the power to shield the mind. This dark gift takes the form of a Mind Blank spell cast on the beneficiary. The spell has an extended duration of 1 year, after which the dark gift vanishes. Players must know the spell: Before casting a spell, make sure you know it and have it added to your castable spells (arsenal) list. The paragon of justice. The harbinger of righteousness. The model of integrity. The champion of light. A paradigm is known by many names, for their purity and strength of spirit is recognised by even the angels. They embody that which is good in the world, seeking to right wrongs and oppose injustice, for the presence of injustice anywhere threatens justice everywhere. The potions have unexpectedly imparted knowledge of a specific feat into your mind. Instead of one of the potions’ usual effects, for 24 hours you gain one randomly determined feat you could take. Good For What Ails You

Compendium

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:

You can target more creatures with Heroism if you use a spell slot higher than level one:For every level after one, you can have an additional target. For example, you can target three people with Heroism if you use a level three spell slot. You have travelled for much of your life, granting you a natural resistance to its effects. Beginning at 6th level, you become immune to the effects of exhaustion. Additionally, you can survive without food or drink for one month. Furthermore, you gain resistance to poison damage, and you have advantage on saving throws made against being poisoned.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

This charm allows you to regrow a lost appendage or organ, such as an arm, a foot, or an eye. After it is used once, the charm goes away. Charm of the Mirage As an action, you can unleash a petrifying wave of magic from your eyes in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature has the petrified condition for 1 hour. On a successful save, a creature is partially turned to stone and has the restrained condition. A restrained creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. You can cast Tasha's Hideous Laughter, 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 Key Usability: Heroism can be used effectively in almost every battle in the early game. The temporary hit points it gives targets are a massive boost, as it can keep party members in action longer without losing their whole HP bar. This charm allows you to cast the Darkvision spell as an action, no components required. Once used three times, the charm goes away. Charm of Feather Falling

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This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

Scales well: Using a higher spell slot increases the number of targets players can cast Heroism on. Think about it, if a party consists of four members and a player uses a 3rd-level spells slot, all three of the other players will be buffed by one spell. This charm allows you to cast the Hallucinatory Terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. Charm of the Slayer 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

Mighty Deed

A charm is a minor supernatural gift, which can be received in a large variety of ways. For example, a wizard who finds an eldritch secret in a dead archmage's spellbook might be infused with the magic of a charm, as might a character who solves a sphinx's riddle or drinks from a magic fountain. Legendary creatures, such as ancient gold dragons and unicorns, sometimes grace their allies with charms, and some explorers find themselves bearing the magic of a charm after discovering a long-lost location that is drenched in primeval magic. You can cast Major Image, 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 Gem 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 Enhance Ability (3rd-level version), Enlarge/Reduce, or Gaseous Form spell. The charm vanishes after you activate it. Vlagomir's Spark

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