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

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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. 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: If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. Potion of Resistance 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 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

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 You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Potion Miscibility (3pp) Once you use this feature, you can't use it again until the start of your next turn. Glorious DefenseThese effects last for 24 hours. After using this feature, you cannot utilise it again until you finish a long rest. 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 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 Note: If the spell ends, the target will lose any remaining temporary hit points given to them by Heroism The beneficiary of this dark gift gains an extra finger on each hand, as well as the following flaw: "I can't get enough pleasure. I desire others to create beauty for me at all times." Dark Gift of Sykane, the Soul Hungerer

When you activate this charm, you can cast the Aura of Vitality or Conjure Animals spell. Alternatively, as an action, you can give up to three creatures of your choice within 30 feet of you resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. The charm vanishes after you activate it. Simic Charm Heroism is a solid early-game spell that can turn the tides of battle when things look grim. Benefits of Heroism As a bonus action whilst wearing the mantle, you can meld into the shadows, becoming invisible. You are invisible to all creatures except those who can see normally in magical darkness. Your invisibility remains for 10 minutes, or until you disable it as a bonus action. 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. A simple touch of the Heroism spell imbues its target with the bravery needed to face a greater foe. They become more resilient to the incoming flurry of swords and blows like a proper champion who will not easily bow down to danger. If you want to be a better hero, or if you want your friends to be better heroes, the Heroism spell might be for you. This Heroism 5e guide will help you understand more about this spell. Bottom Line Up Front: What is Heroism in D&D 5e?Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. Philter of Love 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 beneficiary of this dark gift the following flaw: "I like to bully others and make them feel weak and inferior." Dark Gift of Khirad, the Star of Secrets

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