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

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The reagents within the admixture’s component potions produces a violent chain-reaction within your body that magically alters your Dna, transforming you into a different kind of creature. 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 The creature is now immune to being frightened and has a temporary hit points boost equal to your spellcasting modifier at the start of each turn. When determining which effects your admixture gains, roll 1d20 and use the result from the appropriate table to determine the effect. Risky Admixture

You have mastered the art of creating food with pure magical energy. Beginning at 10th level, you can cast the create food and water spell without expending MP. The food and water become exceptionally flavorful, and the food does not spoil. You must touch the Heroism spell’s target: Touching someone upon casting this spell will give them the effects of Heroism. The component potions react violently inside of your body, causing you to spontaneously burst into flame. Instead of both potions’ usual effects, you take 2d6 points of fire damage each round. At the end of each round you can stop the fire damage with a successful C 15 Constitution save. Symbiotic Booster Hone the Body Like raw stone, your body must be worked so its potential can be realized. Oath Spells 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 CometThe potions you used in your admixture react in unusual ways, granting you a limited reservoir of magical power. Instead of one or both of the potions’ effects (your choice), you gain an innate spell. The innate spell is usable once per day, uses your level as the spell’s caster level, and can replicate any cleric, druid, or wizard spell of your choice with a spell level no greater than ¼ your character level. Spontaneous Combustion Embrace Destiny. You didn't choose this path, but it's yours to walk. And it will carry you into legend. When you activate this charm, you can cast the Crown of Madness, Hellish Rebuke, or Shatter spell. The charm vanishes after you activate it. Selesnya Charm 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

As an action, you create a spray of 4d10 gems in a 30-foot cone originating from you. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes an amount of bludgeoning damage equal to the number of gems created. On a successful save, a creature takes half as much damage. The gems remain after the effect ends, and each one is worth 10 gp. Once used three times, the charm vanishes from you. Charm of the Jester

Oath of Heroism Spells

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. They reduce all incoming damage taken by an amount equal to your Hero level + your Charisma modifier.

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