It makes sense to be a first level spell, and with it not being castable by sorcerers, that does eliminate the easily breakable part of sorcery points being spent to continue casting it. Frankly, I'd say this looks great overall. The one tweak I would make is specify Strength, Dexterity, and Constitution saves, as the mental ones don't make as much sense given the name/components/nature of the spell. I can totally see Paladins and Eldritch Knights using this, it would feel very on brand for them. I can imagine upcasting it to make it work for the other three types or even for other people too. (It might even work as a subclass feature - like an Armor Master fighter for example.)
It should be 3rd level at least since it is basically an automatic success on a saving throw against quite a wide range of spells, including many that impose conditions in addition to damage thus making it significantly more powerful than Absorb Elements which is already one of the most powerful 1st level spells in the game.
It should be 3rd level at least since it is basically an automatic success on a saving throw against quite a wide range of spells, including many that impose conditions in addition to damage thus making it significantly more powerful than Absorb Elements which is already one of the most powerful 1st level spells in the game.
I'm not sure it should be 3rd level. It might be worth making it 2nd level, but at 3rd level, you're getting spells like Fireball, and I'm not sure you'd want to give up a use of Fireball to avoid taking the brunt of a spell. Also, it doesn't protect against the half damage most AOE spell enact, so that's definitely a detriment.
Hello Everyone, I'm trying to make a spell for paladins, wizards, and clerics.
Steadfast Guard
1st level Abjuration
Casting Time: Reaction
Range: Self
Components: V, Material(armor or a shield)
Duration: instantaneous
When you make a saving throw against a damaging spell you may use your AC as the total instead of rolling.
Not sure what level this spell should be, i wanted it to be first but I'm not sure if the level is appropriate.
It makes sense to be a first level spell, and with it not being castable by sorcerers, that does eliminate the easily breakable part of sorcery points being spent to continue casting it. Frankly, I'd say this looks great overall. The one tweak I would make is specify Strength, Dexterity, and Constitution saves, as the mental ones don't make as much sense given the name/components/nature of the spell. I can totally see Paladins and Eldritch Knights using this, it would feel very on brand for them. I can imagine upcasting it to make it work for the other three types or even for other people too. (It might even work as a subclass feature - like an Armor Master fighter for example.)
I like this! I think you've got the right idea.
It should be 3rd level at least since it is basically an automatic success on a saving throw against quite a wide range of spells, including many that impose conditions in addition to damage thus making it significantly more powerful than Absorb Elements which is already one of the most powerful 1st level spells in the game.
I'm not sure it should be 3rd level. It might be worth making it 2nd level, but at 3rd level, you're getting spells like Fireball, and I'm not sure you'd want to give up a use of Fireball to avoid taking the brunt of a spell. Also, it doesn't protect against the half damage most AOE spell enact, so that's definitely a detriment.
Nice job on the spell, by the way!
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)