Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
V
Duration
Until Dispelled
School
Enchantment
Attack/Save
CHA Save
Damage/Effect
Additional

Armament magic is the ability to increase your offensive and defensive capabilities, allowing you to coat your body with magic to create a second skin that acts as armor and increases your attack potency. In addition, you gain the ability to imbue the magic into weapons of your choice as well in your fists to enhance the unarmed strikes. This magic was developed by warriors seeking answers to overcome stronger foes without having to sacrifice their warrior mentality.

Abilities

  • Hardened skin(Add a 1d8 at LVL 6, then 1d8 for LVL 8, 12, 16, and 20 for a total of 5d8 damage reduction)
  • Immune to Charmed, Frightened, Petrified
  • Unarmed strikes now do 2d6

When you coat your weapons or fists with magic, you can choose what damage type to cover them, and they do an extra 1d6. At high levels, you gain an additional 6d at level 10, level 14, and level 18, with a total of 4d6.

  1. Acid
  2. Cold
  3. Fire
  4. Force
  5. Lightning
  6. Necrotic
  7. Poison
  8. Psychic
  9. Radiant
  10. Thunder

Previous Versions

Name Date Modified Views Adds Version Actions
10/25/2022 3:39:25 AM
2
0
4
Coming Soon

Spell Tags: Buff Combat Compulsion

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Warlock (Legacy) Wizard (Legacy) Druid (Legacy) - Circle of the Moon (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

Durin_thotSlayer

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