Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect

You conjure a magical suit of glass armor
over your existing armor and apparel for the duration.
The glass armor appears in any color and style you choose.
If you are wearing heavy armor, you have disadvantage
on attack rolls as the bulk of the glass armor on top of the
heavy armor limits your range of movement. Until this
spell ends, your AC increases by 3 and you have advantage
on saving throws against spells and effects that would
alter your form.


When you cast this spell, the armor has a number
of charges equal to your spellcasting ability modifier.
Whenever you take cold, fire, lightning, or poison
damage, you can use your reaction to expend a charge
and reduce that damage to zero. The spell ends early if all
charges are expended.


If you take thunder damage while wearing this glass
armor, you must make a Constitution saving throw as if
you were concentrating on a spell. On a failed save, this
spell ends, as the glass armor shatters from the thunder
damage.

* - ((a glass marble inlaid with silver worth at least 50 gp))

Available For: Bard (Legacy)

DarthTrunks

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