Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
S
Duration
Concentration 2 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

You focus raw magical energy to gain the properties to the point that you are as hard as . As a bonus action, you can harden your entire body, or just specific parts. When you harden yourself, at the end of each of your turns you must make a con save. The DC for this save starts at 0, and each turn you end while hardened the DC goes up. On a failure, you suffer a level of exaustion and de-harden. Hardening your entire body increases the DC by 2 for each round, while hardening specific parts increases it by 1 per round. The DC resets to 0 when you do not use your quirk for an hour. While your entire body is hardened, you gain DR against nonmagical bludgeoning piercing and slashing damage and your melee weapon attacks deal an additional 2d6 bludgeoning damage. When specific parts are hardened, you gain the increased melee damage but not the DR.

Level 2- You have advantage on the saving throw against your quirk.

Level 3- Ending your turn in full hardening causes the DC to increase by 1 and not 2. Partial hardening does not increase the DC.

Available For: Warlock (Legacy) Wizard (Legacy)

unsolved87

Comments

Posts Quoted:
Reply
Clear All Quotes