Rim Arc Armor
Level 1 Abjuration (Artificer, Sorcerer, Warlock, Wizard)
Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (a shard of glass or stone scarred by a Rim Arc)
Duration: 1 Hour
Crackling rims of void-charged frost and glassy shards race across your body, forming a jagged shell of translucent, Rift-scarred armor. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, it must make a Dexterity saving throw. On a failed save, the creature takes 1d4 Force and 1d4 Necrotic damage. On a successful save, the creature takes half as much damage. The spell ends early if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Force and Necrotic damage both increase by 1d4 for each spell slot level above 1.
Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (a shard of glass or stone scarred by a Rim Arc)
Duration: 1 Hour
Crackling rims of void-charged frost and glassy shards race across your body, forming a jagged shell of translucent, Rift-scarred armor. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, it must make a Dexterity saving throw. On a failed save, the creature takes 1d4 Force and 1d4 Necrotic damage. On a successful save, the creature takes half as much damage. The spell ends early if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Force and Necrotic damage both increase by 1d4 for each spell slot level above 1.

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