Ferroplate
5th Edition
You conjure metal from the Plane of Earth, wrapping yourself in it for the duration of the spell. This armor is considered Medium Armor, though you are proficient in it and can cast spells in it as though your class granted that proficiency. Your base AC becomes 15 + your Dexterity modifier, to a maximum of AC 17.
While wearing the Ferroplate, you have disadvantage on Dexterity (Stealth) checks.
The armor appears to be made of the same metal as used for the material component of this spell. If a Spellcasting Focus or Component Pouch is used, it appears to be raw iron. You can dismiss this spell as a Bonus Action. If you use a chunk of metal worth at least the amount listed below, the spell consumes the material and gains a secondary effect dependent on the material used. You can only use a single material in this way, and you must cast this spell at a level equal to or higher than the minimum listed in the table below.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the AC instead equals 16 + your Dexterity modifier (maximum AC 18). When you cast this spell using a spell slot of 6th level or higher, the AC instead equals 17 + your Dexterity modifier (maximum AC 19).
| Material | Minimum Cost | Minimum Level | Effect |
|---|---|---|---|
| Lead | 25 gp | 2nd | You cannot be detected by Divination spells. |
| Copper | 25 gp | 2nd | You have Advantage on Initiative checks and can cast Shocking Grasp as a Bonus Action on your turn. |
| Silver | 100 gp | 3rd | You have Advantage on Saving Throws against being Frightened, and you gain Resistance to Negative Energy damage. |
| Electrum | 200 gp | 4th | The alloy hums with polar charge. You gain Resistance to Lightning damage. |
| Gold | 250 gp | 4th | You emanate a faint solar gleam. You shed bright light in a 10-foot Radius and dim light for an additional 10 feet afterwards. You gain 5 Temporary Hit Points at the beginning of each of your turns. |
| Cold Iron | 250 gp | 4th | You have Advantage on Saving Throws against being Charmed, and if a Fey creature hits you with an Unarmed Strike or Natural Weapon, it takes 1d6 Force damage. |
| Mercury | 250 gp | 5th | The armor ripples fluidly. You gain Resistance to Acid and Radiant damage. |
| Mithral | 500 gp | 5th | You do not have Disadvantage on Dexterity (Stealth) checks while wearing this armor. Additionally, when you take the Dodge action, you may Shift 10 feet. |
| Adamantine | 750 gp | 6th | Your armor is nearly indestructible. Critical hits against you become normal hits. |
| Platinum | 750 gp | 6th | Your armor is incredibly pure and stable. You gain Resistance to Positive Energy, Negative Energy, and Poison damage. When you would drop to 0 Hit Points, you may end this spell as a Reaction and drop to 1 Hit Point instead. |
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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