Trandir
2021-02-23, 01:45 PM
Third draft:
Armor of Valor
2nd lv abjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
A protective magical armor surrounds you and allows you to withstand moderate dangers. After you cast this spell choose two of the following benefits, you gain those benefits until the spell ends:
- You gain 5 temporary hit points at the beginning of each of your turns, which are lost when the spell ends.
- You gain a +2 bonus to AC.<
- You have advantage on Constitution saving throws.
- Your attacks deal an extra 1d4 radiant damage on a hit.
Armor of Glory
4th lv abjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
A protective magical armor surrounds you and allows you to withstand glorious dangers. After you cast this spell you gain the following benefits until the spell ends:
- You gain 15 temporary hit points which are lost when the spell ends.
- You gain a +2 bonus to AC.
- You have advantage on Constitution saving throws.
- Your attacks deal an extra 1d4 radiant damage on a hit.
Classes to decide
Any suggestion to better balance it?
Armor of Valor
2nd lv abjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
A protective magical armor surrounds you and allows you to withstand moderate dangers. After you cast this spell choose two of the following benefits, you gain those benefits until the spell ends:
- You gain 5 temporary hit points at the beginning of each of your turns, which are lost when the spell ends.
- You gain a +2 bonus to AC.<
- You have advantage on Constitution saving throws.
- Your attacks deal an extra 1d4 radiant damage on a hit.
Armor of Glory
4th lv abjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
A protective magical armor surrounds you and allows you to withstand glorious dangers. After you cast this spell you gain the following benefits until the spell ends:
- You gain 15 temporary hit points which are lost when the spell ends.
- You gain a +2 bonus to AC.
- You have advantage on Constitution saving throws.
- Your attacks deal an extra 1d4 radiant damage on a hit.
Classes to decide
Any suggestion to better balance it?