Create Demise Armor (5e Spell)
There may be some balance problems, use it under your own responsibility.
9th-level Necromancy | |
Casting time: | 4 hours |
---|---|
Range: | 15 feet |
Components: | V, S, M (A complete skeleton from a large or bigger creature, which are consumed) |
Duration: | Instantaneous |
You infuse the skeleton with arcane symbols and necromantic power threads, infusing it with a power beyond death. It then becomes a Demise Armor and you become its master. It is completely loyal to you, and will do whatever it takes to keep you alive, following every command you give it. You can act separately or, if its at least one size larger than you, put it on as the armor it actually is. Doing this will follow similar rules than those for mounts and will grant you some especial benefits.
If you act separately: It rolls its own initiative in combat and will follow any command you give it. You may telepathically communicate with it (no action required by you). If no command is given, it will defend itself to the best of its ability. If you leave the armor during combat, it acts after your initiative.
If you put it on: Entering and leaving the armor works as riding a normal mount. While on it, you count as a singular unit and act on your initiative:
- Use its movement speed.
- You can choose between your own actions and reactions or the armor's. You can't cast spells from 8th or 9th levels.
- You can use Shadow Stealth.
- Your AC is equal to the armor's or yours, whichever is higher.
- You share all your senses, resistances and inmunities.
- Damage from all sources hits the armor instead of you. If you recieve damage, substract it from the armor's HP. If its HP falls to 0, it's destroyed, you leave it and any excess damage carries to you. As long as the excess damage doesn't reduce your HP to 0, you aren't knocked unconscious.
However, a Demise Armor needs a constant supply of magic to keep working. Once every 24 hours, you must cast this spell again on it or the Demise Armor will become inactive until you do so. You can only have 1 Demise Armor active using this spell. Additionally, your hit points will be halved whenever the Armor is active. This reduction cannot be avoided. Your HP will return to normal after a short or long rest (and only if the armor is dormant or it has been destroyed).
Additionally, you can make it stronger by providing it with more magic. As an action while the armor is active, you may spend any number of spell slots to pay for one of the next effects, each spell slot gives X charges, where X is its level. Unused charges will be lost after your next short or long rest.
- Reform (14 Charges) The Demise Armor reforms in an unoccupied space within 30 feet of you and you take 4d8 necrotic damage. The Armor must have been destroyed in order to use this.
- Demise Aura (8 Charges) For the next 5 rounds at the beginning of the armor's turn, every creature within 30 feet which isn't a constructor or undead makes a Wisdom Saving Throw against your Spell Saving DC. On a fail, they take 4d8 necrotic damage and become frightened for the next 3 rounds. On a success, they take only half as much damage and aren't frightened. Undead in the affected area instead recover 2d6 hit points.
- Wings (7 Charges) The Demise Armor gains a flying speed of 40 ft. for the next 24 hours. You must be toching it in order to use this.
- Teleport (7 Charges) The Demise Armor appears in an unoccupied space within 30 feet of you. You don't even need to be in the same plane.
- Heal (X Charges) The Demise Armor is healed by Xd8 hit points. You must be at most 60 feet away from it in order to use this.
- Power Up (X Charges, as a Reaction to the Demise Armor attacking) The Demise Armor's next attack deals an additional Xd6 necrotic damage. You may use this after the attack roll, but not after you know whether it hits or not. You must be at most 60 feet away from it in order to use this.
Back to Main Page → 5e Homebrew → Spells → Warlock
Back to Main Page → 5e Homebrew → Spells → Wizard