Robe of Shards
Deep Magic: clockwork You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of flying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.
Classes
slugrobe-of-shards
higher_level
page
rangeSelf
target_range_sort0
componentsV, S, M
requires_verbal_componentsYes
requires_somatic_componentsYes
requires_material_componentsYes
material
can_be_cast_as_ritualNo
duration1 Minute
requires_concentrationNo
casting_time1 action
level_int6
spell_level6
schoolabjuration
dnd_classWizard, Warlock, Sorceror
archetype
circles
document__slugdmag-e
document__titleDeep Magic Extended
document__license_urlhttp://open5e.com/legal
document__urlhttps://koboldpress.com