Adaptive Ward (5e Spell)
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This spell is an intended replacement for the Absorb Elements spell, and any feature or subclass that grants the Absorb Elements spell should grant this spell instead.
5e Spell
Adaptive Ward
1st-level transmutation
Casting Time: 1 Reaction, taken when a creature you can see within range suffers damage other than Psychic.
Range: 60ft
Components: V, S
Duration: 1 Round
Casters: Artificer, Druid, Sorcerer, Warlock, Wizard
You briefly transmute the target creature, changing its flesh into bone, crystal, stone, metal, or another applicable material. This grants it resistance to one damage type of your choice until the beginning of your next turn; This resistance cannot apply to Psychic damage, but otherwise applies against the triggering damage.
The damage type chosen must be a type matching the damage that triggered the spell - For example, if the triggering damage was a Divine Smite using a hammer, you could grant the target resistance to Bludgeoning or Radiant, but not Cold damage.
While the spell persists, each time the target is damaged by a creature within 5ft of it, that creature must make a Dexterity saving throw or suffer 1d6 points of damage. The type of damage dealt is the same type as the damage resistance granted to the target by this spell.
At Higher Levels. When cast using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Action Type | Other + |
Author | Zhenra-Khal + |
Canon | true + |
Caster | Artificer +, Druid +, Sorcerer +, Warlock + and Wizard + |
Component | V + and S + |
Identifier | 5e Spell + |
Level | 1 + |
Range | 60ft + |
Rating | Undiscussed + |
Scalable | true + |
School | Transmutation + |
Summary | A low-level reactionary Stoneskin, meant to replace Absorb Elements. + |
Title | Adaptive Ward + |