Magical Deflect (5e Spell)

From D&D Wiki

Jump to: navigation, search
Magical Deflect
1st-level Abjuration
Casting time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round


Enhance your reflexes to deflect melee weapons.

On your turn, you ready yourself for a melee attack, gaining one of the following benefits (your choice):

  1. You have a +2 bonus to your Armor Class until the start of your next turn.
  2. You have a +2 bonus to your Dexterity saving throws until the start of your next turn.
  3. Magical Parry: Until the start of your next turn, if someone attacks you, you can use your reaction to make a magical parry. Instead of using your Armor Class, make a melee spell attack roll. If your attack roll is lower than the opponents, you take damage as normal. If your roll is higher, you deflect the full damage of the attack. Additionally, if you roll a natural 20 on your attack roll, you knock the opponent's weapon out of their hands. The DM decides how far it flies and in what direction. If your roll is equal to the opponent's, make a Strength check contested by an opponent's Strength check. If you win, your opponent takes 1d4 of the weapons damage type, and if you lose, you take 1d4 of the same damage type.
ThadeiusVarrSnowskadi.jpg
Magical Deflect



Back to Main Page5e HomebrewSpellsBard
Back to Main Page5e HomebrewSpellsWarlock

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors