D&D 5E Spell Idea: Endanger (formerly, Soften Armor )

CleverNickName

Limit Break Dancing (He/They)
What do ya'll think of this spell idea? Any critiques or adjustments I should make? Any game-breaking combinations I might not have thought of?

First Draft


Soften Armor
1st level Transmutation (Artificer, Druid, Wizard)
Casting Time: 1 action
Range: 30 feet
Components: VSM (a bit of putty)
Duration: Concentration, up to 1 minute
Your magic causes the armor and hide of a target to become brittle and soft, reducing the target's defenses for a short time. Choose one creature within range; that creature must make a Dexterity Constitution saving throw. If the save throw fails, the target's Armor Class is reduced by 1d4, to a minimum of 10.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the target's Armor Class is reduced by another 1d4 points for each slot level above 2nd, to a minimum of 10.
Second Draft


Endanger
1st level Transmutation (Artificer, Bard, Druid, Wizard)
Casting Time: 1 action
Range: 30 feet
Components: VSM (a bit of putty)
Duration: Concentration, up to 1 minute
Your magic reduces the defensive capabilities of a target: scales and hide becomes softer, metal plates become brittle, arcane force fields weaken, and reflexes slow under its power. Choose one creature within range. That creature must make a Constitution save or have its Armor Class reduced by your spellcasting ability modifier, to a minimum of AC 10.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may target an additional creature for each spell slot level higher than 1st.
 
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This does weird things with heavy armor. Minimum AC should probably be 10 + Dex mod. If the armor is so soft that it doesn't protect well anymore, then it probably doesn't restrict movement, either.

I would make higher levels effect additional targets. Fixed attack bonuses -- which is what this is -- shouldn't grow so high due to bounded accuracy. Said another way, you shouldn't be able to totally invalidate a character's investment into heavy armor with just one spell.
 

As anyone whose character has memorised Heat Metal knows, spells which rely upon you being up against a target that's wearing armour can be a little too specialised in practice. EDIT: Missed the "and hide" part.

And the base, 1st-level version of this spell is strictly worse than, say, Bless, which can provide a similar margin to the attacks of allies, plus to their saves.
 

This does weird things with heavy armor. Minimum AC should probably be 10 + Dex mod. If the armor is so soft that it doesn't protect well anymore, then it probably doesn't restrict movement, either.

I would make higher levels effect additional targets. Fixed attack bonuses -- which is what this is -- shouldn't grow so high due to bounded accuracy. Said another way, you shouldn't be able to totally invalidate a character's investment into heavy armor with just one spell.
This is good input. I tried to reflect the "doesn't restrict movement" by using a Dexterity save throw to resist the effect altogether. Comments in my previous thread about a 'touch AC' suggested using Dex saves to replace the usual (10 + Dex mod) mechanic.

It doesn't "totally invalidate a character's investment into heavy armor with just one spell," at least not at 1st level and not very reliably. You would have to spend a higher-level spell slot to totally invalidate armor...and honestly? If you're going to spend a 2nd level spell slot to attack someone in heavy armor, you'd probably go with Heat Metal instead. I intended this spell to be used against a high-AC creatures that don't wear armor (like a dragon).
 

What do ya'll think of this spell idea? Any critiques or adjustments I should make? Any game-breaking combinations I might not have thought of?

Soften Armor
1st level Transmutation (Artificer, Druid, Wizard)​
Casting Time: 1 action​
Range: 30 feet​
Components: VSM (a bit of putty)​
Duration: Concentration, up to 1 minute​
Your magic causes the armor and hide of a target to become brittle and soft, reducing the target's defenses for a short time. Choose one creature within range; that creature must make a Dexterity saving throw. If the save throw fails, the target's Armor Class is reduced by 1d4, to a minimum of 10.​
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the target's Armor Class is reduced by another 1d4 points for each slot level above 2nd, to a minimum of 10.​
(emphasis mine)

Something cannot be both brittle and soft, just FYI.

First, I would make it a CON save. DEX implies a dodge action, so unless your spell is a beam or something that hits the armor, CON makes more sense as it is used to resist physical effects IMO. shrug

Also, can this only affect manufactured armor or does it affect Natural armor as well? You mention hide, so I am inclined to think you mean natural armor as well...

I agree with other comments higher levels should affect more targets instead of more reduction in AC. After all, a 4th level version for 4d4 reduction would average a -10 to AC. This makes abusing GWM and SS almost a certain thing. Nothing should make those feats more certain IMO. Imagine an AC 22 dragon being AC 12??? Crazy. Go with multiple targets.

Finally, allow a repeated save to end the effect. Creatures that are affected by spells typically are allowed to repeat the save each round to end it, especially for a level 1 spell.

I think the concept is fine, I just think you need to tweak it. Hope it helps! :)

EDIT: one final bit: someone in magical armor should have advantage on the saving throw to resist it.
 

This might have odd interactions with any creatures whose 'armour' is also their external skeleton, in that it could cause the creature to collapse or maybe even kill it outright.

Otherwise, interesting idea. :)
 

I could see it being a cantrip with an attack roll, but only dropping AC by 1d4 for a number of rounds. Maybe 1d6 rounds. It starts a fight with one target lessened and allows for a few rounds which is about how long a fight lasts.
 

I think I need to take the word "armor" out of the title...it's giving everyone the wrong idea about what this spell is supposed to do. This is not a spell that targets armor; it targets armor CLASS. Maybe I should call it "soften" or "endanger."

The intent is that it would reduce the armor class of a target, that's all. It would reduce this AC regardless of whether that "armor" comes from the thickness of its hide, the hardness of its shell, the number of metal plates it has strapped on, the arcane strength of its forcefield, etc. I think that having the word "armor" in the title is creating a distraction.
 

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