Fuse Armor

Fuse Armor is a 2nd-level evocation available to Bard, Cleric, Sorceror, Warlock, Wizard.

Choose a manufactured metal object with movable parts, such as a drawbridge pulley or winch or a suit of heavy or medium metal armor, that you can see within range. You cause the object's moveable parts to fuse together for the duration. The object's movable aspects can't be moved: a pulley's wheel won't turn and the joints of armor won't bend. A creature wearing armor affected by this spell has its speed reduced by 10 feet and has disadvantage on weapon attacks and ability checks that use Strength or Dexterity. At the end of each of its turns, the creature wearing the armor can make a Strength saving throw. On a success, the spell ends on the armor. A creature in physical contact with an affected object that isn't a suit of armor can use its action to make a Strength check against your spell save DC. On a success, the spell ends on the object. If you target a construct with this spell, it must succeed on a Strength saving throw or have its speed reduced by 10 feet and have disadvantage on weapon attacks. At the end of each of its turns, the construct can make another Strength saving throw. On a success, the spell ends on the construct.

Mechanics

level:
2
range:
30 Feet
ritual:
false
school:
evocation
classes:
Bard, Cleric, Sorceror, Warlock, Wizard
duration:
Up to 1 minute
casting time:
1 bonus action
concentration:
true

Related entries

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6 same-category · 0 cross-category

Sources

  • Tome of Heroes·OGL-1.0a·© Tome of Heroes. OGL-1.0a. Via Open5e (open5e.com).
Last updated 6/19/2026·Tags: spell, evocation, bard, cleric, sorceror, warlock, wizard, concentration