Casting Time: 1 action
Components: V, S
Duration: 1 minute
Chaotic energy swirls around you, shrouding you in a barrier of light. You shed bright light up 20 feet and dim light for an additional 20 feet. Your AC increases by 2 for the duration, and ranged attacks made against you are made with disadvantage. Roll 2d8 and choose one of the d8s. The number rolled on that die determines what additional protection the chaotic energy grants you for the duration.
|1||You have damage resistance to acid and can move over difficult terrain with spending extra movement.|
|2||You have damage resistance to cold and the area within 30 feet of you is difficult terrain for each creature you choose.|
|3||You have damage resistance to fire and the first time on a turn a foe moves within 10 feet of you or ends its turn there, it takes 2d6 fire damage.|
|4||You have damage resistance to force and can’t be pushed or knocked prone. Additionally, you are immune to fall damage.|
|5||You have damage resistance to lightning and each time a creature makes a melee attack against you, it takes 2d6 lightning damage.|
|6||You have damage resistance to poison and are immune to the poisoned condition.|
|7||You have damage resistance to psychic and can’t have your mind read or altered. Additionally, you make Intelligence (Investigation) checks against illusions with advantage.|
|8||You have damage resistance to thunder and the first time in a turn a foe attempts to move within 30 feet of you, it must succeed on a Strength saving throw or be pushed 15 feet away from you and knocked prone.|
If you roll the same number on both d8s, you are immune to the magic missile spell for the duration and gain 2d10 + 20 temporary hit points.