Armor of Agathys 5e - D&D 5th Edition Spell Book

Armor of Agathys 5e DnD Spell
Armor of Agathys 5e Image

Armor of Agathys 5e Spell Effects

1st-level abjuration


Casting Time: 1 action

Range: Self

Components: V, S, M (a cup of water)

Duration: 1 hour


A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.


All information about Armor of Agathys 5e comes from the DnD Player's Handbook.

Armor of Agathys 5e

Classes That Can Cast Armor of Agathys 5e

Surprisingly, the only class in the Player's Handbook that may cast Armor of Agathys is the warlock. Through other game expansions, players may access a sorcerer and paladin subclass, along with the mark of warding dwarf, who may also cast the spell.



Armor of Agathys Spell Effectiveness

Healing and Damage 1st Level Spell 2nd Level Spell 3rd Level Spell 4th Level Spell 5th Level Spell 6th Level Spell 7th Level Spell 8th Level Spell 9th Level Spell
Temp. Healing 5 10 15 20 25 30 35 40 45
Damage 5 10 15 20 25 30 35 40 45
Average Fighter DPR 11 15 19 23 27 30.5 34 37.5 41

Calculations for Healing and Damage

Note that Armor of Agathys only provides temporary hit points, not actual healing. Furthermore, the cold damage dealt by Armor of Agathys only activates so long as the temporary hit points provided by the spell are still active. Finally, note that the DPR (damage per round) provided in the third row is a very rough, estimated calculation of damage, before factoring in the attack's hit chance - in an effort to best provide direct comparison of value.


Armor of Agathys Usefulness

Armor of Agathys 5e is both a temporary healing and damage spell. Players should use Armor of Agathys in the following circumstances:

  • Ideally, before any battles begin. Since Armor of Agathys 5e has a 1-hour duration, it's best used before danger shows up, to provide more actions during combat for casting other high-priority spells.
  • When fighting enemies with melee attacks. Since Armor of Agathys only deals cold damage to melee attackers, the spell loses half of its value against other spell casters or enemies who attack from a ranged distance.
  • Against enemies with cold vulnerability, to maximize damage dealt.
  • Against enemies who deal high amounts of damage. Healing after taking damage is a reactive approach to combat, whereas Armor of Agathys 5e proactively increases hit points in anticipation of difficult battles.
  • As a way to make a fragile (especially spell caster) character more durable.


Combine Armor of Agathys 5e with the Following Spells

Even though Armor of Agathys 5e admittedly has critical limitations to its effectiveness in certain circumstances, it can still be combined with other key spells to considerable effect:

  • Bless 5e: the bless spell has limitations of its own, though it does provide provide a +1d4 bonus to saving throws. Basically, since it reduces spell damage, it's useful to have in addition to the temporary hit points provided by armor of agathys.
  • Cause Fear 5e: since Armor of Agathys is intended to protect characters during battle, or dissuade enemies from attacking, cause fear can be a great supplement. If cause fear fails or its effect fades, then Armor of Agathys is still in place to help keep characters alive against enemy aggression.
  • Charm Person 5e: similarly, charm person may be used to prevent an enemy from attacking. Should the spell fail or its effect end, having a backup defensive spell is always valuable.
  • Cure Wounds 5e: if the temporary bonus hit points from armor of agathys get reduced and a character takes damage, having additional healing is always helpful.
  • Haste 5e: as with the bless 5e spell, haste provides additional protection in the form of +2AC, doubled movement speed, and advantage on Dexterity saving throws. The extra hit points from armor of agathys can help keep hasted characters alive even longer, particularly against difficult foes. 
  • Mage Armor 5e: consider mage armor a lesser version of the haste spell, effectively giving targets +3AC (depending on character builds, etc.). The more hit points a character has - such as from armor of agathys - the more time that bonus AC has to reduce damage taken.


Players should also be aware that temporary hit points cannot stack in DnD 5e. That means spells such as Aid 5e cannot give characters additional hit points, if they're already affected by spells or effects such as armor of agathys 5e.


Armor of Agathys 5e Counters

In all reality, armor of agathys 5e has lots of counters, making it probably a mid-tier spell at best. Though effects like Silence 5e can't be used to directly counter armor of agathys (in most cases) since the spell will probably most often be used prior to battle, there are still other options.


For example, the cold damage from armor of agathys only takes place if the attack that hits them is melee, and before the temporary hit points granted from the effect are depleted. So, if a character with armor of agathys is attacked from range - like with a bow and arrow, or spell - then no cold damage is dealt. Similarly, if melee characters just wait to attack a target who's benefiting from armor of agathys until those temporary hit points are somehow removed, then there's no danger of taking cold damage.


Finally, the biggest "counter" to armor of agathys is to actually deplete the temporary hit points. Consider spells like mage armor, for comparison. Mage armor's bonus to AC doesn't ever go away, at least until the spell's effect ends. So, if the character takes damage, then gets healing, mage armor is still fully in effect. Meanwhile, as soon as 5-damage per spell level is dealt to a character with armor of agathys, the effect fades. Healing doesn't "return" the effect, or provide more value. Basically, it's just about the easiest spell in the game to completely negate.

Armor of Agathys-Type Spells in Eternity TTRPG

I feel like most all great RPGs, whether they're a TTRPG or video game have some kind of frost shell. Which, you can imagine, is basically what comes to mind for me with armor of agathys.


In the Eternity TTRPG Game System - a tabletop game like DnD - there are several spell effects similar to armor of agathys. Below is one such example, which is probably the most similar type of spell.

Cryomancer Class Icon

Cryomancer - Core Class Spell

Glacial Shell (Magic): you are resistant to cold, and immune to ice damage (including ice damage from other cryomancers). Also, anyone who melee attacks you, roll +7Faith vs. Resilience, gives -2Speed for 1turn. “Glacial Shell” cannot Double-Hit or give a Block. Once this Spell is chosen it becomes a passive effect, always active, and cannot be dispelled.

  • (Frost Knight) You can now cast this Spell on other targets. You can instead choose to continually maintain this Critical for 1Inspiration (and 0Wisdom), per target other than yourself.
  • (Spells of Everwinter) You also gain +3Resilience, +3Dodge, and +3Will. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom).
  • (Elemental Ice) Gives -4Speed for 1turn. You can instead choose to continually maintain this Critical for 1Intelligence (and 0Wisdom). 


Though Glacial Shell doesn't deal damage, but rather lowers enemy Speed, it also only affects melee attackers. Similar to armor of agathys 5e though, it's also cold-themed, and intended to provide protection to the spell caster or their target(s). If used as a Critical, this spell can provide substantial protection either against melee attackers, or even against any attacking enemy.


Curious to learn more? Check out the Eternity TTRPG Core Game!

Share This Article

Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

“New Path of the Lich”
By Jacob Tegtman April 29, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=an8LlwVXGns Transcription Becoming a lich in D&D has – usually – been something reserved for villains. But in one of the latest Unearthed Arcana from early April, that line gets a little blurrier.  Really cool way that they approached this: there’s now a feat-based system that allows players to work toward lichdom for their characters, over time. So today, we’re going to walk through what becoming a Lich officially looks like—and whether it’s something you’d realistically use in a campaign. Because... you know... with the new D&D seasons releases, and Spring time being about the “horror genre,” nothing says “become a lich” like green trees and budding flowers. So, here we are! Welcome back to Eternity TTRPG—your go-to place for Dungeons & Dragons content, news, games, and updates. Today we’re looking at the Path of the Lich from the new Villainous Options playtest. To understand the system, it helps to start with the lore. A lich in D&D is a spellcaster who avoids death by binding their soul to an object—commonly called a phylactery, or in this case, a spirit jar. The process is intentionally grim. It involves creating that phylactery vessel, performing a ritual, and effectively dying—only to return as an undead being sustained by magic. Mechanically and narratively, liches are defined by two things: Their detachment from mortality And their dependence on that external object . Kind of like a horcrux, from Harry Potter. That phylactery is what makes a Lich difficult to destroy, and why they’ve historically been used as long-term antagonists, such as during one of my personal favorite adventures of all times: the original Tomb of Horrors. The Path of the Lich is part of a broader Unearthed Arcana release focused on “villainous” character options. Instead of a subclass, as a very interesting take on things, this is structured as a sequence of feats. Keeping the Lich path separate from any class means that no matter what you play as, you can make a Lich out of it! This means that your fighter, for example, could be a Lich, or your rogue (not that you’d ever play a rogue), and you can have that “undead character” without tying yourself to the traditional “Lich-as-a-spellcaster” archetype. The Lich progression looks like this: You begin by defining a Lich Rite , at any level, which is mostly narrative At level 4, you take Lich Initiate Between levels 5 and 11, you select at least one additional related feat, from the options of arcane restoration, transfer life, or undead grasp And then at level 12 or higher, you take Lich Ascension , to officially become a Lich So rather than a single transformation, your character goes through a gradual shift in both mechanics and tone, which is very based in D&D lore. The Lich Rite feat is worth discussing in some detail, even though it doesn’t have strict mechanical weight. This first feat in the Lich chain sets the narrative expectation for becoming a full-blown Lich, by providing the character with a sort of quest they must first complete, such as: Consuming a large number of souls Using magic to conceal yourself from the gods of death Brewing potions from slain foes Or severing your connection to any afterlife, entirely These aren’t small story beats. They really do imply a campaign where moral boundaries are actively being crossed—or at the very least, being questioned. So, before mechanics even come into play, there’s already a conversation to have at the table. Next, is the Lich Initiate feat. This is the foundation. You create your spirit jar , which functions as your anchor, the basis for your phylactery. You also gain Soul Siphon , allowing you to consume the soul of a defeated humanoid for a small damage boost. There’s also a risk component—if your spirit jar is destroyed, you suffer penalties until it’s replaced. You then choose how to build on your lich path with a third feat that improves soul siphon: Arcane Restoration lets you convert soul siphon uses into spell slot recovery Transfer Life turns soul siphon uses into temporary hit point bonuses for allies Undead Grasp adds a control option through paralysis These are fairly modular feats. They don’t radically change your role, such as by forcing you into becoming a full-fledged Lich spell caster, but they do add magical efficiency and utility depending on your build. Finally, at level 12, the transformation to Lichdom completes. You: Become Undead Gain resistance to necrotic and poison damage Get access to Fear without expending spell slots And gain a form of rejuvenation tied to your spirit jar That last point is the most significant mechanically. It introduces a conditional form of returning after death, assuming your phylactery remains intact. So, is the Path of the Lich actually worth taking? Mechanically, it’s solid. You’re getting: Incremental power increases Some resource flexibility And a strong late-game feature tied to survival But the bigger consideration isn’t mechanical—it’s contextual. This kind of progression assumes: A campaign that supports darker character arcs A group that’s comfortable with those themes And a DM willing to integrate the consequences of these morally very-dark-gray life choices In a more traditional heroic campaign, it may not fit at all. The path of the Lich feels less like a standard player option, and more like a tool for specific types of stories. If used carefully, it could support a long-term character arc focused on ambition, cost, and transformation. It allows players to experience some really interesting game mechanics that have long been reserved mainly for monsters or main campaign villains. If this feat path is used casually, it does risk feeling out of place—or undercutting the tone of the game. And let’s just remember, since it’s still Unearthed Arcana, parts of this entire path are also likely to change based on feedback. So the real question is: are you going to play a lich in your next campaign? Or do you think lichdom works better as something players confront… rather than become? Let me know in the comments. And if you want more D&D news and breakdowns like this, consider liking and subscribing. Thanks for watching!
“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
Gargoyles in armor stand on a stone roof at night under a blue moon
By Jacob Tegtman April 13, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OMnHDV9p7hk Transcription What if your next D&D character was carved instead of being born? And what if their entire purpose was decided the moment they were made? Welcome back to Eternity TTRPG. Today, we’re returning to Crooked Moon to explore the playable monstrous races that this awesome campaign setting provides. Next on list are the Stoneborn from Pholsense – I hope you’re ready, as this race is really fun.  Stoneborn are carved from – well, from stone – by the ruler of their land—and they’re brought to life through a divine force called the Silver Path. In Pholsense, Stoneborn don’t come from families. They literally start as blocks of stone. The ruler of the province, Archbishop Danton Alexandre Renault (a name you may have heard from some of my other Crooked Moon videos – particularly the ones based on specific adventures), oversees their creation. A body is carefully carved into shape—usually with wings and a humanoid form. So, think gargoyle statue. At some point during this process, the Silver Path—a divine power—brings that body to life. Based on the lore of Crooked Moon, we don’t really know exactly what “the Silver Path” is. It’s not like buried somewhere obscure, later on in the campaign book. I think it’s left open-ended so your group, or DM, can sort of play it up as they’d like. Mystery is, after all, a big part of the Crooked Moon setting. It’s worth starting here with the Stoneborn though because the Silver Path is the process of how this carved statue of stone awakens. The Silver Path is clearly stated in the lore as A divine force or guiding power associated with order, light, and purpose. In the Crooked Moon setting, whether you’re playing a Stoneborn or want to highlight them as a DM, the Silver Path functions as: A religious belief system (what people worship) – as the whole process of Stoneborn creation is either overseen, or even performed, directly by the Archbishop A real source of power (it actually does things, like awaken inanimate stone) And is a standard for morality (what’s considered “good” and “right” in the lands of Crooked Moon) In short, the Silver Path is the god-like force that defines “order and good” specifically within the lands of Pholsense. It’s also worth noting that the Silver Path is not described as a spell, and it’s clearly not some form of hidden technology. It is like a divine power. So, moving on, the Stoneborn are made of whatever stone they were carved from. That determines their color and texture. Their shapes can vary a lot, depending on their creator’s artistic choices. This means that your Stoneborn could be a gargoyle, like I mentioned before. But, they could also have features similar to animals, dragons, or angels. You can also have a lot of fun with it and mix different traits rather than having just one clear form. All Stoneborn do have wings, but they’re heavy. And they can fly—but just not quickly or easily. When it comes to the land of Pholsense it’s a strict and orderly place. Rules are taken seriously, and roles are clearly defined. Stoneborn are usually created to actually serve a very specific function within their society. Common roles include: Guards Enforcers of the law Or protectors of important places, such as religious buildings (perhaps even locations where the Silver Path takes place) Because they are created rather than raised, many Stoneborn strongly believe in following their assigned purpose. But – and this makes for great roleplay opportunities – not all of them agree with their assigned paths, forever. Some eventually start to question: Why they were made Whether their role in life is fair And whether the Archbishop—or the Silver Path—is always right Mechanically, Stoneborn are durable and flexible. They’re classified as Constructs. You can choose to be Small or Medium-sized. They also have a flying speed equal to half their normal movement. When it comes to abilities, Stoneborn come with: Argent Gleam Once per long rest, you can use a bonus action to choose one of two effects: 1) Path’s Grace You cast Bless without needing components. 2) Zealous Charge You take the Dash action, and your next attack deals an extra 2d6 radiant damage—even if the attack misses. Next, they have Silver Bulwark When you take bludgeoning, piercing, or slashing damage, You can use your reaction to gain resistance to those damage types until your next turn. And then lastly, Watchful Senses gives you proficiency in either: Insight Perception or Survival When it comes to roleplaying, Stoneborn characters are mainly about purpose. You might think about: Why your character was created Whether they still believe in their assigned purpose now And how they feel about the person who made them Some Stoneborn fully trust the system they come from. Others might not. You can also explore their relationship with the Silver Path: Do they see it as a real guiding force? Or just something they were told to believe in? Finally, Stoneborn don’t die of old age, in quite the same way as most creatures. After a long life—around 300 years—they physically break down and return to rubble. Personally, I think it would be kind of cool if they just permanently petrified, returning to their state before the Silver Path – almost like every Stoneborn graveyard isn’t just filled with creepy gargoyle statues like in most fantasy games... but the graveyard is the gargoyles... providing a glimpse into each stoneborn’s life, and what mattered to them. So what do you think? Would you play a Stoneborn, or have you played one already? And more importantly—Would you follow the Silver Path… no matter where it leads, or what it asks of you? Or would you be a black sheep among the gargoyles? Drop your thoughts in the comments below. I think next up I have planned to cover the Plagueborn. But if you have another Crooked Moon race on your mind that you want me to dive into, let me know. See you guys next time!
Show More