In D&D 5e, putting on and taking off armor is usually a slow, tactical choice. According to the Player's Handbook Basic Rules, the official donning and doffing times are:
- Light Armor: 1 minute (10 rounds)
- Medium Armor: 5 minutes (50 rounds)
- Heavy Armor: 10 minutes (100 rounds)
- Shield: 1 Action (to don or doff)
To bypass these strict time constraints during a surprise ambush or a high-society infiltration, here is a balanced, 1st-level homebrew utility spell designed for 5th Edition (Any edition really) gameplay.
Instant Wardrobe
1st-Level Transmutation
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (a small brass button or an iron rivet)
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Wizard (DMs are encouraged to expand availability as they wish.)
You gesture sharply, and a flash of harmless, translucent arcane energy sweeps over your body. You instantly doff the armor, clothing, and carried shields you are currently wearing, and swap them with a different set of clothing or armor that you own.
The target outfit must be within 10 feet of you when you cast the spell (such as laid out on a bed, packed inside an open chest, or resting on an armor stand). The outfit you were originally wearing replaces the new outfit in its previous location, neatly arranged or packed.
If you use this spell to don a suit of armor, you are immediately and perfectly suited into it as if you had spent the full required donning time. This spell does not grant you proficiency with the armor you don; you still suffer all standard penalties if you lack the proper training.
Design Notes & Balancing
- Level 1 Choice: Making it a 1st-level slot prevents players from treating it as a free cantrip loop, meaning they have to expend a resource if they get caught sleeping without their heavy plate.
- Proficiency Check: It strictly maintains standard D&D 5e Armor Rules—if a pure Wizard uses this to instantly snap into Full Plate, they still cannot cast spells and will have disadvantage on Strength and Dexterity checks because they lack proficiency.
- Tactical Limitation: It requires the armor to be physically nearby (within 10 feet). It isn't pulling armor from a pocket dimension; it's simply a magical, instantaneous clothing swap.


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