Origin
Majital: Detect Magic at will, Arcana proficiency, +1 int
Ruins Dweller: +2 to saves against spells, Investigation proficiency
Svirfneblin stats: +2 Int, +1 Dex
Quartermaster
Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Superior Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1 st-level spell slots.
Prepared Spells
Arcane Ward
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest.
The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier.
Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.
Divinity:
Wode: Proficiency in Stealth
Useful Numbers:
Prepared Spells: 12 [InM+WLv]
Spell slots available:
1st: 4
2nd: 3
3rd: 3
4th: 2
Spell Save DC: 15
Spell Attack: 1d20+7
Abjuration Ward: 2*Wizard Level + Int Mod HP
Short Rest:
-Arcane Recovery:
0.5*WizLevel(up)
Level Up!:
HP: 4 + Con(+2)
Spells: Learn 2 of SS's that you have
Sacred Spells:
Members of the the Mages Guild that are Wizards learn 2 spells from the Cleric Spell list of their choice. Members that are Clerics learn 2 spells from the Wizard spell list of their choice.
Spiritual Weapon
Death Ward
Abjuration Wizard Features
Abjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Arcane Ward: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spells magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it cant absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you cant create it again until you finish a long rest.
Projected Ward: Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Improved Abjuration: Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as
a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
Spell Resistance: Starting a t 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
Abjuration Sage
4th Level
Inner Strength. You are now proficient in constitution saving throws.
Veil of the Sage. A shimmering mystic veil of magic coats your body, granting you a permanent Mage Armor effect that provides a base AC of 13 + either your dexterity modifier or intelligence modifier. (your choice) Should this effect be dispelled it will automatically reapply at the end of your next turn.
8th Level
Aether Manipulation. As a bonus action, you can manipulate the Aether on the battlefield, causing specific effects depending on your Arcane Tradition feature. The number of uses will be determined below with all uses refreshing on a short or long rest.
Warding Aether. You gain a +2 bonus to AC until the end of your next turn, and any allies within 15 feet of you gain a +1 bonus to their AC for the same duration. Creatures affected by this AC also gain DR equal to their proficiency modifier against Non-physical damage. This ability has 4 uses.
Prestige 1:
Arcane Bolt (3). Starting at 4th level, you can use a bonus action to unleash a powerful bolt of astral energy. Make a ranged spell attack against a creature within 120 feet of you, dealing 2d4 + 2 astral damage for every four Wizard levels you possess. You can use this ability three times and regain expended uses when you finish a short or long rest.
Class/Racial Features & Traits