Abjurer

Abjurers emphasize magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
  Abjurers are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Forbidden Schools

1st-Level Wizard (Abjurer) Feature
  As an abjurer, you are barred from Illusion magic and one other school of your choice. As such, you cannot learn or cast spells of these schools unless it is also of the school of abjuration. Alternatively, you can choose three schools which are considered your forbidden schools. You cannot choose universal magic or abjuration as forbidden schools.

Abjuration Savant

1st-Level Wizard (Abjurer) Feature
  Choose one common 1st-level Abjuration spell from the Wizard spell list and add them to your spellbook for free.
  In addition, whenever you gain access to a new level of spell slots from this class, you can add one Abjuration spell from the Wizard spell list to your spellbook for free.
  Additionally, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward

1st-Level Wizard (Abjurer) Feature
  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 hit points 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.

Projected Ward

6th-Level Wizard (Abjurer) Feature
  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 creatures takes any remaining damage.

Improved Abjuration

10th-Level Wizard (Abjurer) Feature
  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 can add your proficiency bonus to that ability check.

Mystical Resistance

14th-Level Wizard (Abjurer) Feature
  You have advantage on saving throws against spells and psionics.
  Furthermore, you have resistance against the damage of spells and psionics, as well as spell-like and psi-like abilities.

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