Abjurer
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Abjurers are masters of magic that safeguards, banishes, and thwarts hostile magical creatures, spells, and effects. Known for their ability to reverse potent enchantments and combat extraplanar entities, Abjurers are sought out to reverse alien or aetherian incursions into the material plane and banish evil creatures.

Parent Class: Wizard


Table of Contents

Level 3

Scholar of Abjuration

School of Abjuration. You are a dedicated student of Abjuration magic. Abjuration is now one of your Mastered Schools of magic and you gain its benefits immediately. If Abjuration was already one of your Mastered Schools, you gain another Mastered School of your choice.

Mage Armor. You learn the Mage Armor spell if you don't already know it, and you can cast it on yourself at will without expending a spell slot.

Extra Spells. You also choose two Abjuration spells of 2nd-level or lower from the Wizard spell list to add to your Spellbook.

Arcane Ward

You can siphon residual abjuration magic to create an Arcane Ward around yourself. While not wearing armor, when you spend a spell slot to cast an Abjuration spell, you can siphon some of its residual power to cloak yourself in an Arcane Ward. Your Arcane Ward persists until you long rest or if you don any armor.

On creation, your Arcane Ward has a number of hit points equal to twice your Wizard level + your Intelligence modifier.

Whenever you take damage, your Arcane Ward takes it in your place. If your Ward is reduced to 0 hit points, you take any residual damage. While at 0 hit points, the magic of the Arcane Ward remains, but it cannot absorb any damage.

There are three ways for your Arcane Ward to regain its hit points if it's not currently at its maximum hit point value:

  • Whenever you expend a spell slot to cast an Abjuration spell, your Arcane Ward regains hit points equal to twice the level of the spell slot expended.

  • You can also use your bonus action to expend a spell slot and cause your Ward to regain hit points equal to twice the level of the slot expended.

  • Whenever you gain regular or temporary hit points, you can choose to instead heal your Arcane Ward for that amount.

You cannot heal your Arcane Ward above its maximum hit point value.

Once you create your Arcane Ward, you cannot create another until you finish a long rest.


Level 6

Projected Ward

You can use the power of your Arcane Ward to defend others. When a creature that you can see within 9 meters of you takes damage, you can use a reaction to cause your Arcane Ward to absorb that damage. If this damage reduces your Ward to 0 hit points, the original target takes any residual damage.


Level 10

Empowered Abjuration

Your knowledge of Abjuration magic allows you to utilize it better than most. You add and to your Spellbook if they were not already there. If you already had them in your Spellbook, you add one Abjuration spell of your choice that you can cast to your Spellbook for each that was there.

Whenever you make an ability check as part of either spell you can add your proficiency bonus to your roll and you roll with advantage.

Your Arcane Ward also gains resistance to all non-magical bludgeoning, piercing, and slashing damage.


Level 14

Master Abjurer

Your mastery over Abjuration magic has infused your mortal form with an innate magical ward. You have advantage on all saving throws against spells, and resistance to all damage dealt by spells.