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Abjuration School: Difference between revisions
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HeliusNine (talk | contribs) →Subclass Features: Mentioned the rules change from 5E with arcane wards. |
Moved comments about 5E into notes and trivia section - should be kept separate from the in-game mechanical description |
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** The ward has a maximum of <code>(2 × Wizard Level) + Intelligence Modifier <span style="color:mediumturquoise">hit points</span></code> and absorbs all damage done to you. When it is reduced to 0 [[Hit Points]], you take the remaining damage, but the magic remains. | ** The ward has a maximum of <code>(2 × Wizard Level) + Intelligence Modifier <span style="color:mediumturquoise">hit points</span></code> and absorbs all damage done to you. When it is reduced to 0 [[Hit Points]], you take the remaining damage, but the magic remains. | ||
** Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of <span style="color:mediumturquoise">Hit Points</span> equal to twice the level of the spell. | ** Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of <span style="color:mediumturquoise">Hit Points</span> equal to twice the level of the spell. | ||
== Notes and Trivia == | |||
** | * As of Patch 9, the additional <span style="color:mediumturquoise">Hit Points</span> given are granted via the [[Hit Points#Temporary Hit Points|<span style="color:#33cccc">Temporary Hit Points</span>]] Mechanic. As such, it functions [[D&D 5e Rule Changes|differently than from DnD 5E]]:<!-- Probably move this to its own trivia section If this rules change is reversed or otherwise modified in the full release --> | ||
** In 5E, the HP provided by arcane ward is considered it's own HP pool, and does not interfere with Temporary Hit Points. Meaning, A wizard could, for example, cast False Life, before or after gaining Arcane Ward. And benefit from both effects. | |||
** In 5E, the fact that Arcane Ward is its own HP pool also means the wizard would not need to do a saving throw to maintain concentration, if the ward absorbed all damage. In cases where the damage goes through, the challenge of such a saving throw is likewise diminished due to the reduced "actual" damage taken. |
Revision as of 07:49, 30 July 2023
Abjuration spells summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others.
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Subclass Features
Level 2
- Abjuration Savant: Halves the cost to learn Abjuration spells from Spell Scrolls. Learning these spells will only cost
25gp
per spell level. Arcane Ward: Once per day, when you cast an Abjuration spell of 1st level or higher, you can use a strand of the Spell's magic to create a magical ward that lasts until your next Long Rest.
- The ward has a maximum of
(2 × Wizard Level) + Intelligence Modifier hit points
and absorbs all damage done to you. When it is reduced to 0 Hit Points, you take the remaining damage, but the 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.
- The ward has a maximum of
Notes and Trivia
- As of Patch 9, the additional Hit Points given are granted via the Temporary Hit Points Mechanic. As such, it functions differently than from DnD 5E:
- In 5E, the HP provided by arcane ward is considered it's own HP pool, and does not interfere with Temporary Hit Points. Meaning, A wizard could, for example, cast False Life, before or after gaining Arcane Ward. And benefit from both effects.
- In 5E, the fact that Arcane Ward is its own HP pool also means the wizard would not need to do a saving throw to maintain concentration, if the ward absorbed all damage. In cases where the damage goes through, the challenge of such a saving throw is likewise diminished due to the reduced "actual" damage taken.