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Abjuration School
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.
- 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.
- In summary, this change can be considered a reduction in power for Abjuration Wizards.
- The ward has a maximum of