Abjurer
Abjurer wizards are mages who specialise in defensive magic that protects themselves and their allies. These wizards create personalised wards around themselves that block any harmful effects they may encounter, and use their magic to fuel their wards. With this unique magic, many abjurers seek to use their wards to endure threats and protect others around them.
Arcane Ward
When you adopt this tradition at 3rd level, you can weave magic around yourself for protection.
When you complete a long rest, you spend 1 minute to create a magical ward on yourself that lasts until you complete your next long rest. The ward has a maximum number of 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 is at 0 hit points, it cannot absorb damage, but its magic still remains. You can restore the ward’s hit points in the following ways:
- 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.
- When you use your Arcane Recovery feature, the ward regains a number of hit points equal to half its maximum (rounded up).
- Whenever you gain temporary hit points, you can choose to cause the ward to regain hit points instead of gaining the temporary hit points.
When your ward regains hit points, it cannot exceed its hit point maximum. Once you create this ward, you cannot create it again until you finish a long rest.
Enhanced Abjuration
Starting at 3rd level, you learn how to split your protective magic amongst your allies. When you cast an abjuration spell of 1st level or higher on yourself, you can choose to enhance the spell. When you enhance the spell in this way, creatures of your choice within 30 feet of the spell gain the effects of the spell. Once you enhance a spell in this way, you cannot do so again until you finish a long rest, or you expend 4 mana points to use this feature again.
Projected Ward
Beginning at 6th level, you can extend your ward’s magic to protect others. When you target a creature with a spell of 1st level or higher, you can expend 2 mana points to surround that creature in its own magical ward. This ward acts the same as your Arcane Ward feature, however it has the following differences:
- The ward cannot regain any hit points, and disappears when it is reduced to 0 hit points or after 1 hour.
- The ward has a number of hit points equal to your Wizard level.
If your spell targets multiple creatures, you can create a ward on multiple targets, spending 2 mana points for each target.
Warded Mind
Beginning at 10th level, your arcane ward protects your mind from distractions. If you are damaged while concentrating on a spell and your ward absorbs all the damage, you have advantage on the Constitution saving throw to maintain your concentration on the spell.
Additionally, if a creature under the effect of your Projected Ward feature is damaged while concentrating on a spell and its ward absorbs all the damage, the creature has advantage on the Constitution saving throw to maintain concentration on the spell.
Magical Ward
Starting at 14th level, your arcane ward’s capabilities expands to protect you from dangerous magic. While your Arcane Ward has hit points, you have advantage on saving throws against spells and magical effects.
Additionally, any creatures under the effects of your Projected Ward feature also have advantage on saving throws against spells and magical effects while their ward has hit points.

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