Wizard
Base Class: Wizard

Of all the battle magi found in the Forgotten Realms, none can match the protective abilities of the magi hailing from the School of Defense. Defense wizards alter their defensive magic to affect their party and ensure team survival even in the most difficult situations. 

Enhanced Defense

Beginning when you select this school at 2nd level, any spell that you cast that adds to a target's Armor Class or absorbs incoming damage can be cast upon additional targets equal to your Proficiency modifier and have an extended range of 60-feet and spells with a range of self can now be cast upon another creature within the added range. 

Additionally, when you cast damage-reducing spells such as Absorb Elements or Armor of Agathys, the amount of damage the spell defends from is doubled. 

When you cast the Shield Spell, the spell's duration lasts until the start of your next turn and when you cast the Mage Armor spell, you may add your Intelligence modifier instead of your Dexterity, and any target you place the armor on gains the benefits as if you were the spell's target.

Any defensive spell that has a radius of effect, such as Leomund's Tiny Hut, the radius is doubled and you have advantage on all concentration checks while concentrating on defensive spells.

Rejuvenating Retreat

Starting at 6th level, when a creature you can see within 120-feet of you drops below 20 hit points, you may use your reaction to cover them in a protective aura until the start of your next turn. The Aura has the following features.

  • The targetted creature gains the ability to teleport once using their reaction to an unoccupied space within 120-feet of them, potentially allowing them to escape danger. 
  • The targetted creature regains a number of hit points equal to 1d10+your Intelligence modifier.
  • The targetted creature gains temporary hit points equal to 1d10+your Intelligence modifier. 
  • The targetted creature gains 1d4+1 to their Armor Class. 

You can use this feature a number of times equal to your Intelligence modifier, you regain all uses of this feature when you finish a Long Rest. 

The number of hit points recovered as well as the temporary hit points gained increases by 1d10 when you reach 10th level(2d10), and 14th level(3d10).

Barrier of Resistance

Starting at 10th Level, You may use your action to create a spherical barrier with a radius of 20-feet centered on yourself. While inside the barrier, both you and any creatures friendly to you have advantage on all saving throws. 

The barrier moves with you and will last until a minute has passed, you drop to 0 hit points, or you dispel it as a bonus action. 

Once you use this feature, you cannot use it again until you finish a Long Rest. 

Upon reaching 14th Level, any creature under the protection of the barrier takes half damage on a failed saving throw or quarter damage on a successful one.

Reflect

Beginning at 14th level, you may use your reaction to attempt to parry a spell you see within 60-feet of you and send it back to it's caster. If the creature casts a spell of 5th level or lower, its spell is sent back to it's caster.  If it is casting a spell of 6th level or higher, make an ability check using your spellcasting ability. The DC equals 12 + the spell's level. On a success, the creature's spell is reflected.

If the spell has an area of effect, it is centered on the caster, if it creates a line or cone, it begins in the space that the caster is occupying and travels in the opposite direction that the caster intended for it to travel. If the spell targets multiple creatures of the caster's choosing, you may instead choose the creatures that the spell targets, though the caster must be one of them.

If the spell requires concentration, you may make a concentration check against the spell caster's Spell Save DC to shift your focus and maintain concentration on the spell for the spell's remaining duration. Otherwise, the spell ends on the caster's next turn. 

If the caster is immune to the spell's effects or the range of the spell is Touch, the spell is canceled as if under the effect of Counterspell.

you may use this feature a number of times equal to your Intelligence modifier, regaining all uses of this feature once you finish a Long Rest.

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