Wizard
Base Class: Wizard

A revised subclass meant to increase strength and versatility in combat and roleplay while keeping the identity of the original.

Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.

Abjuration Savant

Starting at 3rd level, the gold and time you must spend to copy an Abjuration spell into your Spellbook is halved.
You learn Resistance in addition to learning any three Abjuration spells of your choice from the following list, every level after this up to level 9 you can choose one additional spell.

These spells count as known, are always prepared, and don't count toward your maximum number of prepared spells.
Over a long rest you can swap any of these spells for different ones from the list.
Note: You learn the 2024 versions despite the tooltips, and unfortunately dnd beyond wont let me hide options, but I promise it looks better in the character builder.

1st level: Alarm

Alarm

1st level: Cure Wounds

Cure Wounds

1st level: Healing Word

Healing Word

1st level: Protection From Evil And Good

Protection From Evil And Good

1st level: Sanctuary

Sanctuary

1st level: Shield

Shield

1st level: Shield Of Faith

Shield Of Faith

2nd level: Aid

Aid

2nd level: Arcane Lock

Arcane Lock

2nd level: Lesser Restoration

Lesser Restoration

2nd level: Pass Without Trace

Pass Without Trace

2nd level: Protection From Poison

Protection From Poison

2nd level: Warding Bond

Warding Bond

3rd level: Beacon Of Hope

Beacon Of Hope

3rd level: CounterSpell

CounterSpell

3rd level: Dispel Magic

Dispel Magic

3rd level: Glyph Of Warding

Glyph Of Warding

3rd level: Magic Circle

Magic Circle

3rd level: Mass Healing Word

Mass Healing Word

3rd level: Nondetection

Nondetection

3rd level: Protection From Energy

Protection From Energy

3rd level: Remove Curse

Remove Curse

4th level: Aura Of Life

Aura Of Life

4th level: Banishment

Banishment

4th level: Death Ward

Death Ward

4th level: Freedom Of Movement

Freedom Of Movement

4th level: Mordenkainen's Private Sanctum

Mordenkainen's Private Sanctum

4th level: Stoneskin

Stoneskin

5th level: Antilife Shell

Antilife Shell

5th level: Dispel Evil And Good

Dispel Evil And Good

5th level: Greater Restoration

Greater Restoration

5th level: Hallow

Hallow

5th level: Mass Cure Wounds

Mass Cure Wounds

5th level: Planar Binding

Planar Binding

Superior Mage Armor

Starting at 3rd level, you Learn Mage Armor and its duration lasts until dispelled.
If you already knew Mage Armor you can swap it out for a different spell.

Arcane Ward

Starting at 3rd level, you create a permanent ward that protects you from harm, when you take damage the ward takes the damage instead, if you have any Resistances or Vulnerabilities they still apply, if the ward is reduced to 0 Hit Points you take any remaining damage.
The ward has maximum Hit Points equal to two times your Wizard level plus your Intelligence modifier and Proficiency Bonus.
When you take a Long Rest, if its current Hit Points are below 1 plus your Intelligence modifier and Proficiency Bonus, it is restored to that amount.
Whenever you cast a spell, the wards current Hit Points are increased by an amount equal to the spells level, if it is a Abjuration spell it is restored twice as much.

Projected Ward

Starting at 6th level, when a creature that you can see within 120 feet of yourself takes damage, you can use your Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage. If that creature has any Resistances or Vulnerabilities, apply them before reducing the ward’s Hit Points.
You can choose to grant the same target the protection of your Arcane Ward any number of times before the start of your next turn.

Spell Breaker

Starting at 10th level, you always have the Counterspell and Dispel Magic spells prepared.
In addition, you can cast Dispel Magic as a Bonus Action, and you can add your Proficiency Bonus to its ability check, and if it fails to stop a spell the slot is not consumed.

Spell Resistance

Starting at 14th level, you have Advantage on Saving Throws against spells and Resistance to damage from them, whenever you use Projected Ward that creature also gains this benefit.

Previous Versions

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