Wizard
Base Class: Wizard

The Shieldmage is a wizard who specializes in arcane defenses, combining protective magic with strategic foresight to shield themselves and their allies from harm. By conjuring shimmering barriers and elemental walls, they intercept deadly attacks, turning the tide of battle with tactical mastery. Their magic enhances the party's survivability, offering unique tools to deflect ranged assaults, absorb damage, and reflect magical energy back at their foes. As they grow in power, Shieldmages extend their protective magic to multiple allies, becoming an indispensable bulwark against both physical and magical threats.

Arcane Ward

At level 3, whenever you cast an Abjuration spell of 1st level or higher, you create a magical ward that absorbs damage. This ward has hit points equal to 2 × your Wizard level + your Intelligence modifier.

  • If the ward has hit points, it absorbs damage before you do.
  • The ward regains hit points when you cast additional Abjuration spells.

Elemental Wall

At level 3, as an action, you can conjure a transparent elemental wall of force at a point you can see within 10 feet of the target.

  • The wall is 5 feet tall, 5 feet wide, and 2 inches thick, and it lasts until the start of your next turn.
  • The wall has hit points equal to 2 × your Wizard level + your Intelligence modifier and an AC of 10 + your Intelligence modifier.
  • The wall is permeable to ranged weapon attack, absorbing half of the attack damage.
  • If an attack’s damage exceeds the wall’s hit points, any remaining damage is equally shared between you and the intended target.
  • You can use this feature a number of times equal to your proficiency bonus per long rest.
  • Passing through the wall does not cause damage and does not count as difficult terrain.

As a bonus action, this wall can be moved up to 30 ft in any direction.

At level 6, when a creature within 10 feet of you is hit by a melee attack, you can use your reaction to momentarily project a shield of force around them, reducing the damage taken by 1d10 + your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier per long rest.

Protective Arcanum

At level 6, you add the following spells to your spellbook at the levels indicated with no cost.

1st Level. Mage Armor, Shield

2nd Level. Mirror Image, Warding Bond

3rd Level. Counterspell, Protection from Energy

4th Level. Greater Invisibility, Otiluke’s Resilient Sphere

5th Level. Wall of Force, Stoneskin

Shared Protection

At level 10, when you cast an Abjuration spell that targets yourself, you can extend its benefits to one ally within 30 feet until the start of your next turn. For example:

  • Casting Shield also grants an ally the same +5 AC bonus.
  • Casting Mage Armor can also affect one other creature.

This feature can be used a number of times equal to your Intelligence modifier per long rest.

At level 13, when you use your Shared Protection feature, you can choose to reduce the damage from a melee or ranged attack (non-magical or magical) by half for one of your allies within range until the start of your next turn.

At level 17, your Shared Protection feature now extends to up to three allies within 30 feet when you cast an Abjuration spell that targets yourself. This feature can now be used a number of times equal to your Intelligence modifier plus proficiency bonus per long rest.

Aegis of the Shieldmage

At level 14, as an action, you create a 30-foot-radius protective aura for up to 1 minute. While active, the aura provides the following benefits to all creatures of your choice within its radius:

  • Gain +2 AC and +2 to saving throws.
  • Gain resistance to nonmagical bludgeoning, piercing, and slashing damage.

This feature requires concentration, and you can use it once per long rest.

 

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