Wizard
Base Class: Wizard

The Bulwark Mage is a wizard subclass dedicated to defense and protective magic. Through careful study and rigorous training, the Bulwark Mage turns every spell into a bastion against harm, safeguarding themselves and their allies.

Level 3: Arcane Aegis

Enhanced Defensive Casting:
When you cast an abjuration spell that provides a defensive benefit (such as Mage Armor or Shield), you can add your Intelligence modifier to the bonus effect. For instance, if the spell grants temporary hit points or an AC boost, increase that amount by your Intelligence modifier.

Defensive Reaction:
When a creature you can see within 10 feet takes damage from an attack, you can use your reaction and expend a spell slot (minimum 1st level) to grant that creature resistance to the triggering damage type until the start of its next turn.

Level 3: Shield Overcharge

  •  Enhanced Durability:

    When you cast a spell that grants a protective bonus or creates a magical shield (for example, Shield or an abjuration spell that provides a barrier), you can opt to overcharge the spell. If the spell has a duration (or creates a shield with hit points), its duration is extended by 1 round, or any shield’s hit points are increased by an amount equal to your Intelligence modifier.

  • Additional Damage Mitigation:
    While the overcharged spell is active, if you or an ally benefiting from its protection is hit by an attack, you can use your reaction to reduce the damage from that attack by an additional amount equal to your Intelligence modifier (with a minimum reduction of 1).

  • Usage Limits:
    You can use Shield Overcharge a number of times equal to your Intelligence modifier (minimum 1) per long rest. Once expended, you must complete a long rest to regain its uses.

 

Level 6: Defense Matrix

  • Extended Protection:
    When you cast a spell that creates a protective zone or effect (for example, Leomund’s Tiny Hut), you can extend its benefits. Allies who are adjacent to the zone’s boundary gain half cover for the duration of the spell.

  • Resilient Concentration:
    You gain proficiency in Constitution saving throws if you don’t already have it, and you add your proficiency bonus to any concentration saving throws made to maintain an abjuration or defensive spell you cast.

Level 10: Fortified ward

  • Bolstering Barrier:
    When you cast an abjuration spell that creates a barrier (such as Shield or Mage Armor), you can choose to grant either yourself or one creature you choose within 10 feet temporary hit points equal to your wizard level. These temporary hit points last for 1 minute.

  • Reactive Fortification:
    When you’re concentrating on a defensive spell and take damage, you can, as a bonus action, bolster your defenses—if you succeed on a concentration check, gain a bonus to AC equal to half your Intelligence modifier (rounded down) until the start of your next turn.

Level 14: Arcane Fortress

  • Living Shield:

    When you cast any defensive spell, you can choose to create a magical shield around yourself (or an ally within 10 feet). The shield has hit points equal to your wizard level plus your Intelligence modifier and lasts for 1 minute or until its hit points are reduced to 0. While the shield is active, any damage that would reduce the target’s hit points is subtracted from the shield’s hit points instead.

  • Damage Diversion:
    While your shield is active, if an ally within 10 feet is hit by an attack, you can use your reaction to transfer remaining shield hit points to absorb that attack’s damage instead. Once you use this feature, it can’t be used again until you finish a short or long rest.

Previous Versions

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4/11/2025 8:13:07 AM
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