Wizard
Base Class: Wizard

When the rare school of defense is learned over the preferred and easier Abjuration, you gain true mastery over the art of defense, protection of those who are allies, and learn skills and techniques of defense that Abjurers only dream of. Power and greed are for those who can't comprehend the meaning of ally and will be protected if reasonable, you don't need constitution and raw strength because Defense and the root intelligence is all that is key. You gain combat defense as well as a field / barrier of protection for you and those around you who engage in honorable combat. Those who join with evil intent and to use the power against innocent people are traitors in the name of defense but those who lived evil lives can learn the arts in a path of redemption

Shield of Protection

When you reach level two your arcane focus becomes a plus one shield and is a durable as an enduring spell book

Defense Barrier

When you reach second level into studying this style of magic you can create shield like barriers that absorb damage that harms you and later as you learn more of this form of magic, you can protect others with its power. This protection is double your wizard level + proficiency modifier + intelligence

Improved armor

When you reach sixth level, you can chose to use your intelligence modifier instead and your dexterity modifier as instead of making quick doges and blocks, you instead make calculated decisions that allow you to decrease your odds of being physically harmed

Knowledge of Protection

When you reach sixth level you gain proficiency with shields, medium armor, and heavy armor. Your knowledge from reading the tome and learning the challenging art allows you to be proficient with such tools

Improved Defense Barrier

When you reach being a tenth level savant, you can add your armor class to the barrier changing the barrier health to, double wizard level + proficiency bonus + Intelligence modifier + armor class total. The original cooldown is per long rest or every attack that does the same or more than your wizard level, the improved cooldown is per short rest or per attack that hits you or anyone else with 45 feet of you that takes damage ( no damage bar to meet and the creature has to be an ally or a friendly / non hostile creature)

Fortress of Security

When you have gone far enough to become a tenth level wizard of the school for true defense you and creatures up to the number of your intelligence modifier that you chose, gain advantage to all saving throws while within 60 feet of you (passive ability)

Master of Fortification

When you become a fourteenth level mage, no, not a mage, an Archmagi you have a stronghold that protects you, you have a constant shield that is double your armor class + your intelligence SCORE + double you Wizard level, this shield is only inactive when you are unconscious AND incapacitated in order for this to affect you, the shield doesn't take damage but it instead reduces all attacks while you are conscious are reduced by that stronghold "health", the only stipulation is that the shield can only be hit by 50 ATTACKS until it becomes halved and then 0 when it takes another 50 more ATTACKS. to charge this back when destroyed you must either rest for a period of time more than 2 minutes or succeed a saving throw that is dexterity or intelligence

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