Once again I am here to absorb knowledge from you! The idea of "Abjuration Wizard" is really interesting. You creating Shields to protect yourself and your friends is something really cool to even imagine. But, reading some people talking about it, I saw common phrases among them like "This subclass is weak" or "This sub is weak because there are very few spells from her school to benefit it". I also saw a combo using Warlock with "Armor of Shadows" to reload the Wizard and I saw a Cleric who makes Shields too. What ideas do you have for making this Wizard work consistently? Can a level 8 character use this Subclass without suffering?
Once again I am here to absorb knowledge from you! The idea of "Abjuration Wizard" is really interesting. You creating Shields to protect yourself and your friends is something really cool to even imagine. But, reading some people talking about it, I saw common phrases among them like "This subclass is weak" or "This sub is weak because there are very few spells from her school to benefit it". I also saw a combo using Warlock with "Armor of Shadows" to reload the Wizard and I saw a Cleric who makes Shields too. What ideas do you have for making this Wizard work consistently? Can a level 8 character use this Subclass without suffering?
I thank you all in advance!
Abjurer is easily one of the best wizard subclasses, you read some very strange internet opinions.
You can use Alarm, cast as a ritual, to regenerate your ward indefinitely, without needing to rely on other features.
If you want to regenerate the ward faster, being a deep gnome with the svirfneblin magic feat is popular, but be aware Gnome Cunning from Gnome is redundant with Spell Resistance from Abjurer at level 14.
Other races which make for good pure Abjurers are Hobgoblin (better armor and a super clutch saving throw ability) and Mountain Dwarf (even better armor, and an extra ability point where you want it second-most).
You can also be any other race, these are just examples. I'm not telling you how to play.
Here is a sample collection of important spells for an Abjurer, since you brought up in-school spells. A spell does not have to be in-school to be important.
If you are a Hobgoblin, Mountain Dwarf, or even a Githyanki, you can credibly avoid this spell, which is a good move if you can make it - +1 armor will net you an extra L1 spell slot at no cost, for example.
I mentioned out-of-school spells being important. As an Abjurer, your simulacra not only get their own wards which are as strong as your ward (instead of getting cut in half like your hit points are), both they and you can project that ward onto others, and their wards regenerate after a long rest, even though their spell slots don't. While any wizard can employ an army of simulacra to excellent effect, *yours* are out-of-band good at protecting the party and being protected by you.
Abjuration school. Level: 4th ( Ritual ) Range/area : an sphere of 90 ft. centered in the caster's body. Casting time: 10 minutes Components : V, S, M Attack/Save : WIS Save DMG/Effect : Radiant damage ( special effect ).
This spell creates an sphere of DivineLight in a sphere of of 90ft, centered in the caster's body, that causes over 3 evil or chaotic targets who are on a radius of 10ft near this sphere, roll a wisdom DC saving throw based on the Caster's WIS DC spellcasting. On a success, the targets only suffers a partial blindness caused by the light. On a fail, the targets are blinded during 4 hours. If the targets are inside the sphere and they have Evil or Chaotic alignment, instantly they suffer either the Blindness effect and 2d8 Radiant damage, plus an effect of being automaticly pushed back ouitside the sphere. On the next turn, if the damaged targets by this spell still remains inside the sphere, they suffer another 1d8 radiant damage plus the push-back effect. The more turns the damaged targets remains inside the sphere, the same rolled damage they'll suffer and effect as described before.
At higher levels: When you cast this spell using an spell slot of 5th level, you can target 2 more targets that already are inside this sphere. Each spell slot higher than 5th level, increases 2 more affected targets that remains inside the sphere.
Materials : 1 Holy water, silver powder worthed at least 100gp, and a piece of crystal worthed at least 100 gp, which this spell it consumes.
Good morning friends!
Once again I am here to absorb knowledge from you! The idea of "Abjuration Wizard" is really interesting. You creating Shields to protect yourself and your friends is something really cool to even imagine. But, reading some people talking about it, I saw common phrases among them like "This subclass is weak" or "This sub is weak because there are very few spells from her school to benefit it". I also saw a combo using Warlock with "Armor of Shadows" to reload the Wizard and I saw a Cleric who makes Shields too. What ideas do you have for making this Wizard work consistently? Can a level 8 character use this Subclass without suffering?
I thank you all in advance!
Abjurer is easily one of the best wizard subclasses, you read some very strange internet opinions.
Why not a homebrewed ""Evil Begone"" spell ??
Abjuration school.
Level: 4th ( Ritual ) Range/area : an sphere of 90 ft. centered in the caster's body.
Casting time: 10 minutes Components : V, S, M
Attack/Save : WIS Save DMG/Effect : Radiant damage ( special effect ).
This spell creates an sphere of DivineLight in a sphere of of 90ft, centered in the caster's body, that causes over 3 evil or chaotic targets who are on a radius of 10ft near this sphere, roll a wisdom DC saving throw based on the Caster's WIS DC spellcasting. On a success, the targets only suffers a partial blindness caused by the light. On a fail, the targets are blinded during 4 hours.
If the targets are inside the sphere and they have Evil or Chaotic alignment, instantly they suffer either the Blindness effect and 2d8 Radiant damage, plus an effect of being automaticly pushed back ouitside the sphere. On the next turn, if the damaged targets by this spell still remains inside the sphere, they suffer another 1d8 radiant damage plus the push-back effect. The more turns the damaged targets remains inside the sphere, the same rolled damage they'll suffer and effect as described before.
At higher levels: When you cast this spell using an spell slot of 5th level, you can target 2 more targets that already are inside this sphere. Each spell slot higher than 5th level, increases 2 more affected targets that remains inside the sphere.
Materials : 1 Holy water, silver powder worthed at least 100gp, and a piece of crystal worthed at least 100 gp, which this spell it consumes.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk