Enhanced Abjuration. When the abjurer casts an abjuration spell that requires them to make an ability check as a part of casting that spell (as in counterspell and dispel magic), they add their proficiency bonus (+5) to that ability check.
Spellcasting. The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The abjurer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st level (4 slots): chromatic orb, mage armor,* shield*
2nd level (3 slots): arcane lock,* see invisibility
3rd level (3 slots): counterspell,* dispel magic,* fireball, nondetection*
4th level (3 slots): banishment,* Mordenkainen's faithful hound
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): globe of invulnerability*, Tenser's transformation
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands.
Projected Ward. When a creature that the abjurer can see within 30 feet of themselves takes damage, they can use their reaction to cause their Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
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