Spellcasting. The abjurer is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The abjurer has the following wizard spells prepared:
Cantrips (at will): blade ward, mending, message, ray of frost
1st level (4 slots): absorb elements,* mage armor,* snare,* shield*
2nd level (3 slots): lesser restoration,* protection from poison*
3rd level (3 slots): counterspell,* dispel magic,* remove curse*
4th level (1 slots): private sanctum,* freedom of movement*
*Abjuration spell of 1st level or higher
Arcane Ward. The abjurer has a magical ward that has 17 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: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands.
Wand of Dispel Magic. While holding the wand, you can use an action to expend 1 or more of its charges to cast the dispel magic spell (save DC 15) from it. You can cast a higher level version of the spell by expending one additional charge per level.
This wand has a maximum of 7 charges. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. (see homebrew item of same name)
Description
Counter Mages are popular in Eberron and are known to support elite fighting forces such as the King's Citadel or The Redcloak Battalion. Their main purpose is to protect soldiers from spells and to dispel magical effects. Most carry a wand of dispel magic, but others may also carry other protective magic items.
Previous Versions
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