Wizard
Base Class: Wizard

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Arcane Panoply

While unarmored your AC is 13 + Dex, you can still gain this benefit if you have a shield equipped.

Aegis Amulet

Beginning when you select this school at 2nd Level you gain a Shield Amulet. It acts as a substitute for your spellbook, as well as an arcane focus. You can inscribe spells upon it by etching arcane runes into it, rather than writing into a spellbook, requiring resources with the same cost as usual. two Wizard spells are permanently inscribed onto the Amulet; Absorb Elements and Shield, these spells do not count towards the number of Wizard spells you can prepare. While the amulet remains upon your person, the casting range for them increases to 30 feet, and you can use them on creatures other than yourself.
When you cast either of these on an allied creature you both gain temporary hit points equal to your Intelligence Modifier (Minimum 1)

Defensive Hoplon

Starting at 6th level, you learn how to create a protective barrier for you or your allies. As an action, you may expend a spell slot to conjure a Hoplon. A hoplon is a force barrier made up out of sections of 5 foot squares. The number of sections is equal to the spell slot level of the spell slot you expended. You can arrange the sections in any way you desire, so long as each section is connected to another section by at least one side. The sections are ethereal in nature, allowing creatures to pass through them, but provide cover to a creature positioned behind them. Each section has an armor class of 10 + half your wizard level (rounded up), and hit points equal to 5 + your wizard level + your Intelligence modifier (minimum of 1). The barrier is immune to all damage except for damage it takes as the result of an attack targeted at it or a creature behind it. If a creature the barrier is granting cover is missed with an attack from the other side of the barrier, the barrier becomes the new target of the attack. If a section's hit points are depleted, it shatters harmlessly and dissipates. As a bonus action, you can move each section of the barrier up to 10 feet in any direction, so long as all sections remain connected. If any number of sections are disconnected, only the largest formation of sections can be moved. If any section of the barrier is more than 60ft away from you, its hit points are reduced to 0. When a creature physically touches the barrier, you can choose to have it make a Constitution saving throw. On a failure, their speed is reduced to 0 until the start of your next turn.

Minor Ward

Starting at 10th level, As part of a long rest you may perform a special 1 hour ritual, after the long rest you may select a number of willing targets up to your intelligence (modifier minimum 1) these creatures gain temporary hit points equal to your your wizard level, these Temporary Hit Points last until the end of your next long rest.

Mercurial Hoplon

Starting at 14th level, you can sacrifice your hoplons to protect you in a pinch. When you take damage, you may use your reaction to reduce the damage to 0. When you do so, you must destroy one section of an existing hoplon, and you then teleport to an unoccupied space of your choice within 5ft of the location the section previously occupied.

Additionally, whenever your movement intersects the broad side of your hoplon, you may choose to exit the hoplon from any other section of the barrier, as if you walked through a portal.

Previous Versions

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