Wizard
Base Class: Wizard

Wards are among the most overlooked, but most used spells in existence. These wizards took the time to appreciate these spells, making them stronger in the process. Wardcasters are sought after on the field of battle, granting much needed protection from harmful magics.

Level 3: Frontline Battlemage

You have training in Medium Armor, and you can use your Constitution modifier instead of Dexterity when determining your AC when wearing Medium Armor. 

Additionally, your Hit Point maximum increases by 1 for each Wizard level you have.

Level 3: Ward Specialist

You’re trained to use the Ward spell with greater efficacy. You always have Ward prepared and when you cast that spell, it gains the effects listed below:

Focused. You have Advantage on saving throws made to maintain concentration on the spell.

Lasting. You can maintain concentration on the spell for up to 10 minutes.

Steadfast. The wall’s Hit Point maximum increases by an amount equal to twice your proficiency bonus.

Level 6: Dispersing Ward

You gain the following benefits:

Covering Ward. Whenever your Ward spell blocks damage from an area of effect, the 5-foot square behind you is unaffected by that area of effect.

Reposition. When another creature you can see within 60 feet casts a spell or sets up an area of effect, you can take a Reaction to move up to 10 feet without provoking an Opportunity Attack.

Level 10: Magical Bastion

Whenever your Ward spell successfully absorbs damage from an area of effect and isn’t broken, the 10-foot Cone originating from behind you is unaffected by that area of effect. Also, whenever you would take Bludgeoning, Piercing, or Slashing damage from something that isn’t a spell, you can take a Reaction to cause the wall to absorb that instance of damage and any other instance until the end of that turn.

Level 14: Elite Wardcaster

You’ve mastered the Ward spell, gaining the following benefits:

Deploy Ward. You can cast Ward without needing to maintain concentration on the spell. If you do, it lasts for only 1 minute, follows your movements to stay in front of you, and you can order the wall with a Bonus Action to stay in one spot or to move back in front of you

Return Fire. Your Ward spells can reflect magic back at your attackers. When the wall absorbs the damage from a spell or ability and isn’t broken, you can take a Reaction to reflect the spell or ability back at the caster as if you cast it, using your spell save DC or spell attack modifier. In the instance your Ward spell absorbed damage from the multiple projectiles of a spell or ability (like from Eldritch Blast or a Mage’s Arcane Burst), you reflect each projectile back at the caster.

You can use either of these features a number of times equal to your Constitution modifier (minimum of once), regaining all expended uses when you finish a Long Rest and regaining one use when you finish a Short Rest.

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