Base Class: Barbarian
While raging you become a conduit of the weave.
Magical Protection
3rd-level Path of the Abjurer feature
Your understanding of the Abjuration school you have learned to protect yourself while raging. While Raging you gain AC equal to your Rage Damage bonus.
Rageful Ward
3rd-level Path of the Abjurer feature
When you enter your rage, you become a conduit of the weave and start to seethe a magical protection around yourself. The ward has hit points equal to twice your barbarian level + your Constitution modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. While you’re raging, the first creature you hit with an attack each turn the ward regains a number of hit points equal to half your barbarian level rounded up. This effect ends early if your rage ends.
Duplicate Self
6th-level Path of the Abjurer feature
As your connection to the arcane deepens, you have learned to harness the weave seething out of you while you're raging. As a bonus action, you can gain the effects of the Mirror Image spell.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Projected Ward
10th-level Path of the Abjurer feature
When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Rageful Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. Furthermore, the warded creature gains Resistance to Bludgeoning, Piercing, and Slashing damage until the start of their next turn.
Shattered Ward
14th-level Path of the Abjurer feature
As the weave overflows and becomes unstable, in an instant you can shatter your ward. Each creature in a 20-foot-radius sphere centered around you takes force damage equal to the remaining hit points of your ward. Furthermore, each target must make an Intelligence saving throw against 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target becomes incapacitated until the start of your next turn. Afterwards, the hit points of your ward becomes 0.
Once you have used this feature, you can’t use it again until you finish a long rest
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