Base Class: Wizard
Redirect the flow of battle
Your study of magic is focused on spells that turn an enemies power against them. They shine in tough situations with their unique defensive magic. Adventuring parties are lucky to have one within their ranks as they can bring balance to a sticky situation that might have otherwise turned deadly.
Level 3: Safeguard Savant
Choose two Wizard spells from the Abjuration or Enchanter school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration or Enchanter school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Divert Damage
You can weave extra protective magic into your spells. When you cast an non-damaging Abjuration or Enchanter single target spell with a spell slot on an ally creature, you can simultaneously use a portion of the spell’s magic to create a translucent magical barrier around the target that lasts until you finish a Long Rest. The barrier does not stop damage but instead mimics the damage back to the attacker equal to your Wizard level plus your Intelligence modifier as force damage. The damage returned can not exceed the amount dealt to the target. The barrier fades and the effect ends after the first attack.
You can use this effect a number of times equal to your proficiency bonus per Long Rest.
Level 6: Reflective Counter
When you cast Counterspell and successfully stop a spell, you can choose to reflect the spell towards the caster of the original spell. If the spell reflected has a cast range of self then the spell happens as if it were cast in front of the original caster.
Level 10: Full Counter
You always have the Counterspell spell prepared. In addition, you can add half your proficiency bonus to the spell DC.
Your Divert Damage feature now works with multi-target Abjuration or Enchantment spells that target allies.
Level 14: Magic Mirror
When you cast a targeted spell you you can create a magic mirror that allows you to redirect the spell and target an additional target.
Level 3: Safeguard Savant
Choose two Wizard spells from the Abjuration or Enchanter school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration or Enchanter school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Divert Damage
You can weave extra protective magic into your spells. When you cast an non-damaging Abjuration or Enchanter single target spell with a spell slot on an ally creature, you can simultaneously use a portion of the spell’s magic to create a translucent magical barrier around the target that lasts until you finish a Long Rest.The barrier does not stop damage but instead mimics the damage back to the attacker equal to your Wizard level plus your Intelligence modifier as force damage. The damage returned can not exceed the amount dealt to the target. The barrier fades and the effect ends after the first attack.
You can use this effect a number of times equal to your proficiency bonus per Long Rest.
Level 6: Reflective Counter
When you cast Counterspell and successfully stop a spell, you can choose to reflect the spell towards the caster of the original spell. If the spell reflected has a cast range of self then the spell happens as if it were cast in front of the original caster.
Level 10: Full Counter
You always have the Counterspell spell prepared. In addition, you can add half your proficiency bonus to the spell DC.
Your Divert Damage feature now works with multi-target Abjuration or Enchantment spells that target allies.
Level 14: Magic Mirror
When you cast a targeted spell you you can create a magic mirror that allows you to redirect the spell and target an additional target.
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