Base Class: Wizard
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Abjuration and Illusion Masters
Starting at 2nd level all Abjuration and Illusion spells are copied in half time for half the price.
Abjure and Allude
Starting at the second level all Abjuration spells and Illusion spells are considered prepared and do not need to be selected after a long rest.
Ajured Absorbtion
Starting at 6th level you can protect those around you. Using an action you summon a shield around an ally within 30 ft. that gives the creature 5 temporary hit points. When the shield is broken it shatters and jolts towards the attacker (if visible) dealing 3d4 damage. You can use this feature once per long rest or whenever you use a spell slot of second or higher. When you use a spell slot higher than second it deals and additional d4 damage and the target against 5 more temporary hit points. You can only focus on one shield at a time.
(This effect lasts until broken, dispelled or 1 hour has passed)
-Example- 4th level spell slot= 5d4 damage and 15 temporary hit points.-
Protect Number One
Starting at 10th level you always have a protective shield around yourself that gives 5 temporary hit points and a +1 to your AC. When this shield shatters you have a choice, teleport 10ft. from your current location, or deal damage normally.
This shield can not be cast using a spell slot but can be recovered by using one of your arcane recovery slots.
Help The Weak
Starting at 14th level you can now have multiple shields active at a time.
Shatter
Starting at 14th level you have learned to go on the offensive. You can shatter all shields within 60ft. and fire the shards towards a single creature within 60 ft. dealing 7d4 force damage, and the creature must make a Constitution saving throw equal to your spell save DC or be stunned until the start of your next turn.
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