Wizard
Base Class: Wizard

Through greater study you have improved upon the teachings of the school of abjuration.

You now stand as a bulwark of magic, able to defend your allies against the does who seek them harm.

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Improved Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to five times your wizard level + your Intelligence 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. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to five times the level of the spell.

Once you create the ward, you can’t create it again until you finish a long rest.

Distant Warding

Starting at 6th level, when a creature that you can see within 40 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Reactive Wards

Beginning at 10th Level When your Ward takes damage from a spell (eg. [Tooltip Not Found] or Cone of Cold ) you can use your reaction to halve the incoming damage and store that energy for one turn.

As part of this reaction, if before the next turn your Ward takes further damage from an attacker, the stored energy in the ward discharges into the attacker dealing the other half of the initial spell damage.

If unused all stored energy dissipates at the start of your next turn.

 

 

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

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