Base Class: Wizard
Your understanding of the Weave has granted you unparalleled power over protective magics. Wards and barrier manifest around you and your allies, protecting you from physical and magical 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.
Scaling 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 twice 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 twice the level of the spell. This increases to thrice at 6th level, four times at 10th level, and 5 times at 14th level and beyond.
Once you create the ward, you can’t create it again until you finish a long rest.
Projected Ward
Starting at 6th level, when a creature that you can see within 30 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.
Ward Mark
You can spend 10 minutes creating a physical, visible mark on a willing creature. Once a creature is marked, you are able to permanently move your Arcane Ward onto them for the next 24 hours.
While attached, you are able to cast Abjuration spells from the marked person’s location. Furthermore, when casting an Abjuration spell that can only target yourself, you may choose to instead cast the spell on the marked creature.
You may also perceive the world through the marked creature as though they were your own, though doing so cuts off your perception of the world immediately around you for the duration.
The Arcane Ward may only be applied to one creature at any time. The mark does not work if the magical connection between the Abjuration Wizard and the mark is cut off or if they exist on separate planes.
Improved Abjuration
Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
You may apply this property to your marked creature once, after which the mark dissipates.
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