School of Abjuration
Abjurers are specialists in protective magic. Where other wizards seek to destroy or manipulate, abjurers create barriers, seal away harmful forces, and nullify magic itself. Their power is often quieter than a fireball or a charm — but when a ward absorbs a killing blow or a counterspell stops a dragon's breath, the value of their art becomes undeniable.
School of Abjuration Table:
| Level | Subclass Features Gained |
|---|---|
| 2nd | Abjuration Savant, Arcane Ward |
| 6th | Projected Ward |
| 10th | Improved Abjuration |
| 14th | Spell Resistance |
Subclass Features
Abjuration Savant
2nd-level School of Abjuration feature
The gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Arcane Ward
2nd-level School of Abjuration feature
You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use the woven magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. When 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.
Once you create the ward, you can't create it again until you finish a long rest.
Projected Ward
6th-level School of Abjuration feature
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.
Improved Abjuration
10th-level School of Abjuration feature
When you cast an abjuration spell that requires you to make an ability check as part of the spell — such as the check made for counterspell or dispel magic — you add your proficiency bonus to that ability check.
Spell Resistance
14th-level School of Abjuration feature
You have advantage on saving throws against spells. Furthermore, you have resistance to the damage of spells.