This is homebrew, submitted by a member of the community.
Abjurer
Abjurer
Medium humanoid (any race), any alignmentMedium humanoid (any race), any alignment
Spellcasting. The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor,* magic missile, shield*
2nd level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell,* dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to O hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
[b]Spellcasting.[/b] The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, [+8] to hit with spell attacks). The abjurer has the following wizard spells prepared:
Cantrips (at will): [spell]blade ward[/spell], [spell]dancing lights[/spell], [spell]mending[/spell], [spell]message[/spell], [spell]ray of frost[/spell]
1st level (4 slots): [spell]alarm[/spell],* [spell]mage armor[/spell],* [spell]magic missile[/spell], [spell]shield[/spell]*
2nd level (3 slots): [spell]arcane lock[/spell],* [spell]invisibility[/spell]
3rd level (3 slots): [spell]counterspell[/spell],* [spell]dispel magic[/spell],* [spell]fireball[/spell]
4th level (3 slots): [spell]banishment[/spell],* [spell]stoneskin[/spell]*
5th level (2 slots): [spell]cone of cold[/spell], [spell]wall of force[/spell]
6th level (1 slot): [spell]flesh to stone[/spell], [spell]globe of invulnerability[/spell]*
7th level (1 slot): [spell]symbol[/spell],* [spell]teleport[/spell]
*Abjuration spell of 1st level or higher
[b]Arcane Ward.[/b] The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to O hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 ([ld6-1]) bludgeoning damage, or 3 ([ld8-1]) bludgeoning damage if used with two hands.
[b]Quarterstaff.[/b] Melee Weapon Attack: [+3] to hit, reach 5 ft., one target. Hit: 2 ([ld6-1]) bludgeoning damage, or 3 ([ld8-1]) bludgeoning damage if used with two hands.
Legendary Actions
Details
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