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Subclass Wizard Abjurer
The Abjurer is a Wizard subclass specialized in protection magic. Arcane Ward at Level 3 creates a persistent pool of protective charges that absorbs damage and recharges whenever you cast an Abjuration spell with a spell slot. Projected Ward at Level 6 extends that absorption to any creature within 30 feet as a Reaction. Spell Resistance at Level 10 grants Advantage on saving throws against spells and Resistance to spell damage.
| LEVEL | FEATURE |
|---|---|
| 3 | Savant, Arcane Ward |
| 6 | Projected Ward |
| 10 | Spell Resistance |
Savant
Choose two Abjuration spells from the Wizard spell list, each no higher than Level 2, and add them to your spellbook for free. You add one more Abjuration spell whenever a new tier of spell slots opens — at Levels 5, 7, 9, and 11 — and that spell may be of any level you have slots for.
The picker draws from every Abjuration spell on the Wizard list, 17 in total. If you have already learned all of them by other means, such as scribing scrolls, a placeholder Dummy Spell appears so the level-up can still be confirmed. It does nothing if cast.
Arcane Ward
Arcane Ward is an Action Resource with a maximum equal to twice your Wizard level plus your Intelligence modifier. It starts fully charged and replenishes on a Long Rest.
Whenever you take damage, you can spend Arcane Ward charges as an Interrupt to reduce that damage. Six Interrupts are available, each spending a fixed number of charges for a fixed reduction:
| INTERRUPT | DAMAGE REDUCED | CHARGES SPENT |
|---|---|---|
| Arcane Ward: 2 | 2 | 2 |
| Arcane Ward: 5 | 5 | 4 |
| Arcane Ward: 10 | 10 | 7 |
| Arcane Ward: 15 | 15 | 10 |
| Arcane Ward: 20 | 20 | 13 |
| Arcane Ward: 25 | 25 | 16 |
Damage beyond the reduction is taken normally. With no charges remaining the ward cannot absorb anything, but its magic remains — recharging makes it available again immediately.
Recharging the ward. Each Abjuration spell you cast with a spell slot restores charges equal to twice the slot's level. You can also use Recharge Arcane Ward as a Bonus Action to expend a spell slot for the same amount.
| SPELL SLOT LEVEL | CHARGES RESTORED |
|---|---|
| 1 | 2 |
| 2 | 4 |
| 3 | 6 |
| 4 | 8 |
| 5 | 10 |
| 6 | 12 |
Projected Ward
When a creature that you can see within 30 feet of yourself takes damage, you can take a Reaction to cause your Arcane Ward to absorb that damage. The same six tiers are available — Projected Ward: 2 through Projected Ward: 25, with identical charge costs — and each additionally costs your Reaction.
Spell Resistance
You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.
The Abjurer is the self-sustaining tank mage Wizard subclass. The ward regenerates every time you cast an Abjuration spell, which you do constantly — Mage Armor, Shield, Counterspell, Protection from Evil and Good. Ward maximum is 2×Wizard level + Intelligence modifier: at Level 9 with 20 Intelligence that is 23 charges, and at Level 12 it reaches 29.
Choosing an Interrupt tier is a wager, because BG3 does not show you the damage roll before you commit. Charges spent above the actual damage are wasted, so the higher tiers are priced at a discount to compensate — each tier is the most charge-efficient choice within its own damage band:
| INCOMING DAMAGE | BEST TIER | CHARGES SPENT PER DAMAGE ABSORBED |
|---|---|---|
| 1–3 | Arcane Ward: 2 | 1.00 |
| 4–8 | Arcane Ward: 5 | 0.80 |
| 9–14 | Arcane Ward: 10 | 0.70 |
| 15–19 | Arcane Ward: 15 | 0.67 |
| 20–24 | Arcane Ward: 20 | 0.65 |
| 25+ | Arcane Ward: 25 | 0.64 |
In practice this means reading the attacker rather than the damage number: save the large tiers for enemies that hit hard once, and chip away with the small tiers against multiattackers.
The Bonus Action recharge matters most when the ward runs dry mid-fight. Burning a Level 1 slot for 2 charges is rarely worth the Bonus Action, but a Level 5 or 6 slot converts into 10–12 charges — enough for one more large absorption.
Projected Ward at Level 6 converts the personal shield into a party-wide absorb. Because it costs your Reaction on top of the charges, you cannot spend it as freely as your own ward, so it is best saved for a squishy ally taking a hit that would drop them.
Spell Resistance at Level 10 stacks with the ward rather than competing with it. Halved spell damage and Advantage on spell saves mean your charges go much further against casters, leaving the ward intact for the physical damage it cannot otherwise avoid.
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