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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 Hit Point shield that rebuilds whenever you cast an Abjuration spell with a spell slot. While the ward has HP, damage hits the ward instead of you — and your own resistances apply first. While the ward has HP, you also ignore concentration checks from damage. Projected Ward at Level 6 lets you redirect the ward's absorption to any creature within 30 feet as a Reaction. Improved Abjuration at Level 10 restores the full ward on every Short Rest.
| LEVEL | FEATURE |
|---|---|
| 3 | Arcane Ward |
| 6 | Projected Ward |
| 10 | Improved Abjuration |
Arcane Ward When you cast an Abjuration spell with a spell slot, 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 plus your Intelligence modifier.
Whenever you take damage, the ward takes the damage instead. Your resistances and vulnerabilities apply before reducing the ward's Hit Points. If the damage reduces the ward to 0 Hit Points, you take any remaining damage.
Additionally, while the ward has HP, you ignore concentration checks from damage (all spell schools).
The ward rebuilds when you cast Abjuration spells: each Abjuration spell cast with a spell slot restores the ward's HP equal to twice the spell's level.
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. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage.
Improved Abjuration Each time you take a Short Rest, your Arcane Ward is fully restored.
The Abjurer is the self-sustaining tank mage Wizard subclass. Arcane Ward regenerates every time you cast an Abjuration spell — which you do constantly while exploring (Mage Armor, Shield, Counterspell, Protection from Evil and Good, Dispel Magic). At Level 9, casting a Level 5 Abjuration spell restores 10 HP to the ward. Ward maximum = 2×Wizard level + Int modifier; at Level 9 with 20 Int (+5), that's 23 HP.
The concentration ignore effect while the ward has HP is significant: in BG3, high-damage sources force Concentration saves. With Arcane Ward absorbing hits, you never make that save from spell damage — maintaining Concentration on Hypnotic Pattern, Hold Person, or other key spells.
Projected Ward at Level 6 converts the personal shield into a party-wide absorb. As a Reaction, you can redirect incoming damage from any ally within 30 feet through your ward. This makes the Abjurer a strong passive damage-reduction supporter from Level 6 onward.
Improved Abjuration at Level 10 makes the Short Rest ward restoration automatic — no Abjuration spell cast required. Two Short Rests per Long Rest means the ward can fully restore twice per day, providing effectively triple the ward HP value across a full adventuring day.