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| description = Abjuration School is a subclass of Wizard. | | description = Abjuration School is a subclass of Wizard. | ||
| image = | | image = Abjuration School Subclass Icon.png | ||
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{{ | {{Quote|Abjuration spells summon wards, banish enemies, and nullify magic, suitable for those who wish to defend themselves and others.}} | ||
[[Category:Subclasses]] | [[Category:Subclasses]] | ||
[[File:Abjuration School Subclass Icon.png|frameless|upright=1.5|left]] '''Abjuration School''' is one of the [[Wizard#Level 2|Subclasses]] of [[Wizard]]. These Wizards are specialized in magic that can protect themselves and allies from spell effects. They also have the ability to gain additional [[Hit Points]] whenever they cast an Abjuration spell. | |||
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== Subclass Features == | |||
=== Level 2 === | |||
* '''Abjuration Savant:''' Halves the cost to learn Abjuration spells from Spell Scrolls. Learning these spells will only cost <code>25gp</code> per spell level. | |||
: Halves the cost to learn | * [[File:Arcane Ward Icon 64px.png|frameless|upright=0.1]] '''Arcane Ward:''' Once per day, when you cast an Abjuration spell of 1st level or higher, you can use a strand of the Spell's magic to create a magical ward that lasts until your next [[Long Rest]]. | ||
** The ward has a maximum of <code>(2 × Wizard Level) + Intelligence Modifier <span style="color:mediumturquoise">hit points</span></code> and absorbs all damage done to you. When it is reduced to 0 [[Hit Points]], you take the remaining damage, but the magic remains. | |||
** Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of <span style="color:mediumturquoise">Hit Points</span> equal to twice the level of the spell. | |||
== Notes and Trivia == | |||
: | * As of Patch 9, the additional <span style="color:mediumturquoise">Hit Points</span> given are granted via the [[Hit Points#Temporary Hit Points|<span style="color:#33cccc">Temporary Hit Points</span>]] Mechanic. As such, it functions [[D&D 5e Rule Changes|differently than from DnD 5E]]:<!-- Probably move this to its own trivia section If this rules change is reversed or otherwise modified in the full release --> | ||
** In 5E, the HP provided by arcane ward is considered it's own HP pool, and does not interfere with Temporary Hit Points. Meaning, A wizard could, for example, cast False Life, before or after gaining Arcane Ward. And benefit from both effects. | |||
: | ** In 5E, the fact that Arcane Ward is its own HP pool also means the wizard would not need to do a saving throw to maintain concentration, if the ward absorbed all damage. In cases where the damage goes through, the challenge of such a saving throw is likewise diminished due to the reduced "actual" damage taken. | ||