Abjuration School: Difference between revisions

Jump to navigation Jump to search
70 bytes removed ,  30 July 2023
Moved comments about 5E into notes and trivia section - should be kept separate from the in-game mechanical description
(→‎Subclass Features: Mentioned the rules change from 5E with arcane wards.)
(Moved comments about 5E into notes and trivia section - should be kept separate from the in-game mechanical description)
Line 15: Line 15:
** 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.  
** 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.
** 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.
** 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.
== Notes and Trivia ==
*** 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.
* 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 summary, this change can be considered a reduction in power for Abjuration Wizards.
** 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.

Navigation menu