Abjurant champions are wizards who focus on self-protective magics, warding themselves with layer upon layer of safeguards. They are students of warfare and combat as much as magic itself, and can be formidable foes or loyal allies.
School of Abjurant Defense Some abjurant champions find confidence and respect in service to courts, warding their members with magical protections. Others use these protections to avoid recriminations for their actions. Training in War and Wizardry From 2nd level, when you choose this archetype, you gain proficiency with light armour, and you gain proficiency with one type of one-handed melee weapon of your choice. In addition, when you cast an abjuration spell with touch range for which the casting time is 1 action, you may cast this as a bonus action or as a reaction (triggered when you are targeted by an attack). Abjurant Armour You learn to interweave and enhance your magical protections. From 2nd level, as a reaction when an opponent targets you or an ally who is adjacent to you with a weapon attack, you can choose to magically increase the target's AC by 2. You can do this after the die is rolled but before the attack is declared a hit. You may use this ability a number of times equal to your proficiency bonus, and regain all expended uses after a short rest. Arcane Boost From 6th level, when you hit a creature with a melee weapon attack, you can expend one wizard spell slot to deal force damage to the target. The extra damage is equal to 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. Improved Abjuration Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. Spell Resistance Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells. As foes, abjurant champions can be dangerous and unexpected opponents. Some work as mercenaries or elite guards for nobles, wearing distinct uniform robes or keeping their mage armour active constantly to makr their status. ABJURANT CHAMPION Medium humanoid (any race), lawful neutral Armour Class 15 (mage armour) Hit Points 40 (7d8+7) Speed 30ft. Str 13 (+1); Dex 14 (+2); Con 12 (+1); Int 16 (+3); Wis 10 (+0); Cha 9 (-1) Saving throws Intelligence +5, Wisdom +2 Skills Arcana +5, History +5, Perception +2 Senses passive Perception 12 Languages Common, any two Challenge 4 (1,100 xp) Spellcasting. The abjurant champion is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The abjurant champion has mage armour constantly active and can cast it as a bonus action or a reaction if targeted by an attack, and has the following wizard spells prepared: Cantrips (at will): blade ward, fire bolt, shocking grasp, true strike 1st level (4 slots): mage armour*, magic missile 2nd level (3 slots): misty step 3rd level (3 slots): counterspell, dispel magic 4th level (1 slot): stoneskin * the abjurant champion has already cast this spell on itself before combat Actions Longsword. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d8+1) slashing damage. When the abjurant champion hits a creature with a melee weapon attack, it can expend one of its spell slots to deal force damage to the target. The extra damage is equal to 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. Reactions Abjurant Armour. As a reaction when an opponent targets the abjurant champion or an adjacent ally with a weapon attack, the abjurant champion magically increases the target's AC by 2. This ability may be used twice. Also posted to Game Masters Stash on 21 January 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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