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  2. dnd 5e 2014 - Can a multiclassed Warlock/Abjuration Wizard with...

    rpg.stackexchange.com/questions/130001/can-a-multiclassed-warlock-abjuration...

    The School of Abjuration wizard's 2nd-level Arcane Ward class feature (PHB, p. 115) says: When you cast an abjuration spell of 1st level or higher, 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.

  3. A: Any abjuration spell of 1st level or higher cast by an abjurer can restore hit points to his or her Arcane Ward. As is normal for healing, the ward can’t regain more hit points than its hit point maximum: twice the wizard’s level + the wizard’s Intelligence modifier. But it's not that bad. It'll never pass that and that's okay.

  4. It is a magical effect with its own hit points. Any temporary hit points, immunities, or resistances that the wizard has don’t apply to the ward. The ward takes damage first. Any leftover damage is taken by the wizard and goes through the following game elements in order: (1) any relevant damage immunity, (2) any relevant damage resistance ...

  5. spells dnd-5e-2014 wizard - Role-playing Games Stack Exchange

    rpg.stackexchange.com/questions/47617/can-the-5e-abjurer-wizard-recover-temp...

    The ward is created by the first abjuration spell you cast in a day; It has a max hp of level × 2 + int modifier. The ward does not absorb damage once it reaches 0 hp, but it remains until you take a long rest; The ward can be recharged by casting abjuration spells, at a rate of 2 x spell level worth of hp 3.

  6. Suppose I am an abjuration wizard with 3 temporary hit points and 5 hit points on my Arcane Ward. If I take damage, which hit points absorb damage first? For example, what will be my status after taking 4 damage? Will this damage force me to make a saving throw to maintain concentration? (In case it matters, assume that I have 30 hit points.)

  7. dnd 5e 2014 - Role-playing Games Stack Exchange

    rpg.stackexchange.com/questions/176350/what-happens-to-an-abjurers-arcane-ward...

    An abjuration wizard has the Arcane Ward class feature (PHB, p. 115): Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, 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.

  8. dnd 5e 2014 - Role-playing Games Stack Exchange

    rpg.stackexchange.com/questions/145429/would-the-life-transference-spell-be...

    I want to create a Abjuration wizard (PHB, p. 115-116) that uses the Life Transference spell (XGtE, p. 160) and the Arcane Ward feature to heal people, but I've heard people saying Life Transference is bad due to how it interacts with resistance (half the damage taken = half the healing).

  9. 17. At 18th Level, Wizards of all Schools gain the "Spell Mastery" feature: At 18th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your Spellbook. You can cast those Spells at their lowest level without expending a spell slot when ...

  10. What's the exact RAW order of interaction between an Abjuration...

    rpg.stackexchange.com/questions/207415/whats-the-exact-raw-order-of...

    In response to taking this damage, the wizard casts absorb elements as a reaction. The wizard gains fire damage resistance, and the damage taken is recalculated with this resistance. In addition, the ward regains 4 hit points since the wizard cast a 2nd level abjuration spell. The wizard is now taking 16 fire damage, which triggers the Arcane Ward.

  11. dnd 5e 2014 - Does the Abjuration wizard's Improved Abjuration...

    rpg.stackexchange.com/questions/136768/does-the-abjuration-wizards-improved...

    Improved Abjuration, the School of Abjuration wizard's 10th-level feature, states (PHB, 115): 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.