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Of all the wizard subclasses in Dungeons & Dragons Fifth Edition, students of the School of Abjuration are the most defensive. Ask them about their day and they're likely to overreact with magical wards, shield spells, and maybe a counterspell or three.
But being a little overprotective can be very helpful when you're a wizard. With so few hit points, wizards have to be careful. Thankfully, School of Abjuration wizards can afford to be a little more adventurous thanks to their magical wards and protective abilities. Here's how you can feel safe by playing a School of Abjuration wizard.
School Of Abjuration Wizard Features
You may enroll in the School of Abjuration starting at level two. Once you choose to study abjuration as your specific magical field, you become an Abjuration Savant, halving the time and gold cost required ♚to copy an abjuration spell into your spell book.
You also learn Arcane Ward at level two🎃. This magical barrier provides you with temporary hit points equal to twice your wizard level plus your Intelligence modifier whenever you cast an abjuration spell of first ✤level or higher.
These temporary hit points last until you finish a long rest. Once reduced to zero, your Arcane Ward can regain hit points by casting an abjuration spell. The number of hit points is twice the spell's level.
At sixth level, Projective Ward allows you to use your reaction to ℱhave your Arcane Ward absorb damage taken by a creature you see within 30 feet🤡 of you.
Improved Abjuration at level 10 lets you add your proficiency bo🐻nus to any ability checks related to casting an abjuration spell (such as counterspell or dispel magic).
Finally, at level 14, Spell Resistance provides you with adv🦋antage on saving throws against spells and resistance to spell damage.
Best Species For A School Of Abjuration Wizard
With a wide variety of spells at your disposal, a wizard can be any species and still be effective. But there are a few species that help mitigate the limitations of being a wizard better than others. Here are a few suggested species for a School of Abjuration wizard.
Autognome |
Wizards don't get armor proficiency, so having an innate armor class of 13 is pretty great. Built for Success can help ensure your spells go off without a hitch, and Healing Machine works well for a class that can learn Mending qui▨te easily. |
Dwarf |
Hill dwarves get extra hit points at every level, which can really help with how fragile wizards are. Mountain dwarf gives you some much-needed armor proficiencies. |
Eladrin |
School of Abjuration wizards are tougher than most wizards, which helps make an offensive Fey Step more viable. Perception proficiency, Darkvision, and charm resistance are all nice perks. |
Fairy |
Flying is always nice to have innately. Faerie Fire isn't on the wizard spell list and is a very useful utility spell. Druidcraft and Enlarge/Reduce aren't quite as useful, but still nice to have. |
Githzerai |
Mage Hand, Shield, and Detect Thoughts are all spells you could already learn, but they still free up some spell slots for other spells. Advantage against being charmed or frightened and psychic resistance are also nice. |
Goblin |
Fury of the Small boosts your spell attack damage, and Nimble Escape lets you disengage or hide as a bonus action. Charm resistance and Darkvision are good too. |
Hadozee |
Hadozee Dodge reduces the damage you take, which is like having even more temporary hit points than Arcane Ward already provides. A gliding speed and Dextrous Feet are neat, but not super useful for wizards. |
Human |
Variant human lets you start the game with a free feat. Consider Resilient or Medium Armor Master to help shore up your defenses. |
Owlin |
Maybe not quite as good as being a fairy, but you can fly, you can see really well in the dark, and you have stealth proficiency. |
Tortle |
Having an armor class of 17 without any armor can go a long way to making your School of Abjuration wizard feel like a tank. Shell Defense is even better than taking the Dodge action, and being able to hold your breath for an hour is a cool party trick. |
Best Ability Scores For A School Of Abjuration Wizard
Like all wizards, students of the School of Abjuration mostly want Intelligence and Constitution. Dexterity is nice to help with your armor class, but it's a tertiary consideration at best. Strength, Wisdom, and Charisma can all be safely ignored.
If you're using D&D's point buy system, a decent starting ability score spread for a Sch💮ool of Abjuration wizard might look something l🌸ike this.
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
8(0) |
14(+2) |
16(+3) |
16(+3) |
10(0) |
10(0) |
Best Starting Equipment For A School Of Abjuration Wizard
Most of what you do will come from your spells, so a quarterstaff or dagger is strictly your backup weapon. A quarterstaff deals more damage, so pick that.
An arcane focus is way more convenient than a component pouch, so pick that for y🅺our spellcasti💫ng.
A scholar's pack can help you record spells for your spellbook right away, while an explorer's pack will give you torches, a bedroll, and rations. Either way, you'll need to spend money to give you what the other doesn't so pick whichever one you want.
Your spellbook is your most precious item. Keep it secret. Keep it safe.
Best Spells For A School Of Abjuration Wizard
Your spells are your life as a wizard. While abjuration spells are going to be your most important ones, there are other spells that every wizard should know. Here are some suggested spells to throw in your spellbook first.
Spell Level |
Spell |
Cantrip |
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First Level |
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Second Level |
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Third Level |
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Fourth Level |
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Fifth Level |
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Sixth Level |
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Seventh Level |
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Eighth Level |
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Ninth Level |
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By far, your most important spells will be Absorb Elements, Shield, Counterspell, and Dispel Magic. These spells will keep your Arcane Ward feature full of hit points, and you'll be the best counterspeller at level 10 thanks to Improved Abjuration.
Best Feats For A School Of Abjuration Wizard
Unless you play as a variant human, you're not likely to even consider feats until much later in your campaign. But when you do, here are a few that might be worth it for a School of Abjuration wizard.
Artificer Initiate |
Most artificer spells are available to wizards, but Cure Wounds isn't. Be your party's healer with this feat. |
Lucky |
Lucky is like having inspiration all the time. Always a great feat for any class. |
Resilient |
Gain an ability score increase and proficiency in that ability score's saving throw. Great way to get proficient Constitution saving throws. |
Telekinetic |
Yes, you can already learn Mage Hand, but this frees up a cantrip and also provides a useful bonus action in combat when you're not throwing up Shields or Counterspells. |
Medium Armor Master |
Wear medium armor. Have some armor clasᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚs. Your wizard will thank you. |
Metamagic Adept |
Learning some tricks from the Sorcerer can help in a number of different ways. Consider Quickened or Empowered Spell to get the most out of this feat. |