🛡️ D&D 2024 Wizard - Abjurer Subclass Review 🛡️
Shield your allies and protect yourself with the Abjurer Wizard subclass in the D&D 2024 Player's Handbook. We go through every feature from level 3 to 14 and offer our final verdict. Stick around to see if this subclass is right for your next campaign!
Timestamps:
0:00 - 0:05: Introduction: Is the Abjurer subclass right for you?
0:05 - 0:29: Overview of the subclass review, discussing what’s changed from 2014.
0:29 - 2:30: Level 3: Abjuration Savant & Arcane Ward
2:30 - 3:30: Level 6: Projected Ward
3:30 - 4:19: Level 10: Spell Breaker
4:19 - 4:58: Level 14: Spell Resistance
4:58 - 5:20: General thoughts and Tier Ranking for the Abjurer Subclass
5:20 - 6:13: Outro and Channel Support
Key Abilities:
Level 3: Abjuration Savant & Arcane Ward (0:29 - 2:30)
Abjuration Savant: As with many wizard subclasses, the Abjurer allows you to add two level 2 or lower abjuration spells to your spellbook for free. Each time you unlock a new spell level, you get to add an abjuration spell for free, ensuring you’re always equipped with defensive magic.
Arcane Ward: This is the defining feature of the Abjurer subclass. When you cast an abjuration spell, you create a ward that absorbs damage for you. The ward’s hit point maximum equals twice your wizard level plus your Intelligence modifier, and any damage you would take is first absorbed by the ward. You can restore the ward’s hit points by casting more abjuration spells or expending spell slots. This gives your wizard some much-needed durability in combat, making them the most defensive of the wizard subclasses.
This is a standout feature for keeping your wizard safe in battle while still casting powerful defensive and control spells.
Level 6: Projected Ward (2:30 - 3:30)
Projected Ward: At level 6, the Abjurer gains the ability to protect allies with their Arcane Ward. When a creature within 30 feet of you takes damage, you can use your reaction to have your ward absorb the damage instead. This allows you to act as a defensive anchor for your party, protecting key members when needed.
While not game-breaking, it adds a layer of utility and cements the Abjurer as a defensive wizard, capable of tanking for the party in dire moments.
Level 10: Spell Breaker (3:30 - 4:19)
Spell Breaker: This ability automatically gives you Counterspell and Dispel Magic as always-prepared spells. You also get to cast Dispel Magic as a bonus action, and if you fail to counter or dispel a spell, the spell slot isn’t expended. Additionally, you can add your proficiency bonus to ability checks made when casting these spells.
While Counterspell isn’t as powerful as it was in the 2014 edition, this ability makes you a powerhouse when it comes to disrupting enemy spellcasters, letting you stop magical threats more efficiently and more often.
Level 14: Spell Resistance (4:19 - 4:58)
Spell Resistance: By level 14, you gain resistance to spell damage and advantage on saving throws against spells. This is a huge defensive boon, making you highly resilient against magical attacks. You can survive spell barrages, keeping you alive to cast your big spells or keep shielding your party.
This feature makes the Abjurer incredibly hard to take down with magic, letting them hold the line while remaining relatively safe from enemy casters.
General Thoughts & Tier Ranking (4:58 - 5:20)
The Abjurer excels at protecting both themselves and their allies, with a focus on survivability. While not a damage-dealing subclass, its role as a magical tank can’t be underestimated. The defensive abilities stack well, especially with Arcane Ward and Spell Resistance. The ability to control the battlefield by negating enemy spells through Spell Breaker makes the Abjurer a solid pick for players who prefer a more protective role.
Music by Michael Ghelfi.
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