Warlock Patron: The Abjurer

A legendary adventurer from a days long ago has been reborn as an eternal wanderer of the planes of existence. It has taken interest in you, and allowed you to access his knowledge of the School of Abjuration, as well as

Expanded Spell List

The Abjurer lets your choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Abjurer Expanded Spells

Spell Level Spells 1st Shield, Nora's Silencing Strile 2nd Arcane Lock, Nora's Absorb Energy 3rd Glyph of Warding, Abboths's Projectile Stasis 4th Wall of Fire, Nora's Redirect Spell 5th Dispell Evil and Good, Aarion's Covetous Aura

These spells count as Warlock spells for you and use your Charisma modifier.

Abjurer's Protection

At 1st level, you are able to summon a protective ward to shield you from damage. The ward has hitpoints equal to twice your warlock level + your Charisma modifier.

Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

Your ward is restored to the full amount of hitpoints at the end of a short rest or long rest.

Absorb Mana

At 6th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (such as Counterspell and Dispel Magic), you can choose to attempt to absorb the energy of the spell you counter.

If you choose to attempt to absorb energy; increase the spell level of the spell you are attempting to affect by 3 levels, to a maximum of 12th level. Cast your spell as if the spell you are affecting is the new spell level.

On a success, you restore one spellslot. On a failure, the affected spell is cast at its normal spell level.

Projected Ward

At 10th level, as a bonus action, you can project your ward to protect an ally of your choosing that is currently within 60ft of you. The ward then attaches to your target and will take damage for the ally.

If your ward is on an ally, you can move it from the ally with a bonus action, a further target must be within 60ft of the ally and within line of sight of you.

Spells you cast can be cast from the ally thats attached with the ward.

You can return the ward to you with a bonus action from any range. In addition, the ward returns to you upon completing a short rest or a long rest.

Overloaded Ward

At 14th level, your defensive ward can be repurposed as an offensive weapon. As an action, you can set your ward to self destruct. All damage the ward takes instead adds to the hit points of the ward. At the beginning of your next turn, you deal force damage equal to the ward's current hitpoints to everything within 15ft of the ward. Your ward is now at 0 hit points.