AbjurerMedium humanoid (any species)
Magic Sense. The abjurer has the ability to see the magical world around it. It has advantage on Arcana checks to identify spells.
Magical Ward. The abjurer has a magical ward that has 30 health. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 health, the abjurer takes any remaining damage. Whenever the abjurer expends mana to cast a spell, the ward regains an amount of health equal to the mana expended.
Spell Ward. While the abjurer isn’t incapacitated, it and each friendly creature within 5 meters of it who can see or hear it gains a +2 bonus to saving throws against magic.
Spellcasting. The abjurer uses Arcana (Int) to cast spells (spell save DC 16, +8 to hit with spell attacks). It has 17 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
1 mana: alarm, dampen spell, detect magic, disintegrate, floating disk, force barrier, force bulwark, force shield, force spear, force weapon, knock/lock, mage armor, magic missiles, mana burn, nondetection, purge, silence
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 3 (1d8 − 1) bludgeoning damage.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9