AbjurerMedium humanoid (any species)
- 9 (5,000 XP)
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 9 meters of it who can see or hear it gains a +2 bonus to saving throws against magic.
Spellcasting. The abjurer is a 11th-level spellcaster. Its spellcasting ability is Intelligence (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, and knows the following spells:
1 mana: alarm, deflect spell, detect magic, disintegrate, floating disk, force barrier, force hand, force shield, force spear, force sword, force weapon, knock/lock, mage armor, magic missiles, mana burn, martial empowerment, purge
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 1.5 m. Hit: 3 (1d8 − 1) bludgeoning damage.