Defensive Magic

Wizards can deploy a myriad of incredible effects, but they are not generally warriors. Unable to fend off physical attacks or avoid harm, many adventuring wizards find themselves prone to injury and untimely death. However, wizards from this tradition use their magic to avoid deadly blows and toothy maws.

Impervious Shield

When you choose this school at 2nd level, you add the shield spell to your spellbook. You always have this spell prepared, and it doesn’t count against the number of spells you can prepare each day. When you cast shield, you also gain resistance against bludgeoning, piercing, and slashing damage from non-magical sources until the spell ends.

Magnified Mage Armor

At 2nd level, you add the mage armor spell to your spellbook if it is not there already. When you cast mage armor on yourself, you can cast a special version of it that allows you to suppress the spell as an action. While suppressed, you no longer gain the benefit of the spell, but the time the spell is suppressed doesn’t count against the spell’s duration. If you wish to recall it, you can do so as an action.

Combined Magic Defense

At 6th level, when you are under the effects of mage armor, you can cast shield as a reaction which you take when a spell or effect forces you to make a Dexterity saving throw to avoid taking damage. You can add a +5 bonus to your Dexterity saving throws until the start of your next turn.

Compel Distance

Beginning at 10th level, as a bonus action, you bewitch creatures and compel them to keep a within certain distance with you. Choose one of the following:

Bind. A creature that can see or hear you within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, a targeted creature can’t willingly move to a space more than 30 feet away from you until the end of its next turn. This effect ends on the creature if you are incapacitated or die, or if the creature is more than 30 feet away from you.

Ban. A creature of your choice that can see or hear you within 30 feet of you must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it must spend its movement on subsequent turns trying to move at least 30 feet away from you. Once a creature is at least 30 feet away from you, it cannot willingly move closer until the end of its next turn. If there is nowhere to move that is not obviously dangerous or the creature is restrained, it can use its action to try and escape or take the Dodge action.

You can use this feature to target a total number of creatures equal to your Intelligence modifier and regain any expended uses when you finish a long rest.

You can choose to target more than one creature at a time when you choose a bewitchment.

Near-future Vision

Beginning at 14th level, your studies into divination have enabled you to look mere seconds into the future. As a bonus action, you can begin to concentrate on these premonitions as though concentrating on a spell. While doing so for up to 1 minute, attack rolls against you have disadvantage and you have advantage on Dexterity saving throws.

Once you use this feature, you cannot do so again until you finish a long rest.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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