School of Arcane Shielding

by Lambros009

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School of Force Shielding

Wizards that follow the School of Force Shielding know the value of abjurative magic, and the capabilities it has to turn the tibes of battle. Translucent barriers of magical force being evoked out of thin air to repel an attack are the hallmarks of Arcane Shielders. These wizards are trained to be able to react almost instantaneously to any danger that presents iself, manifesting evanescent magical barriers with a flick of their wrist at the last possible moment.

Versatile Shield

At 2nd level, you add the Shield spell to your spellbook if it is not already there, and it has an additional use for you. When you see a creature within 30 feet of you being hit by an attack, you can use your reaction to cast the shield spell, targetting that creature. The creature gains the normal effects of the spell, with the exception that the spell ends for the creature when the turn on which it was cast ends. You can cast the spell in this way a number of times equal to your Intelligence modifier. You regain all expended uses after you complete a long rest.

Shielding Points

At 2nd level, your arcane study into force shielding has granted you increased capabilities. You have a number of Shielding Points equal to your Intelligence modifier. When you cast the shield spell, you can expend one Shielding Point to activate one of the following Shielding options. You can only have one Shielding option active at a time. You can activate this feature in combination with your Versatile Shield feature. The feature lasts for the complete duration of the spell. You regain all shielding points when you complete a long rest.

Wizard's Mirror. You cause your arcane shield to gain a reflective property against magic missiles. If a magic missile targets a creature that is shielded, its trajectory is reversed and instead targets its caster.

Shield's Retribution. Your almost impenetrable arcane shield hinders your opponent enough to grant you an opportunity to strike back. As part of the same reaction you used to cast the shield spell, you can make a ranged attack roll against your attacker or the attacker of a creature you have shielded with Versatile Shield. On a hit, the target takes 2d6 force damage. You have advantage on this attack roll if the enemy fails to hit its target with their attack.

Force Bubble. You cause the shield you manifest around you (or a shielded creature) to expand and cover one additional creature of your choice within 5 feet of the spell's target. The creature receives the benefits of the spell for its duration. If the creature moves more than 5 feet away from the target, the effect on it ends.

Invigorating Shield. You enchant the shield you conjure to bolster the vigor of those inside it. If the triggering attack of the spell fails, the shielded target gains 5 temporary hitpoints.

Ward Evoker

At 6th level, you gain one Shielding option from the following list. You can expend 2 shielding points to activate it when you cast the shield spell.

Repulsive Shield. You enchant your shield with fierce, volatile energy that expands, throwing an attacker backwards. Each time an enemy fails to damage the shielded creature with a melee attack roll, they must succeed on a Strength saving throw against your spell save DC or be pushed 5 feet back from their target. If a creature has failed this saving throw, they cannot move closer than 10 feet to the shielded target for the duration of the spell.

Weak Point Protection. You attempt guard the weakest points of the creature you protect with your shield. The target has resistance to bludgeoning, piercing and slashing damage against the triggering attack of the spell.

Flare Shield. You design your shield to explode in a burst of bright energy when impacted. For the duration of the spell, any creature that makes an attack against the shielded target must succeed on a Constitution saving throw against your spell DC or become blinded until the end of their next turn.

Shield of Fortitude. After your shield is formed, it protects the shielded target from all sources of harm that could befall them. The target has advantage on any saving throw made while the spell is active.

Arcane Perseverence

At 10th level, when you use your arcane recovery feature, you regain all expended shielding points.

Force Shield Master

At 14th level, choose one shielding option among the ones that were available to you from level 2. You can use that shielding option at will whenever casting the shield spell, without expending any shielding points.



Created by /u/Lambros009.

Spells

Charging Force Shield

3rd-level abjuration


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a pinch of diamond dust worth 10 gp, which the spell consumes)
  • Duration: 1 minute
  • Classes: Wizard

You wave your hands to create an shimmering arcane ward around a creature of your choice within range. The target gains a +3 bonus to their AC. If a creature fails to damage the shielded target with an attack while within 5 feet of the target, the force shield erupts in flairs of arcane energy at the impact, and the attacker takes 1d4 force damage. For each attack made against the shielded target that fails, the force shield gives an additional +1 bonus to the target's AC as it begins to shimmer more powerfully. When an attack would cause the shield to reach a total of a +6 bonus to the target's AC, it erupts dealing 2d10 force damage to all creatures within 5 feet of the target.

Field of Force

4th-level abjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a pinch of diamond dust worth 150 gp)
  • Duration: Concentration, 1 minute
  • Classes: Wizard

An arcane field of force forms in a radius of 20 feet around you. For the duration, when you see an attack being made against a creature within the affected area, you can use your reaction to manipulate the force around you in order to shield your ally. The creature gains a +3 bonus to their AC until the beginning of their next turn, or until they are no longer inside the field. Only one creature at a time can be affected by this bonus. If you shield another creature, the effects of the spell fade from the previous target.

At Highter Levels. When you cast this spell using a spell slot of 5th level or higher, the spell can affect one additional creature simultaneously, up to a maximum of 3 creatures.

Shielding Field

5th-level abjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a pinch of diamond dust worth 150 gp)
  • Duration: Concentration, 1 minute
  • Classes: Wizard

You cause an abjurative aura to manifest in a 15-foot cube within range. Any creature of your choice within the affected area gains a +5 bonus to their AC.

Intercept

2nd-level abjuration


  • Casting Time: 1 reaction, when you see a creature within range move.
  • Range: 60 ft.
  • Components: S, V, M (an aerodynamic-looking stone)
  • Duration: Instantaneous
  • Classes: Bard, Wizard

You reach out with your hands and summon a magical barrier in front of a moving creature's current path. The target must succeed on a Dexterity saving throw. On a failure, its speed reduced to 0 and it takes 1d4 of bludgeoning damage for every 10 feet it has moved since the beginning of its turn. On a success, the target takes half as much damage, and its speed is not affected.

At Highter Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Immobilizing Field

1st-level abjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a roughly cut ruby)
  • Duration: Concentration, 1 minute
  • Classes: Wizard

You cause an obstructive field to form on the ground around a creature of your choice within range, holding them at an impass. The target must succeed on a Dexterity saving throw, or its speed becomes 0. As an action, the creature can make a Strength check against your spell save DC to break through and escape the containment field.

At Highter Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Arcanite Armor

4th-level abjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a piece of metal infused by arcane energy)
  • Duration: 8 hours
  • Classes: Wizard

You touch a willing creature and a protective magical force that takes the shape of a spectral armor surrounds it until the spell ends. The target's AC becomes 17 if it was lower than that. Once before the spell ends, when the creature takes damage or is forced to make a Constitution saving throw, it can use its reaction to call forth the protective power of the Arcanite Armor. The creature gains 5 temporary hitponts and has advantage on Constitution saving throws for the next minute.

Arcane Reconstitution

7th-level transmutation


  • Casting Time: 8 hours
  • Range: Self
  • Components: V, S, M (Purified Arcane Epheral dust worth 1,500 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Wizard

You conjure pure arcane force energy by tapping into the weave, and concentrate it on your hands. The energy distorts gravity and space around it, making it taxing for you to hold it at bay even this long, until you finally you place your hands on a point on your body. The energy infuses your veins, turning them bright blue as its tearing through your body. You take 5d12 of force damage. This damage cannot be reduced in any way, and your hitpoint maximum is reduced by an equal amount. If you fall uncoscious as a result of taking this damage, the spell ends.

After the Arcane Reconstitution, your body remains infused with force energy, altering your physical appearance.

  • You gain resistance to force, thunder and lightning damage. When you would take force damage, you instead regain hitpoints equal to the force damage you would take.

  • When a creature deals force damage to you, it also receives an amount of force damage equal to half of the damage it dealt to you if it is within 30 feet of you.

  • If you do not do so already, you can add your intelligence modifier to any damage roll you make that deals force damage to another creature.

  • When you fall unconscious, the arcane energy in your body surges outward, without any control. Any creature within 10 feet of you must succeed on a Constitution saving throw, or take 5d12 force damage. A creature takes half as much damage on a successful saving throw. Additionally, roll a d20. On a result of 1, the Arcane Reconstitution spell ends, as all of the energy you had infused yourself with has been released from your body, when you fell unsconscious and lost control of it.

 

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