

Fighter Archetype
Knight-Abjurer
Some warriors dabble in magic — generally with underwhelming results — but focused study can be a powerful augment to one's martial skill. Knight-Abjurers are combatants who learn to complement their weapons with powerful defensive spells. They can conjure wards and barriers to defend themselves and others, deflecting their enemies' assaults with ease.
Knight-Abjurers can come from any background, but always have a way to combine combat training with arcane study. A Knight-Abjurer might begin their career as a wizard's apprentice before adjusting their path, or as a mercenary who discovered the value of a quick defensive spell. They don't have any particular alignment tendencies, either; the Knight-Abjurer's approach is a method, not a code.
Knight-Abjurer Features
Fighter Level | Features |
---|---|
3rd | Spellcasting, Battle Ward, Arcane Bulwark |
7th | Resonant Shielding |
10th | Stalwart Defender, Swift Spellcaster |
15th | Abjurer's Recovery |
18th | Abjuration Expertise |
Spellcasting
When you adopt this archetype at 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips , which must be either from the wizard spell list or of the abjuration school. One of them must belong to the abjuration school, while the others can be of any school. You learn an additional abjuration or wizard cantrip at 10th level.
Spell Slots
The Knight-Abjurer Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from the wizard spell list and the abjuration school.
The Spells Known column of the Knight-Abjurer Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration spell.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through innate ability and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus, a shield you are wearing, or any melee weapon you are wielding as a spellcasting focus for your wizard spells.
Battle Ward
Also at 3rd level, you can harness your defensive magic to hammer against your foes. As a bonus action, you can create a magical ward around yourself. The ward has hit points equal to 1d4 + half your fighter level. While the ward is active, anytime an enemy makes a melee attack against you (whether it hits or misses), it takes 1d6 force damage. At level 10, this damage increases to 2d6 force damage.
The ward lasts for 10 minutes or until its hit points are reduced to 0. You can summon it a number of times equal to your Intelligence modifier (minimum 1), regaining all expended uses after finishing a long rest.
Get Your Shield On
If your table has replaced the shield spell with deflect from Spells That Don't Suck (included in Appendix 1), it's suggested you add the following sentence to Battle Ward:
"In addition, when you cast the deflect spell, its maximum AC is increased by 3."
Arcane Bulwark
Also at 3rd level, you can magically draw attacks away from your allies and onto yourself. When an ally within 5 feet would be hit with an attack but before the damage is determined, you can use your reaction to redirect the attack at you instead. The attacker makes a new attack roll.
Resonant Shielding
At 7th level, your magic leaves residual force thrumming around your weapons. Anytime you cast an abjuration spell, your next weapon attack within 1 minute deals 1d6 bonus force damage, and you can optionally change all the attack's damage to force damage.
Stalwart Defender
At 10th level, anytime you cast an abjuration spell of 1st level or higher, it takes effect as if cast with a spell slot one level higher.
Swift Spellcaster
Also at 10th level, when you cast an abjuration spell of 1st level or higher with a casting time of 1 action, you can choose to cast it as a bonus action instead. If you do so, you can use your Battle Ward as part of the same action.
Abjurer's Recovery
At 15th level, you learn a bit of the wizard's skill for regaining spent spell slots. When you take a short rest, you can recover spell slots with a total number of levels equal to one-third your fighter level.
Abjuration Expertise
At 18th level, you can mold your abjuration spells to achieve extremely precise results. Anytime you or a friendly creature is under the effect of one of your abjuration spells, its AC increases by 1. In addition, while you are concentrating on a spell, your AC increases by 1.
Knight-Abjurer Spellcasting
Level | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Blades That Go Boom?
There are a few cantrips that involve making a weapon attack (sometimes called bladetrips, or SCAGtrips after the book where they first appeared). Knight-Abjurers can make reasonable use of them, but the spells are intrinsically hard to balance, so the subclass isn't written with an expectation that a player uses them.
Knight-Abjurer quirks
The following are some optional quirks for a player of this Domain to choose from.
d6 | Quirk |
---|---|
1 | You decorate your armor with mystic runes and sigils. |
2 | Your weapon's hilt is refashioned from a magic wand. |
3 | You look down on pure wizards as "mere theorists". |
4 | You prefer to use magic for any mundane task you can manage, even lighting fires or cleaning clothes. |
5 | You carry a spellbook with you at all times, even if you don't really use it. |
6 | You never told your parents you flunked out of wizard school. |
Appendix 1: Spells
Blade Shell
Abjuration cantrip (ferromancy)
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 round
You encase yourself in metal fragments, creating a shield that will shatter against your foes. The next time you are targeted with a melee attack (hit or miss), the shield bursts, dealing 2d4 piercing damage to the attacker. If the shell has not burst by the start of your next turn, it fades harmlessly.
This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Deflect
1st-level abjuration
- Classes: Sorcerer, Wizard
- Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
- Range: Self
- Components: V, S
- Duration: 1 round
- Replaces: Shield
A transparent sphere of arcane force appears, averting incoming attacks. Until the start of your next turn, you have a +5 bonus to AC, to a maximum of 21 AC, including against the triggering attack, and you take no damage from magic missile.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to AC (and the maximum AC) increases by 1 for every two slot levels above 1st (for example, when cast with a 5th level spell slot, you have a +7 bonus to AC, to a maximum of 23 AC).
Force Barrier
2nd-level abjuration
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a shimmering wall of force around yourself, sapping the momentum of incoming blows. You gain resistance to force damage and to bludgeoning, piercing, and slashing damage. While you are concentrating on this spell, your speed is halved, and you can't take reactions.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the penalty to your speed is reduced by 5 feet for each slot level above 2nd.
Instant Guardian
3nd-level abjuration
- Classes: Wizard
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: 1 minute
You thin the fabric of space around you, giving yourself the ability to protect nearby allies. As a reaction when a creature within 30 feet would be hit with an attack, you can teleport to a 5-foot space adjacent to it and become the target of the attack. Then, if the attacker is within 5 feet of you, you can make one weapon attack against it.
Turning Ward
2nd-level abjuration
- Classes: Sorcerer, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You construct a maze of magic around another creature you touch, making it difficult for enemies to reach. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make an Intelligence saving throw. On a failed save, the creature must target you instead, or another creature of its choice if it can't target you. If it doesn't choose a new target, it loses the attack or spell. The warded creature gains no protection from area effects.
When the target makes an attack or casts a spell that affects a hostile creature, that creature gains immunity to the spell. A creature also becomes immune to the spell if it succeeds on the saving throw.
Change Log
v0.2
- Fixed a few typos and added one cantrip (Blade Shell)
v0.1
- Initial Draft!
Credits & References:
- Knight-Abjurer created by somanyrobots
Discord | Patreon
Spells
- Deflect by Omega Ankh and somanyrobots
- Blade Shell, Force Barrier, Instant Guardian, and Turning Ward by somanyrobots
Art
Elite Guardmage, by PINDURSKI © Wizards of the Coast LLC
Background Image Stains
Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.
Fan Content Policy
- This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
5E SRD Content
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.