Abjurer (Wordsmith specialization)

An abjurer is a Wordsmith that has specialized in using the arcane for protection.

### Features

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A Wordsmith may only pick 1 specialization.

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**Features**
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## Features

### Words of Abjuration

You have studied words of abjuration and you may add the following abilities to your spellbook.

> ***Arcane Mastery*** - Per feature picked in the abjurer archetype, you gain 1 extra Spell Slot.
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> ***Abjurer Magic*** - You can pick 1 new Word of Control, and your Words of Control list is expanded with following words that you can pick from:
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> * ***Shield*** (reaction, 1 Spell Slot) - You create a shield against incoming damage. Until the start of your next turn, you gain invulnerability against the appropiate element and you gain resistances as noted in the resistance table found below.
> * ***Dome*** (3AP, 2 Spell Slots, 1 minute concentration) - You create a 15 ft sphere around you that follows you. The first time a creature enters this dome, you can choose if they suffer the impact effect of the chosen element. All allies in the dome gain resistance based on the appropriate element and its resistances noted in the resistance table found below.
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### Spell: Arcane Lock

You use your magic to reinforce, lock or unlock doors, gates and hatches.

> ***Spell: Arcane Lock -*** You gain the following spells, which you cast without adding words of Element, Control and Potential.
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> * ***Arcane Lock*** (3AP, 1 Spell Slot) - You touch a closed door, window, gate, chest, or other entryway, and it becomes locked until dispelled. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
> * ***Unlock*** (3AP, 1 Spell Slot, 1 hour) - You unlock a closed door, window, gate, chest, or other entryway. It becomes unlocked for the duration and you can decide to immediately open it or not. When the time runs out and there is a magical or technological aspect forcing the entryway to close, it will close again. In other circumstances the entryway stays open.
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### Control: Elemental Skin

Protective energies from your studied elements can greatly boost the armor of your allies. You gain the following ability.

> ***Control: Elemental Skin -*** You learn one more word of control and you can now also pick the following Word of Control:
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> * ***Elemental Skin*** (3AP, 1 Spell Slot, 1 minute concentration) - You touch a creature and its flesh and equipment begins to transform into the appropriate element.  It gains invulnerabilities to the appropriate element and also gains invulnerability to its resistances noted in the resistance table found below. All creatures that start their turn within 5ft of the creature must make Constitution saving throws to your Spell Save DC. If failed, they take 1d4 damage.
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