Magus's Wards

This page lists the Wards available to Magi. All Wards are a reaction to use.

## 1st level Wards

### Minor Shield

When targeted with an attack roll, conjure a spectral shield on your arm or in the air, granting +2 AC for this turn. Cast at higher levels, the AC bonus increases by 1 for each slot level after 1st.

### Counter-Surge

When damaged by cold or fire, release a burst of fire or cold, countering that energy type and reducing it by 2d6. Cast at higher levels, the reduction increases by 1d6 for each slot level after 1st.

### Blade Ward

Draw a sigil in the air when targeted by a melee weapon attack, granting yourself resistance to slashing, piercing, and bludgeoning damage from melee weapon attacks. This effect lasts until the start of your next turn.

### Arrow Ward

Draw a sigil in the air when targeted by a ranged weapon attack, granting yourself resistance to slashing, piercing, and bludgeoning damage from ranged weapon attacks. This effect lasts until the start of your next turn.

## 2nd level Wards

### Major Shield

When you or an adjacent ally is targeted by an attack roll, erect a spectral shield covering either you or them, granting a +3 bonus to AC until the start of your next turn. Cast at higher levels, the AC bonus increases by 1 for each slot level after 2nd.

### Spell Ward

Draw a sigil in the air when targeted by a spell or magical effect, granting yourself resistance to damage from spells. This effect lasts until the start of your next turn.

### Deflecting Shield

When targeted by a ranged attack roll, conjure a plane of force in the way that deflects the projectile over your head or around you in some way. The attacker may then choose a new target, as long as there is something to target that is on the other side of you from their position. This shield can only effect ranged weapon attacks and cantrips.

## 3rd level Wards

### Absorbing Shield

When subjected to an area effect (such as a *Lightning Bolt* spell or a red dragon's fire breath) conjure a shield of force to absorb some of the effects. This shield has 15 temporary hit points, and any remaining damage is carried over to you. Casting this Ward at higher levels increases the shield's hp by 5 for each slot level past 3rd.

### Elemental Ward

When damaged by an elemental energy type (fire, cold, lightning, thunder, acid), draw a sigil in the air that grants resistance to elemental energy types. This effect lasts until the start of your next turn.

### Repelling Shield

When damaged, erect a special shield that converts energy harmlessly into motion. You are thrown backward a number of feet equal to the triggering damage (round to the nearest increment of 5).

## 4th level Wards

### Life Ward

When damaged by necrotic damage, draw a sigil in the air that grants resistance to necrotic damage until the start of your next turn.

### Slippery Ward

When targeted by a grapple effect, draw a sigil in the air that grants you advantage on acrobatics checks and gives hostile creatures disadvantage on athletics checks against you until the start of your next turn.

### Ground Ward

When falling, summon a rune on the groun where you land that shatters as you hit it, negating the fall damage.

## 5th level Wards

### Shape Ward

When targeted by a hostile shape-changing spell like *Polymorph*, draw a sigil in the air that prevents your form from being altered until the start of your next turn. This Ward will halve the damage of a *Disintegrate* spell.

### Death Ward

When reduced to 0 hp or killed outright, draw rune on your chest that will explode, returning you to life at 1 hit point.

### Mage Ward

When targeted by a spell or magical effect, draw sigil that prevents you from being targeted by spells of 5th level or lower until the start of your next turn. The attacker may then choose a different target.