Channel of Abjuration
Grants temporary hit points on casting Abjuration spells, a damage-reducing reaction, larger and longer-lasting barriers, and a reaction that turns a failed save into a success.
Identity
The Channel of Abjuration is the Riftcraft Tradition of walls, seals and lines that will not be crossed, along with the counters and the dispels. It is the most exactly recorded of the fifteen Channels, because a ward transcribed loosely does not hold. An Abjurer's Spellbook is the neatest in any tower, with the failure conditions written in the margin beside every entry.
Features
- L3 Abjuration Training
You gain proficiency in the Insight skill if you do not already have it. When you copy an Abjuration spell into your Spellbook, the cost is halved. When you cast an Abjuration spell of 1st level or higher, you gain temporary hit points equal to twice the spell's level plus your Intelligence modifier. These last until you finish a short rest and do not stack. The Ward Sign, Shield, Mage Armor, and Dispel Magic spells are always prepared for you and do not count against your prepared spell limit.
- L7 Interposed
When a creature you can see within 30 feet takes damage, you can use your reaction to reduce that damage by 2d8 + your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (minimum once) per long rest.
- L11 Larger Wards
When you cast an Abjuration spell that creates a barrier or an area of effect, the area increases by 10 feet in every dimension and the duration doubles. You also have advantage on saving throws against spells and other magical effects.
- L15 Reverse Save
When you or a creature you can see within 30 feet fails a saving throw against a spell, you can use your reaction and expend a spell slot of 3rd level or higher to turn that failure into a success. You can use this feature once per short rest.
- L18 Full Seal Capstone
Once per long rest, you can use a bonus action to raise a full seal that lasts 1 minute. While it lasts, you have resistance to all damage and cannot be moved or teleported against your will. A hostile spell of 5th level or lower that targets you or an ally within 15 feet of you fails unless its caster succeeds on a check using their spellcasting ability against your spell save DC. The seal ends early if you are reduced to 0 hit points.