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School of Preservation – Arcane Tradition

12 Giugno 2025 - Subclasses

Preserver Wizards

In a harsh and unforgiving world like Athas, where magic drains the life force of the land, Preservers are cautious and devoted spellcasters who deliberately choose to wield arcane power without destroying the environment. The School of Preservation represents this path: a magical discipline that defends life, slows corruption, and repels destruction.
Wizards of the School of Preservation not only avoid harming the world with their spells, but also learn techniques to protect themselves and their allies. Some see them as martyrs, others as visionaries; but to many inhabitants of Athas, they are the last hope against devastation.


Vital Ward

2nd-Level School of Preservation Feature
When you cast an abjuration spell of 1st level or higher, you can create a protective veil that absorbs harm. You gain temporary hit points equal to twice the spell’s level. If you already have temporary hit points from this feature, you lose them and replace them with the new amount.
Starting at 5th wizard level, you can extend this protection to a creature within 30 feet of you as a bonus action on your turn.


Untouched Essence

6th-Level School of Preservation Feature
When subjected to an effect that requires a Constitution saving throw to maintain concentration on a spell, you can add your Intelligence modifier (minimum +1) to the roll.
Additionally, you learn the dispel magic spell, and it is always prepared for you. It doesn’t count against the number of spells you can prepare each day.


Spirit of the Earth

10th-Level School of Preservation Feature
You have learned to channel your magic without harming the terrain. When you cast a spell that affects an area, such as fireball or wall of fire, you can choose to exclude any area of natural terrain (sand, stone, rock, plants) to avoid visible environmental damage (at the DM’s discretion).
You also gain resistance to force and necrotic damage.


Keeper of the Lifeflow

14th-Level School of Preservation Feature
Your bond with the world’s lifeforce has grown so strong that you can repel corruption itself. Once per long rest, when an enemy within 20 feet of you casts a spell that deals damage, you can use your reaction to negate the necrotic, poison, or force damage portion of that spell for yourself or an ally.
Additionally, whenever you cast an abjuration spell, you can choose one creature within 30 feet. Until the start of your next turn, that creature has advantage on saving throws against spells.

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