Aasimar Abjurer Wizard Build Guide
Combine the Aasimar's Celestial Resistance with the Abjurer's Arcane Ward to build a Wizard that can tank more damage than your party's Fighter.
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Why Abjurer?
Playing an Aasimar Abjurer Wizard is an exercise in turning the game's squishiest class into an unkillable magical bastion. While Wizards are notoriously fragile due to their d6 Hit Die, the Abjuration subclass completely rewrites the script starting at level 3. By generating an Arcane Ward that scales with your Intelligence and Wizard level, you create an ablative health pool that absorbs blows before they ever touch your actual hit points.
Adding the Aasimar species to this chassis takes your durability from great to absurd. Celestial Resistance grants innate resistance to necrotic and radiant damage. While your Arcane Ward takes damage before your resistances apply, once the ward drops, your Aasimar traits ensure you aren't immediately vaporized by a stray Harm or Flame Strike. Furthermore, Healing Hands gives you a zero-spell-slot way to pick up a downed ally, a utility most Wizards would kill for.
This build is a 5/10 on generic synergy only because Aasimar doesn't natively boost Wizard spellcasting in a way a High Elf or Gnome might. However, if you use Tasha's custom origin rules to push your Intelligence to 15 (plus a +2 racial bonus for 17) and your Dexterity to 14, you offset any species-level awkwardness. By the time you reach level 6 and unlock Projected Ward, you transition from a selfish tank into a premier party defender.
Abjurer Features
Abjuration Savant
Level 3The gold and time you spend to copy abjuration spells into your spellbook is halved.
Arcane Ward
Level 3When you cast an abjuration spell of 1st level or higher, you can create a magical ward on yourself. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If the damage reduces the ward to 0 hit points, you take any remaining damage. When you cast an abjuration spell of 1st level or higher, the ward regains hit points equal to twice the spell's level.
Projected Ward
Level 6When a creature you can see within 30 feet takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If the damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Spell Breaker
Level 10When you cast the Counterspell or Dispel Magic spell, you add your proficiency bonus to your ability check if one is required.
Spell Resistance
Level 14You have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
Recommended Ability Scores
Aasimar Traits That Benefit Abjurer Wizard
Celestial Revelation
Flight provides incredible mobility, letting the Wizard reach otherwise inaccessible positions.
Celestial Resistance
Built-in damage resistance reduces incoming damage, keeping your Wizard alive longer in combat.
Healing Hands
Additional healing ability supplements the Wizard's support capabilities.
Darkvision
Aasimar Darkvision helps Wizards scout ahead and fight in darkness without needing a torch.
Combat Effectiveness
| Level | HP | Melee DPR | Spell DPR |
|---|---|---|---|
| Level 5 | 32 | 3.9 | 7.8 |
| Level 11 | 68 | 3.58 | 10.18 |
| Level 17 | 104 | 3.58 | 13.2 |
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Build Path (Levels 1-20)
Levels 1-4
Your first two levels are standard Wizard survival. Rely on Mage Armor and Shield to stay alive. At level 3, your build truly begins when you gain Arcane Savant and, crucially, Arcane Ward. Every time you cast an Abjuration spell of 1st level or higher, you feed your ward. At level 4, take the Fey Touched feat to bump your starting 17 Intelligence to 18. Choose Gift of Alacrity or Command as your free spell, and enjoy the free Misty Step to escape grapples that your ward can't block.
Levels 5-10
Level 5 brings 3rd-level spells. You absolutely must take Counterspell and Dispel Magic. At level 6, you unlock Projected Ward, allowing you to spend your reaction to shield an ally within 30 feet from damage. This is a game-changer for protecting your party's rogue or cleric. At level 8, take the Eldritch Adept (Armor of Shadows) feat. This allows you to cast Mage Armor at will, letting you fully recharge your Arcane Ward between every single combat without spending a spell slot. At level 10, Spell Breaker comes online, adding your +4 proficiency bonus to your Counterspell and Dispel Magic checks, making you the undisputed king of magical shutdowns.
Levels 11-16
At level 12, max your Intelligence to 20 to boost your spell save DC and add another point of health to your Arcane Ward. Level 14 grants Spell Resistance, giving you advantage on saves against all spells and resistance to their damage. Between your Arcane Ward, your Aasimar Celestial Resistance, and this feature, enemy spellcasters will completely waste their turns targeting you. At level 16, pick up Resilient (Constitution) to round out your CON to 15 and secure your concentration checks for high-level spells like Globe of Invulnerability.
Levels 17-20
Tier 4 is where you ascend to godhood. At level 17, you gain access to 9th-level spells. Wish is mandatory, but Foresight is incredible for ensuring you almost never get hit. At level 19, take War Caster or bump your Constitution to 16. Your Arcane Ward now has a massive 45 hit points (Wizard level 20 x 2 + 5 INT), and you have the spell slots to easily refill it mid-combat. Use your Celestial Revelation flight to hover above the battlefield, raining down control spells while remaining virtually untouchable.
Recommended Spells
Cantrips
Mind Sliver: Targets Intelligence saves and deducts 1d4 from the target's next saving throw. Perfect for setting up your own Banishment. Ray of Frost: Reduces enemy speed by 10 feet, keeping melee threats away from your ward.
Level 1-2 Spells
Shield: An Abjuration staple. Not only does it add +5 AC, but it also heals your Arcane Ward for 2 HP when cast. Absorb Elements: Crucial for surviving dragon breath weapons, and also feeds the ward. Mage Armor: Your primary ward-charger until you take Eldritch Adept.
Level 3-5 Spells
Counterspell: The crown jewel of the Abjurer. With Spell Breaker at level 10, you rarely fail the ability check to stop higher-level spells. Dispel Magic: Similarly supercharged by Spell Breaker. Banishment: A fantastic save-or-suck Abjuration spell that feeds your ward 8 HP upon casting.
High-Level Spells
Globe of Invulnerability: A 6th-level Abjuration spell that completely shuts down enemy casters while recharging your ward by 12 HP. Mind Blank: Cast this 8th-level Abjuration spell at the start of the day. It gives you immunity to psychic damage and charms, and instantly gives your ward 16 HP.
Recommended Feats
Eldritch Adept
Take this at level 8. Choosing the Armor of Shadows invocation allows you to cast Mage Armor on yourself at will, without expending a spell slot. Because Mage Armor is an Abjuration spell, you can cast it repeatedly out of combat to completely refill your Arcane Ward to its maximum hit points in seconds.
Fey Touched
Take this at level 4. It provides a +1 to Intelligence, pushing a 17 to an 18. The free cast of Misty Step is vital for an Aasimar Wizard, as it allows you to escape restraints or melee lock-downs without burning a 2nd-level spell slot.
Resilient (Constitution)
Take this at level 16. Even with your Arcane Ward absorbing damage (which prevents concentration checks from triggering if your actual HP isn't touched), high-level monsters deal enough damage to shatter the ward in one hit. Proficiency in CON saves ensures your Banishment or Wall of Force stays up.
Gear Progression
Tier 1 (Levels 1-4)
Seek out an Arcane Grimoire +1 to boost your spell save DC and attack rolls. Keep an eye out for a Pearl of Power to restore a desperately needed 3rd-level slot once you hit level 5, ensuring you always have a Counterspell ready.
Tier 2 (Levels 5-10)
A Cloak of Displacement is legendary on an Abjurer. Since attacks against you have disadvantage, you get hit less often, which means your Arcane Ward lasts significantly longer. A Broom of Flying is also great, allowing you to save your Aasimar Celestial Revelation for emergencies.
Tier 3 (Levels 11-16)
The Staff of Power is a massive power spike. It grants a +2 bonus to AC, saving throws, and spell attack rolls, plus a fantastic suite of spells. Combine this with Bracers of Defense if you are relying on Mage Armor, pushing your AC to untouchable levels.
Tier 4 (Levels 17-20)
The ultimate goal is the Robe of the Archmagi. It provides a base AC of 15 + DEX, advantage on saving throws against spells (which stacks hilariously with your level 14 Spell Resistance), and a +2 to your spell save DC. Pair with an Arcane Grimoire +3.
Party Composition
The Aasimar Abjurer fills the role of an off-tank and absolute magical controller. Because of Projected Ward at level 6, you pair exceptionally well with reckless melee combatants. A Zealot Barbarian or a Swashbuckler Rogue will love you, as you can use your reaction to absorb the hits they inevitably take when they overextend.
You also pair brilliantly with a Twilight Cleric or Artillerist Artificer. Temporary hit points (from Twilight Sanctuary or Protector Cannon) stack beautifully with your Arcane Ward. Since the Arcane Ward is not considered temporary hit points, it takes damage first, then the temporary hit points, and finally your actual hit points. This creates a triple-layered health bar that frustrates DMs to no end.
Multiclass Options
Artificer 1 Dip
Taking your very first level in Artificer gives you proficiency in Constitution saving throws, medium armor, and shields. This allows you to walk around with a 19 AC (Half Plate + Shield) before casting the Shield spell. It also gives you access to Cure Wounds and Sanctuary, which perfectly complement your Aasimar Healing Hands for a support-heavy playstyle.
Fighter 2 Dip
Starting Fighter 1 gives heavy armor and CON saves. Taking a second level for Action Surge allows you to cast two leveled spells in a single turn. Dropping a Forcecage and then immediately casting Mind Whip or dodging is incredibly potent. However, this delays your Spell Breaker and high-level spell progression, so only do this if the campaign goes to level 20.
Common Pitfalls
- Misunderstanding Arcane Ward damage routing: The Arcane Ward takes damage before your resistances apply. If you get hit by radiant damage, your Aasimar Celestial Resistance will not halve the damage the ward takes. Resistances only apply to the rollover damage that hits your actual HP.
- Forgetting to charge the ward out of combat: If you don't take the Eldritch Adept feat, you must ritual cast Alarm repeatedly to recharge your ward. Entering combat with a depleted ward defeats the purpose of the subclass.
- Reaction paralysis: Projected Ward, Shield, Absorb Elements, and Counterspell all compete for your single reaction per round. Don't blow your reaction projecting your ward onto the Rogue if you're facing an enemy Archmage who is about to cast Meteor Swarm.
- Hoarding Healing Hands: Your Aasimar healing is an action. In combat, you should be casting spells. Save Healing Hands strictly for reviving unconscious allies when you are out of spell slots or want to save a slot.
More Questions
Can I heal the Arcane Ward with spells like Cure Wounds?
Does Temporary HP stack with Arcane Ward?
Does Spell Breaker apply to Dispel Magic cast from an item?
When should I use Celestial Revelation?
Strengths & Weaknesses
Strengths
- ♦ Abjurer grants Abjuration Savant at level 3
- ♦ Strong species-class synergy enhances core abilities
- ♦ Darkvision for dungeon exploration
- ♦ Versatile spellcasting options
- ♦ Built-in damage resistance improves survivability
Weaknesses
- ♦ Low hit points — vulnerable in melee
- ♦ May require careful feat selection to optimize
Pro Tips
Take Eldritch Adept at level 8 for Armor of Shadows to infinitely recharge your Arcane Ward.
Save your reaction for Counterspell when facing casters; use Projected Ward only against strictly martial threats.
Cast Mind Blank at the start of the day to instantly feed your Arcane Ward 16 hit points.
Use your Aasimar Healing Hands strictly for picking up downed allies, not for mid-combat topping off.
Remember that Spell Breaker adds your proficiency bonus to the raw ability check of Dispel Magic.
Other Wizard Subclasses for Aasimar
Other Races for Abjurer Wizard
Frequently Asked Questions
Is Abjurer a good subclass for Aasimar Wizard?
What makes Abjurer different from other Wizard subclasses?
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