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Dragonborn Abjurer Wizard Build Guide

Dragonborn Abjurer Wizard Build Guide

Combining Draconic Ancestry with the Arcane Ward creates a uniquely durable Wizard who absorbs massive hits and retaliates with a fiery Breath Weapon.

7/10 Synergy Defender Role Medium Difficulty
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Why Abjurer?

Dragonborn Wizards historically struggle with survivability in the frontline, but the Abjurer subclass flips that script entirely. By leaning into the Arcane Ward, you effectively double your hit point pool. When your fragile d6 Hit Die threatens to fail you, the Ward steps in, making you the beefiest full caster at the table. Add in your innate Damage Resistance from your Dragonborn heritage, and you can shrug off elemental bursts that would instantly down a standard Wizard.

This build earns a solid 7/10 synergy rating because it solves the Wizard's biggest problem: getting hit. You aren't just protecting yourself, either. Taking to the skies with Draconic Flight allows you to hover exactly 30 feet above the meat grinder, giving you the perfect vantage point to use Projected Ward on your melee allies without risking your own concentration. You become an untouchable overwatch defender.

Furthermore, your Breath Weapon gives you a reliable, resource-free AoE damage option. Instead of wasting second-level spell slots on Shatter, you can exhale elemental destruction and save your magic for crucial abjurations like Shield or Counterspell to keep your Arcane Ward fully charged.

Abjurer Features

Abjuration Savant

Level 3

The gold and time you spend to copy abjuration spells into your spellbook is halved.

Arcane Ward

Level 3

When 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 6

When 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 10

When you cast the Counterspell or Dispel Magic spell, you add your proficiency bonus to your ability check if one is required.

Spell Resistance

Level 14

You have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

Recommended Ability Scores

Strength
8(-1)
Dexterity
13(+1)
Constitution
14(+2)
Intelligence
15(+2)
Wisdom
12(+1)
Charisma
10(+0)
HP (Lv1)
8
AC
11
Initiative
+1
Passive Per.
11
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Dragonborn Traits That Benefit Abjurer Wizard

Breath Weapon

Extra saving throw advantages protect against debilitating spells and effects.

Draconic Flight

Flight provides incredible mobility, letting the Wizard reach otherwise inaccessible positions.

Draconic Ancestry

Breath Weapon provides AoE damage that martial Wizards otherwise lack.

Damage Resistance

Built-in damage resistance reduces incoming damage, keeping your Wizard alive longer in combat.

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

Start with STR 8, DEX 13, CON 14, INT 15, WIS 12, and CHA 10. Your first priority is surviving the squishy early levels. Scribe Mage Armor and Shield immediately. At level 3, the build truly begins when you unlock Abjuration Savant and Arcane Ward. Your daily routine is now casting Mage Armor to wake up the Ward, giving you a buffer of 9 HP. At level 4, take the Fey Touched feat to bump your Intelligence to 16 and grab Misty Step for emergency escapes.

Levels 5-10

Level 5 brings 3rd-level spells; Counterspell is absolutely mandatory to feed your Ward mid-combat. At level 6, Projected Ward comes online, letting you absorb lethal blows meant for your party's Rogue. Keep your Draconic Flight active to stay out of melee range while projecting this protection. At level 9, you unlock 5th-level spells, giving you access to encounter-ending control like Wall of Force. At level 10, Spell Breaker turns you into the ultimate anti-mage, letting you add your +4 proficiency bonus to Dispel Magic and Counterspell checks.

Levels 11-16

Take Resilient (Constitution) at level 12 to bump your CON to 15 and secure your concentration saves. At level 13, you gain access to 7th-level magic—Forcecage is the premier choice here. Level 14 rewards you with Spell Resistance, granting advantage on saves against spells and resistance to spell damage. Combined with your species Damage Resistance, enemy spellcasters will completely fail to scratch you. Use your level 16 ASI to cap your Intelligence at 20.

Levels 17-20

At level 17, you reach the pinnacle of arcane power with 9th-level spells. Take Prismatic Wall or Wish. By this point, your Arcane Ward boasts a massive 45 HP capacity. If you take the Eldritch Adept feat at level 19 for Armor of Shadows, you can cast Mage Armor at will, completely refilling your Arcane Ward between every single combat encounter for free.

Recommended Spells

Cantrips

Take Minor Illusion for utility and Fire Bolt for reliable ranged damage when your Breath Weapon is exhausted. Mind Sliver is excellent for debuffing an enemy's saving throw before dropping a massive control spell.

Level 1-2 Spells

Shield, Absorb Elements, and Mage Armor are non-negotiable. They are your primary tools for surviving attacks and recharging your Arcane Ward. Take Web at 2nd level for incredible area control that scales perfectly into the late game.

Level 3-5 Spells

Counterspell and Dispel Magic are the lifeblood of the Abjurer, especially once Spell Breaker comes online. Banishment is a fantastic 4th-level abjuration that removes a threat and pumps 8 HP back into your Ward. Wall of Force at 5th level traps enemies instantly without requiring a saving throw.

High-Level Spells

Globe of Invulnerability (6th level) is a phenomenal abjuration that completely shuts down enemy casters. Mind Blank (8th level) lasts 24 hours, makes you immune to psychic damage, and pumps a massive 16 HP into your Arcane Ward right at the start of your adventuring day.

Recommended Feats

Fey Touched

Take this at level 4 to round your 15 INT up to 16. Free access to Misty Step is crucial for a Wizard, and you can pick up Silvery Barbs or Gift of Alacrity. Winning initiative means you can establish your control spells before the enemy moves.

Resilient (Constitution)

Grab this at level 12. As a Defender-role Wizard, you will eventually take hits that bypass your Arcane Ward. Gaining proficiency in Constitution saving throws ensures your Banishment or Wall of Force doesn't drop when a stray arrow hits you.

Eldritch Adept

Take this late in the build (level 16 or 19) and choose the Armor of Shadows invocation. This allows you to cast Mage Armor at will without expending a spell slot. You can sit in a corner for two minutes after every battle, infinitely casting it to fully heal your Arcane Ward to maximum HP for free.

Gear Progression

Tier 1 (Levels 1-4)

Seek out a Pearl of Power as early as possible. Recovering a 3rd-level spell slot means a free cast of Counterspell, which translates directly into both negated enemy damage and freshly restored Arcane Ward hit points.

Tier 2 (Levels 5-10)

A Cloak of Displacement is legendary on an Abjurer. Because attacks have disadvantage to hit you, your Arcane Ward stretches twice as far. If you can secure an Amulet of Health, you can fix your middling 14 Constitution, drastically improving your actual d6 hit point pool.

Tier 3 (Levels 11-16)

The Staff of Power provides a +2 bonus to AC and saving throws, further stacking with your Shield spell. It also holds abjuration spells like Globe of Invulnerability, allowing you to cast them using staff charges while still triggering your Arcane Ward recharge.

Tier 4 (Levels 17-20)

Acquire the Robe of the Archmagi. It sets your base AC to 15, grants advantage on saving throws against magical effects (which stacks beautifully with Spell Resistance), and increases your spell save DC to make your control spells irresistible.

Party Composition

As a Dragonborn Abjurer, your primary party role is the Defender and magical anti-air battery. Unlike a traditional Wizard who hides in the back, you want to be within 30 feet of your frontline to optimally use Projected Ward. Your Draconic Flight allows you to position vertically, meaning you can guard the frontline without standing in the mud.

This build shines brightest when paired with a squishy, high-damage melee combatant like a Way of the Open Hand Monk or an Assassin Rogue. These classes lack high AC and hit points, making them perfect recipients for your Projected Ward. You absorb the lethal hits, allowing them to focus entirely on damage output.

You also pair exceptionally well with an Ancestral Guardian Barbarian. If the Barbarian taunts a boss, the boss has disadvantage to hit anyone else. If the boss attacks the Barbarian anyway, you can use Projected Ward to absorb the halved, resisted damage, making the Barbarian functionally immortal.

Multiclass Options

Hexblade Warlock 2

Taking a two-level dip in Hexblade is the most notoriously powerful multiclass for an Abjurer. It gives you medium armor and shields (boosting your AC to 19 before the Shield spell). More importantly, you get the Armor of Agathys spell. Because the Arcane Ward takes damage before your temporary hit points, enemies will strike you, take 10 cold damage from Armor of Agathys, but the damage to you is absorbed entirely by the Ward, leaving the temporary HP intact to deal damage again.

Artificer 1

Starting your very first level as an Artificer gives you Constitution saving throw proficiency, medium armor, and shields. It doesn't delay your spell slot progression, and gives you access to Cure Wounds. It's a safer, less cheesy alternative to the Warlock dip.

Common Pitfalls

  • Misunderstanding Armor of Agathys: Players often think temporary HP takes damage before the Arcane Ward. It is the opposite. The Ward takes damage first, which is exactly why it preserves your temporary HP effects.
  • Wasting Projected Ward on a Barbarian: Do not project your ward onto a raging Barbarian taking physical damage. The Ward absorbs raw damage before resistances are applied, wasting your Ward's HP on damage the Barbarian would have resisted anyway.
  • Forgetting Abjuration Savant: You halve the gold and time for abjuration spells. Players often forget to actively hunt down spell scrolls for Glyph of Warding or Symbol to scribe into their book cheaply.
  • Hoarding the Ward: Never sit on a full Arcane Ward while a teammate is dying. Use Projected Ward aggressively. You can easily recharge it by spamming Shield or Absorb Elements.

More Questions

Can I heal the Arcane Ward with short rests?
No. The Arcane Ward only regains hit points when you cast an Abjuration spell of 1st level or higher. It regains HP equal to twice the level of the spell cast.
Does Spell Breaker apply to Jack of All Trades?
No. Spell Breaker explicitly allows you to add your proficiency bonus to the ability check for Counterspell and Dispel Magic, which overrides the half-proficiency from Jack of All Trades.
How does Draconic Flight interact with Projected Ward?
Projected Ward has a range of 30 feet. Draconic Flight allows you to hover 20-30 feet directly above your melee fighters, keeping you out of enemy reach while still being perfectly in range to project your ward onto them.
Does the Arcane Ward benefit from my Damage Resistance?
No. The Arcane Ward takes damage before your personal resistances apply. However, if the Ward is reduced to 0, the remaining carryover damage is then reduced by your Dragonborn resistance.

Strengths & Weaknesses

Strengths

  • Abjurer grants Abjuration Savant at level 3
  • Strong species-class synergy enhances core abilities
  • Versatile spellcasting options
  • Built-in damage resistance improves survivability

Weaknesses

  • Low hit points — vulnerable in melee
  • No Darkvision — may need light sources in dungeons

Pro Tips

1

Cast Mage Armor immediately after a long rest to generate your Arcane Ward before combat even begins.

2

Use Counterspell aggressively at level 10; Spell Breaker adds your full proficiency bonus to the check.

3

Armor of Agathys via a Warlock dip triggers brutal retaliation damage while the Ward absorbs the actual hit.

4

Position yourself 30 feet above the battlefield with Draconic Flight to safely use Projected Ward.

5

Take the Eldritch Adept feat for Armor of Shadows to infinitely recharge your Arcane Ward between fights.

Other Wizard Subclasses for Dragonborn

Other Races for Abjurer Wizard

Frequently Asked Questions

Is Abjurer a good subclass for Dragonborn Wizard?
Yes, Dragonborn is a great choice, earning a 7/10 synergy rating. The innate Damage Resistance stacks incredibly well with the Arcane Ward, and Draconic Flight gives you unparalleled positioning to use Projected Ward on allies from a safe vertical distance.
What makes Abjurer different from other Wizard subclasses?
Prioritize Intelligence first, aiming for 15 at creation (bumping to 16 with Fey Touched). Keep Constitution at 14 to ensure you have enough actual HP when your Ward breaks. Dexterity should be 13 to maximize Mage Armor, leaving STR at 8, WIS at 12, and CHA at 10.

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