Arcane Ward

Effect

Once per day, when you cast an Abjuration spell of 1st level or higher, you can use a strand of the spell's magic to create a magical ward that lasts until your next long rest. The ward has a maximum of 3 hit points and absorbs all damage done to you. When it is reduced to 0 hit points, you take the remaining damage, but the magic remains. Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Requirements

Abjuration School Lvl 2 (Wizard Sub Class)

Arcane Ward is a Feature in Baldur's Gate 3. Features provide unique abilities or effects and can be acquired depending on the Character's Race, Class and level.

 

Arcane Ward Information

  • Once per day, when you cast an Abjuration spell of 1st level or higher, you can use a strand of the spell's magic to create a magical ward that lasts until your next long rest. The ward has a maximum of 3 hit points and absorbs all damage done to you. When it is reduced to 0 hit points, you take the remaining damage, but the magic remains. Whenever you cast an Abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

 

 

How to unlock Arcane Ward

Arcane Ward can be acquired by

 

 

Arcane Ward Tips & Notes

  • Notes & Tips go here

 

 

Traits and Features
Action Surge  ♦  Agonizing Blast  ♦  Archery  ♦  Armour of Shadows  ♦  Base Racial Speed  ♦  Battleaxe Proficiency  ♦  Beast Speech  ♦  Beast Tamer  ♦  Beguiling Influence  ♦  Bounty Hunter  ♦  Channel Divinity Charges  ♦  Charisma Saving Throw Proficiency  ♦  Club Proficiency  ♦  Colossus Slayer  ♦  Combat Wild Shape  ♦  Constitution Saving Throw Proficiency  ♦  Dagger Proficiency  ♦  Dark One's Blessing  ♦  Darkvision  ♦  Dart Proficiency  ♦  Defense  ♦  Devil's Sight  ♦  Dexterity Saving Throw Proficiency  ♦  Disciple of Life  ♦  Domain Spells  ♦  Dueling  ♦  Dwarven Resilience  ♦  Dwarven Toughness  ♦  Extra Attack  ♦  Fast Hands  ♦  Fey Ancestry  ♦  Fiendish Vigor  ♦  Fighting Style  ♦  Fleet of Foot  ♦  Giant Killer  ♦  Great Weapon Fighting  ♦  Greatsword Proficiency  ♦  Hand Crossbow Proficiency  ♦  Handaxe Proficiency  ♦  Heavy Armour Proficiency  ♦  Hellish Resistance  ♦  Horde Breaker  ♦  Hunter's Prey  ♦  Improved Warlock Spell Slot  ♦  Intelligence Saving Throw Proficiency  ♦  Javelin Proficiency  ♦  Keen Senses  ♦  Keeper of the Veil  ♦  Light Armour Proficiency  ♦  Light Crossbow Proficiency  ♦  Light Hammer Proficiency  ♦  Longbow Proficiency  ♦  Longsword Proficiency  ♦  Lucky  ♦  Mace Proficiency  ♦  Mage Breaker  ♦  Mage Hand Legerdemain  ♦  Martial Archetypes  ♦  Martial Weapon Proficiency  ♦  Mask of Many Faces  ♦  Mask of the Wild  ♦  Medium Armour Proficiency  ♦  Menacing Attack  ♦  Naturally Stealthy  ♦  Pact of the Chain  ♦  Protection  ♦  Pushing Attack  ♦  Quarterstaff Proficiency  ♦  Rally  ♦  Ranger Knight  ♦  Rapier Proficiency  ♦  Repelling Blast  ♦  Riposte  ♦  Sanctified Stalker  ♦  Scimitar Proficiency  ♦  Sculpt Spells  ♦  Second Wind  ♦  Second-Story Work  ♦  Shield Proficiency  ♦  Shortbow Proficiency  ♦  Shortsword Proficiency  ♦  Sickle Proficiency  ♦  Simple Weapon Proficiency  ♦  Sling Proficiency  ♦  Spear Proficiency  ♦  Spell Slots Unlocked  ♦  Strength Saving Throw Proficiency  ♦  Strongheart Resilience  ♦  Superior Darkvision  ♦  Superiority Dice  ♦  Superiority Dice: 4  ♦  Thief of Five Fates  ♦  Two-Weapon Fighting Style  ♦  Urban Tracker  ♦  Warding Flare  ♦  Warhammer Proficiency  ♦  Warlock Spell Slot Gained  ♦  Warlock Spell Slots  ♦  Wasteland Wanderer: Cold  ♦  Wasteland Wanderer: Fire  ♦  Wasteland Wanderer: Poison  ♦  Wild Shape  ♦  Wisdom Saving Throw Proficiency



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    • Anonymous

      27 Feb 2021 19:02  

      okay for who ever cares: casting mage armor or protect vs good/evil gives me at lv4 12 hp with an int of 18 so no more 3 hp

      • Anonymous

        13 Oct 2020 22:44  

        There is a Blade Ward cantrip you could use to get the shield.
        So you end up having 50% weapon reduction damage for 2 turns +3 hp shield.

        • Anonymous

          13 Oct 2020 08:58  

          Yup. I just experimented with it right now to confirm the low number I was seeing and it's a hard flat 3hp. It's also not even stacking with sources of Temporary HP like False Life - which it should be doing in accordance with tabletop. (Since the Ward creates a separate barrier around you that takes damage for you, rather than simply being Temporary HP added to your body.)

          P.S.
          Apologies for the double post, this was meant to be its own post.

          • Anonymous

            09 Oct 2020 20:20  

            In early access this is not useful. The only abjuration spells are mage armor and protection from evil/good; mage armor you'll never recast and you shouldnt be recasting protection either. So no way to charge it. I can see the use later in game at later levels with more ways to charge

            • Anonymous

              08 Oct 2020 19:53  

              This is a huge change to 5e arcane ward. In BG3 it has a max of 3hp, while in 5e the arcane ward is double your level plus your int modifier.

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