Hey [MENTION=6911206]Mike291[/MENTION], just FYI, my wizard will also have a lot of ritual spells. I wanted to give you a head's up, because feats are quite precious, and there will be some redundancy between our two characters. I personally don't mind, but I've played in a game where my warlock took the ritual caster wizard feat, and basically was trying all the time to cast the rituals before the wizard, just so it could feel relevant. It didn't feel as the beast use of my feat.
My character is ready, I'll post it in the RG this morning.
No worries I can totally go a different route just wanted to make sure we were covered. I will change was really looking to make sure we could give Lilly every sneak attack possible with an owl familiar and flyby.
[sblock=Magic] CLASS FEATURES Wizard - Spellcasting: Intellignece is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 13. Your attack bonus when you make an attack with a spell is +6. Arcane recovery Once per day when you finish a short rest, you recover spell slots that have a combined level equal to or less than half your wizard level (rounded up),
and none of the slots can be 6th level or higher. Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared Arcane tradition Abjuration
Abjuration savant: Abjuration spells cost 25gp/spell level to copy
[sblock=Arcane ward]: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. 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 this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its 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.
Once you create the ward, you can't create it again until you finish a long rest.[/sblock]