Pressonian Abjurer | New NPC for Fifth Edition

Bearing the silver and white banners of Presson’s Enclave, Pressonian Abjurers are what most Omerians picture when they hear the term “knight.” These storied warriors of The Summer Land were the first true legends of Omeria. The Pressonian Abjurers traversed the Basilisk’s Spine to face the Anorians at the Siege of Imfe Mythse Anore. They tackled the danaavrakti hordes during the Hand of the Third. And they persevered through the War of the Burning Plains, eventually turning the Great Chromatics away from the long continent.

And while Presson’s Enclave has lost some of its sheen it once boasted following their triumphs in the Fairknot Region over one thousand years ago, the Pressonians are still a respected and beloved part of Omerian history and lore.

Pressonian Abjurers are eldritch knights whose spellcasting ability is as sharp as the greatswords they carry. As per the laws of The Summer Land, Pressonian Abjurers limit their spellcasting talents to the paths of abjuration and evocation with a touch of divination, illusion, and necromancy. Pressonian Abjurers are strictly forbidden from using magic from the schools of conjuration, enchantment, and transmutation.

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Pressonian Abjurer

Medium humanoid (any race), any lawful alignment

Armor Class 18 (plate)

Hit Points 120 (16d8 + 48)

Speed 30 ft.

Abilities Str 18 (+4), Dex 10 (+0), Con 16 (+3), Int 15 (+2), Wis 13 (+1), Cha 12 (+1)

Saving Throws Str +7, Con +6

Skills Intimidation +4, Perception +4

Senses passive Perception 14

Languages Common, Elvish

Challenge 7 (2,900 XP)

Eldritch Strike. When the abjurer hits a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell the abjurer casts before the end of its next turn.

Spellcasting. The abjurer is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The abjurer has the following wizard spells prepared:

  • Cantrips (at will): chill touch, firebolt, light
  • 1st level (4 slots): detect magic, magic missile, protection from evil and good, shield
  • 2nd level (3 slots):  burning hands, mirror image, see invisibility
  • 3rd level (2 slots): counterspell, dispel magic, fireball

War Magic. When the abjurer uses its action to cast a cantrip, it can make one weapon attack as a bonus action.


Multiattack. The abjurer makes three weapon attacks.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


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