Abjuration
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. They understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
Subclass Features
Abjuration Savant
You are gifted with Abjuration spells. Choose two spells from the School of Abjuration, they must be no higher than a spell you can learn normally (2nd level at level 3) and add them to your spellbook for free. Whenever you gain access to a new level of spell casting you can add one spell of that level and your School to your spellbook for free.
Arcane Ward
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 INT modifier (Minimum 1). 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.
Projected Ward
You can move your Arcane Ward around as a mobile shield to defend your allies. When a creature that you can see within 30 ft of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage after applying any of the target’s damage Vulnerabilities, Resistances, or Immunities that are applicable.
Spell Breaker
You are gifted with creating sturdy magic and undermining other magic. You gain the following features
You always have Counterspell and Dispel Magic prepared.
When you cast Counterspell or Dispel Magic you add your Proficiency Bonus to that ability check.
You can cast Dispel Magic as bonus action.
When you cast Counterspell or Dispel Magic with a spell slot, that spell slot is not expended if the spell fails to stop a spell.
Spell Resistance
Your body and mind are adapted to the strain of magic. You have advantage on saving throws against spells. Furthermore, you have Resistance against the damage of spells.