Abjurer Tradition
Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, or when important locations must be guarded against magical spying. Adventuring parties value Abjurers for the protection they provide their companions against a variety of hostile magic and other attacks.
3rd Level: Abjuration Savant
Choose two Abjuration spells from the Arcane spell list, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spells in this class, you can add one Abjuration spell from the Arcane spell list to your spellbook for free.
3rd Level: Arcane Ward
You can weave magic around yourself for protection. When you cast an Abjuration spell with spell points, 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 a Hit Point maximum equal to twice your Wizard level plus 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 with spell points, the ward regains a number of Hit Points equal to twice the number of spell points expended. Alternatively, as a Bonus Action, you can expend any number of spell points, and the ward regains a number of Hit Points equal to twice the number of spell points expended.
Once you create the ward, you can’t create it again until you finish a Long Rest.
6th Level: Projected Ward
When a creature that you can see within 30 feet of yourself 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.
10th Level: Spell Breaker
You always have the Dispel Magic spell prepared, you can cast it as a Bonus Action, and you can add your Proficiency Bonus to its ability check.
14th Level: Spell Resistance
You have Advantage on saving throws against spells, and you have Resistance against the damage of spells.