Wizard: Abjurer
Original Source: Player's Handbook
Abjuration Savant
2nd-level Abjurer feature
Choose a 1st-level Abjuration spell from the Wizard spell list. Add this spell to your spellbook in addition to the spells you normally learn each level. Whenever you gain the ability to cast Wizard spells of a new level, you may choose another Abjuration spell from the Wizard Spell list of that level or lower and add it to your spellbook.
In addition, the gold and time you must spend to copy Abjuration spells into your spellbook is halved.
Arcane Ward
2nd-level Abjurer feature
Starting at 2nd level, you can weave magic around yourself for protection. When you finish a long rest, you use a strand of your power 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.
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, to a maximum of its starting strength. While the ward has 0 hit points, it can't absorb damage, but it can still regain hit points.
Projected Ward
6th-level Abjurer feature
As in the Player's Handbook
Improved Abjuration
10th-level Abjurer feature
Beginning at 10th level, your studies in protective magic improve your defenses. Choose an option from the Arcane Defenses class feature. You gain the benefits from it.
Spell Resistance
14th-level Abjurer feature
As in the Player's Handbook except advantage on saving throws extends to magical effects as well as spells.