Wizard
Base Class: Wizard

Basically, my take on the school of abjuration since I don't like the PHB version of it.

I tried to expand the abjurer's capabilities, even adding a rather limited healing option, as a way to emulate their expertise in removing harmful effects.

Abjuration savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Furthermore, your expertise in defensive magics allows you to negate effects that other wizards cannot. At 2nd level, you learn the Resistance cantrip. You are able to prepare the following spells, which are considered wizard spells to you;
1st level: Sanctuary
2nd level: Lesser Restoration, Protection from Poison
3rd level: Nondetection, Revivify
4th level: Death Ward, Freedom of Movement
5th level: Greater Restoration, Dispel Evil and Good
6th level: Forbiddance, Primordial Ward
7th level: Resurrection, Sequester
8th level: Anti Magic Field, Mind Blank
9th level: True Resurrection

Arcane ward

Starting at 2nd level, you can weave magic around yourself for protection. As a bonus action, or immediately when you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of your 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 and are not incapacitated, you may decide that 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. Furthermore, you may, as a bonus action, expend a spell slot, and regain a number of the ward's hit point equal to its level.

As an action, you may expend a number of hit points from your ward to heal a creature that you can touch. The creature regains a number of hit points equal to the amount of expended points from your ward.

Once you create the ward, you can't create it again until you finish a long rest.

Projected ward

Starting at 6th level, when a creature that you can see within 30 feet 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.

Improved abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Turn spells

Your experience in foiling magical effects had led you into being able to turn harmful effects upon their makers.

Starting at 14th level, as a reaction to you or another creature that you can see being the target of a spell or magical effect or being in the area affected by a spell or magical effect, you may turn the effect upon its maker.

Make an ability check using your spellcasting ability. The DC equals 10 + the spell's level for a spell, or the effect's DC for a magical effect. On a success, the creature's spell or effect is turned on them, and the creature is now the sole target of it.

If the spell or magical effect subjects its targets to a saving throw, the creature uses your saving throw DC as the spell's DC. If the spell or effect requiers an attack roll, it now uses your spell attack modifier against its new target. If the spell or magical effect affects an area of effect, it only affects the targeted creature. 

No matter if you have succeeded or failed the requiered skill check, you can only use this ability once, and you regain use of this ability when you finish a long rest, or when you use your Arcane Recovery feature.

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