The School of Heroism

A true hero will run into the danger and strive to inspire and protect others. Other schools may give you two out of three, but I fail to see how that is satisfactory. The ordinary abjurers may be seen as noble, if not heroic in its own right. However, most wizards would agree that they fall flat.

Abjuration Savant

Begining 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.

Sheild Slinger

Beggining when you select this school at 2nd level, you may protect yourself or any ally within 5ft of you with an invisible barrier of magical force that may deflect a single attack. This subject gains a magic bonus to their AC equal to your proficiency bonus. The target of this ability takes no damage from magic missle. This ability costs the your reaction for the turn.

Grit

Starting at 6th level, you get a pool of points called grit. This pool is equal to your proficiency modifier. These points can be spent on specific deeds.

The grit you have available cannot exceed your proficiency modifer. Grit can be fully restored with a long rest. A character may also aquire extra grit by performing any action that the dungeon master arbitrarily considers bad ass.

Additional Spell Slot: You may use 2 points of grit to regain a level 1 spell slot, spend 3 points for a level 2 spell slot, 4 points for a level 3 spell slot or 6 points for a level 4 spell slot.

Additional Reaction: In exchange for 1 grit point, you may have an additional reaction this turn.

Advantage: You may use one point of grit to gain advantage on any roll. You must call the roll with advantage before rolling.

Ebrasive Defense (Disarm): As a standard action, you may use your Shield Slinger ability to knock an item out of the hands of a foe. This costs a single grit point. The subject must make a dexterity saving throw against your spell save DC.

Ebrasive Defense (Trip): As a standard action, you may use your Shield Slinger ability to knock an enemy prone. This costs a single grit point. The subject must make a constitution saving throw against your spell save DC.

Stronger Spell: In exchange for a single point of grit, you may add +4 to your spell save DC for a single spell casted.

Breaker

Starting at level 10, once per long rest you may sheathe yourself or a subject within 5ft in a ward for a 5x5 space. This ward has 60 hit points and an armor class of 15. If hit by a melee attack, the attacker takes 2d4 damage. This ability costs a standard action. This ward cannot be escaped from the inside and lasts as long as you concentrate. This ward cannot be physically passed through without breaking. This means that any physical bodies or raw elements cannot pass through the ward. However spells can be cast through the force field.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

A Note From The Author

If you or someone you know has enjoyed playing an abjurer in the past, then I am happy for you. However, I don't see a reason to play the abjurer as it is presented in the core rulebook.

Ideally, a wizard is away from combat, and as a second level ability you gain a force field that can (until level six) only be used on yourself. This aforementioned forcefield is activated once you cast abjuration spell. I understand how that is thematic, but that would not be helpful unless you're intentionally dumping a level one spell slot to create the force field.

If the intention of the abjurer was to make more of a melee wizard, or a wizard that is closer to melee, as I intended with this variant, then I can somewhat understand that. However, there is nothing in the original archetype that promotes that sort of behavior.

Obviously, perfect balance isn't attainable. 5e is a pretty smooth engine, and people take the concept of balance too seriously. "Sheild Slinger" is pretty powerful, especially at higher levels. However, the ability promotes the behavior I want from an abjurer, and the behavior isn't game breaking. That said, I'm convinced that this variant is balanced enough.

I'm not super concerned with language. If you have any recomendations regarding the language, then I would love to hear it.

Not all of this is new content. I kept the level 14th ability from the core rulebook. It isn't a super exciting ability; but it fits with the character I hope to inspire with this variant, and everything I want for abjurer is already earned at lower level.