This subclass has received significant changes
Starting at 2nd level, you can weave magic around yourself for protection. When you use a spell slot of 1st level or higher to cast an abjuration spell, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself. The ward has a hit point maximum equal to twice your wizard level + your Spellcasting 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. The Ward’s magic lasts until you finish a long rest or until you create a new ward.
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.
When you reach 6th level, you add Counterspell and Dispel Magic to your spellbook. They always count as prepared but don’t count against your Wizard spells known. If you already had Counterspell or Dispel Magic in your spellbook you may choose another wizard spell of 3rd level or lower to add instead of either or both spells.
When you make a contested ability check as part of a Counterspell you have advantage on the roll, and if you succeed at a Counterspell that you cast the other caster loses their spell slot in addition to having their spell fail.
Starting at 10th level you have advantage on saving throws against spells and have resistance to the damage of spells.
Beginning at 14th level, once per turn when a creature you can see damages your Arcane Ward you can force them to make a Charisma saving throw or be banished to a harmless demiplane until the end of their next turn.