War Magic Wizard
Arcane Deflection
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Tactical Wit
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.
You can store a maximum number of power surges equal to your level. Whenever you finish a long rest, your number of power surges resets to zero. Whenever you successfully deal damage with a spell, you gain a number of power surges equal to the level of the spell cast. Whenever you deal damage with a cantrip or successfully avoid an attack/effect with Arcane deflection, you gain 1 power surge.
Once per turn when you deal damage to a creature or object with a spell, you can spend 3 power surges to deal extra force damage to that creature equal to half your wizard level, or 6 charges to deal extra damage equal to your wizard level. If you spend power surges to deal extra damage on a spell, that spell does not generate power surges.
Durable Magic
Beginning at 10th level, the magic you channel helps ward off harm. While you have concentration on a spell, you have resistance to bludgeoning, piercing, and slashing damage. You are also resistant to the damage of the last spell you cast.
Deflecting Shroud
At 14th level, your Arcane Deflection becomes infused with deadly magic. Whenever you take damage, you can can cause deadly magic to arc to up to three creatures of your choice within 60 feet of you, each taking force damage equal to your intelligence modifier.