evoker
Evokers are wizards who study the pure mechanics of their magic and its destructive nature. To them, the ordered magic is not a simple adaptation of the arcane; it is a formula that one can change when needs require it. Using their insight, they reverse-engineered the intuition that powers Sorcerers, they modify the formulas that create their most iconic spells, and make order in the chaos of intuition.
Pocket of Safety
You can direct the blast of your spells and create pockets of relative safety within the effects of your spells. When you cast a wizard spell that affects other creatures that you can see, you can choose a number of them equal to the spell's level. The chosen creatures have the result of their saving throw increased by one step, from a critical failure to a failure, a failure to a success, or a success to a critical success.
Potent Cantrip
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against a wizard cantrip that you cast, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. A creature that critically succeeds on their saving throw is still unaffected.
Empowered Casting
Whenever you deal damage using one of your wizard spells that doesn't already add your Intelligence modifier to the damage, you can now add your Intelligence modifier (minimum of +1) to each of the spell's damage rolls.
Overcharge
You can increase the power of your spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the damage per spell level increases by 1d12. This damage is unaffected by resistance, immunity, or damage reduction.