Class Features:
Spellcasting:
-Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
-Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
-Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (4 spells). The spells must be of a level for which you have spell slots.
-Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
-Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.
Arcane Recovery:
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition:
School of Evocation
Evocation Savant:
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells:
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Race Features:
Darkvision: You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. Every thing I see in darkness is a shade of red due to my ties to the elemental plane of fire.
Fire Resistance: Take half damage from Fire.
Reach The Blaze: You Know the Produce Flame cantrip. Once you reach 3rd Lvl, you can cast the Burning Hands spell once with this trait as a 1st Lvl spell, and you regain this ability at vthe end of a long rest. Constitution is your spellcasting ability for these spells.