An arcane scholar is an archetype of wizard that focuses on the niche study of a particular form of magic. Be they secluded experimenters in towers, court wizards, or self-made a hedge-mage, a scholar is a wizard who specializes in a particular aspect of magic.
At 1st wizard level, choose an arcane school of focus:
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
At 1st level, learn a cantrip of that school, and add an extra 1st level spell from this school to your list of spells known.
At 1st wizard level, you can cast a prepared spell of your chosen arcane school by spending a number of rest dice equal to the spells level, or the level at which you want to cast the spell.
At 1st level, choose a 1st level arcane spell of your chosen arcane school and permanently learn it. You do not require a spell book to cast this spell, and it counts as always prepared, without counting as a prepared spell.
Starting at 2nd wizard level, you gain a number of arcane essence dice equal to your inteligence bonus (min 1.)
You can spend arcane essence dice interchangeably with rest dice when using rest dice consuming items, abilities, or spells who's effects are tagged with your chosen school of magic. All arcane essence dice are regained during a long rest.
Starting at 3rd wizard level, choose 2 upgrades:
Arcana focus - You gain expertise with arcana. gain a +1 bonus to another intelligence based skill of your choice.
Arcana manipulation - Your arcane essence dice maximum is increased by 1.
Casting focus - You gain 1 extra recovery point at the start of each rest.
Down-casting method - Choose a 2nd level arcane spell. Add it to your spell book if you do not have it already. You can down-cast it using a 1st level spell slot, but reducing damage, duration, and range by half.
Expanded cantrips - Learn an extra arcane cantrip. Upgrade a cantrip of choice once.
Spell binders - You can create 1d4 spell-binders during a long rest. A spell binder can be added to a prepared spell(literally, added in the page, in the spell book) during a rest, allowing you to up-cast them by 1 when casting the prepared spell. When casting the spell, make a DC 15 arcana check to cast the spell 1 level higher. On a failure or natural 1, a spell-binder attached to the page is broken and used up.
Spell study expertise - The DC of copying spells into your spell books is reduced by 1. It is further reduced by 1 for spells of your chosen school. You gain a +1 bonus to arcana checks associated with your chosen school of magic.
Starting at 4th wizard level, choose an upgrade based on your chosen arcane school:
( Abjuration )
Armor casting - Gain light armor proficiency. If already proficient with light armor, gain medium armor proficiency. If already proficient with medium armor, gain heavy armor proficiency. If already proficient with heavy armor, gain another Arcane scholar trait upgrade.
Arcane reinforcement - The amount of block granted by your spells is increased by 1.
Attune to vitality - The amount of temporary health and arcane health granted by your spells is increased by 1d6 and 1d2 respectively.
Minor counterspell - You can spend 2 rest dice to make an arcana check vs the DC of a scroll, spell or cantrip being cast within a 50ft radius. On a success, the spell is negated.
( Conjuration )
Bound items - You can designate a number of light and relatively small items(including light weapons, or projectiles) equal to your intelligence bonus. You can always produce these items as a free action, and you can magically store them on your person as a free action. You can designate such items at a rest.
Odd step - You may teleport as a move action by spending 1 rest dice, up to a distance of 60 feet. This still provokes attacks of opportunity, but any attack made against you while blinking has disadvantage. If no other creature is aware of you, you can blink as a free action.
Summon lesser item - You may conjure a minor mundane item(Subject to GM,) worth 1 silver coin or less, and no larger than a 1ft cube. These minor items cannot feed, heal, or repair items, though they can otherwise appear, feel, and taste ordinary. Summoned lesser items last for up to an hour, or until dispelled. You can have up to as many such items as your intelligence bonus.
Translocate - You can transpose a creature within 30ft as an action, moving it to a nearby empty space up to 5ft away. This increases to up to 10ft away at 6th level.
( Divination )
Detection wards - Gain advantage on initiative checks. So long as you have at least 1 rest dice, you can act in the surprise round, and gain advantage to saves against traps.
Forewarn from danger - You can forewarn a creature of incoming danger as a bonus action by spending 1 rest dice, granting them 3d10 temporary health for the next hour.
Premonition - Every long rest, roll a d20 that you can use to replace any other d20 roll at will. Once a die is used to replace the roll, that die is spent. You can spend 1 rest die or arcane essence dice during a rest to reroll the d20s.
Probabilimancy - During an encounter, you can choose to make an attack, save, or urgent skill check(subject to GM) with disadvantage. If the outcome is a success, regain 1 rest dice. You can do so until successful once per rest.
( Enchantment )
Ego projection - You gain advantage on any check to possess or control a creature or remain in some state of consciousness or astral projection, and on saves made to avoid domination, possession, or charm, or banishment. You can choose to forego this effect at will.
Memory wipe - You can spend 1 rest dice as an action to cause a creature within 30 feet to make an intelligence save. On a failure, they forget the this round and the previous one at the end of this round.
Negate perception - You can spend 1 rest dice to cause nearby creatures to ignore you so long as you do not move. This lasts until you move.
Telepathy - You can speak with creatures telepathically up to 500 feet away, so long as you are aware of them. You gain resistance to psychic damage.
( Evocation )
Autoauraphagy - You can choose to spend 1 rest dice and take 1d4 damage to fatigue to cast a 3rd level or lower spell without expending a spell slot. The spell is cast at it's lowest possible level. If it is an evocation spell, the fatigue damage is reduced to 1d2.
Energy manipulation - Choose a damage type: fire, cold, acid, lightning, or force. When dealing spell or cantrip damage of that type, increase it by 1d4.
Energy infusion - Choose a damage type: fire, cold, lightning, force, or sonic. Weapons you wield can deal an additional 1d6 damage of that kind, and ammunition you fire can deal 1d4 extra damage of that kind.
Power projection - You can spend 1 rest dice to increase your casting attributes by +2 for 1 hour.
( Illusion )
Juxtapose - You can swap places with illusions of yourself within a range of 500 ft.
Many faces - As an action, you can change your appearance at will. You will still remain your base shape(humanoid, normally. Quadruped when polymorphed into a cat, for example) and approximate size, but your attire, grimace, face, gender, and apparent race(within limits) can be made to appear different as a bonus action.
Permanent distortion - When you move more than 20 feet in a single turn, you gain a +1d4 bonus to dexterity saves, and attackers have a -1d4 penalty to attacks made against you.
Arcane blindness - You can spend 1 rest dice as an action to force a creature within 60ft to make a wisdom save. On a failure, they are blinded for 1d4 rounds. On a critical failure, the creature can instead be made to see an entirely false version of events or reality.
( Necromancy )
Arcane fortitude - you use intelligence to calculate your health from wizard levels. Your health from wizard levels is now 1d4 + your intelligence modifier.
Fortified necromancy - Your necromancy created creatures have their maximum health increased by 1d8, have a +2 to a stat of your choice, and have 1 extra block during encounters.
Essence manipulation - When a small or larger, or sapient, or magically infused creature dies within 30 feet, you gain 1d4 arcane health. You can consume 1d12 arcane health as an action to gain 1 rest dice. If the cost exceeds your arcane health amount, you pay the rest with health. You must have at least 1 point of arcane health to use this ability.
Arcane sustenance - You can spend 1 rest dice when an undead dies within 20 ft to regain a lvl 1d3 spell slot. Gain a +1 bonus to checks made to interact with undead.
( Transmutation )
Armor enforcing - You gain light armor proficiency, or if you already had it, gain medium armor proficiency instead. You can spend 1 rest die during a rest to cause a piece of armor or a shield to gain a +1 bonus to AC. This effect is permanent and lasts until either the armor is destroyed or a new set of armor becomes enchanted.
Neutralize elements - You can spend a reaction to attempt to suppress an instance of fire, cold, lightning, or acid damage on yourself or an ally as a reaction. Doing so reduces the damage by 1d8. You can also do so as a bonus action on an item being consumed by said elements, granting it advantage on any save for a round.
Self-modification - You can choose to gain a +1 bonus to 3 non-intelligence skills of your choice, a +1 bonus to a non-intelligence attribute of your choice, and 90 feet of darkvision.
Mana extraction - You gain a +1 bonus to checks made to interact with arcane and alchemical substances. During a rest you can spend 1 arcane recovery point(wizard 1)
At 5th wizard level, choose an ability:
Further study - Gain an extra arcane scholar trait.
More insights - Gain an extra arcane school secret.
Signature casting - Also gain a signature spell at 2nd and 3rd spell level.
Fundamentals mastery - Upgrade up to two cantrips you know once, if applicable.
Self-sustaining magic - Your enchantment spells persist after you die, if their duration is "until cast again" or "until dispelled". Your rest dice maximum is increased by 1. Gain 1 extra spell recovery point during a rest.
Protective runes - You gain a +1 bonus on checks made to decipher magical, cosmic, or eldritch runes. Your max block is increased by 1.
At 6th wizard level, gain an ability based on your chosen arcane school:
Abjuration - You gain a +1 bonus to all saves against spells and magical effects, and a +1 bonus to checks made to dispel or counterspell magic.
Conjuration - You gain a +1 bonus to all checks made to discover, identify, and modify planar and cosmic properties, as well as other magical effects that cover large areas. The range of any spell or cantrip in your possession is doubled, and spells that have a range of touch can now affect creatures within 20 feet.
Divination - You add your intelligence modifier to the initiative roll. You gain a +1 bonus to insight, investigation, and perception.
Enchantment - You may spend a rest dice as a bonus action to target a creature within 60 feet with a charm. They must make a wisdom save vs your spell DC. On a failure, they gain disadvantage on spell saves vs your spells until the effect is dispelled. This effect counts as a curse.
Evocation - You have 8d6 energy dice. You may add up to as many energy dice as your intelligence bonus - 1 (min 1) to the damage dealt by a spell, magical weapon, or a cantrip. The dice must be applied before the spell is cast.
Illusion - You can create a quasi-material duplicate of yourself as a bonus action, while granting yourself invisibility. You and the duplicate move on the same turn. You can fully control the duplicate, and it can do anything you could do. It can appear to take damage, be hit, but cannot deal direct damage, and cannot use the items you have. It has 1/2 your current HP and lasts up to 1 hour. You can see and perceive through it, if necessary.
Necromancy - You gain a +3 bonus on all checks made to command and control undead creatures and necromantic entities. You gain 1d4 arcane health every time you slay a small or larger creature with your spells.
Transmutation - You gain +1 to an attribute of your choice and gain resistance to one of the following damage types: fire, cold, poison, acid, force.