This is what every player gets. Do your best to remember. These abilities do change as you progress in the Strixhaven years.
Passive
Twice a day when a student fails a saving throw, it can reroll the d20. It must use the new roll.
Passive
The Student has advantage on initiative rolls.
As second year student's you become an Apprentice and you as students choose to pick a college that best represents your character.
Lorehold
1 Reaction
When another creature within 60 feet of you misses a target with an attack roll, you magically enables the attacker to reroll the attack. It must use the new roll.
Prismari
1 Bonus Action | Saving Throw
You move up to your speed, surrounding itself with elemental magic as you move. Until the end of your turn, you can move through the space of other creatures. The first time the apprentice enters a creature's space on a turn, that creature must succeed on a Dexterity saving throw or be knocked prone. If you end your turn in another creature's space you take 5 (or 1d10) force damage and is pushed into the nearst unoccupied space.
Quandrix
1 Action | Melee Spell Attack or Range Spell Attack
You can target one creature within 60 feet of you. On a hit you deal 1d6+ your Spellcasting Modifier of Force damage, and you can cause one creature it can see within 30 feet of the target to take 2d6+ your Spellcasting Modifier of force damage provided the to hit roll also beats it's AC.
Passive
As an apprentice of Quandrix you can use Exponential Lash twice as one action.
Silverquill
1 Reaction
When a creature you can see within 30 feet of it fails a saving throw, you can magically weave together stirring prose, allowing the creature to reroll the saving throw and use the higher result.
Witherbloom
Passive
At the start of your turn you regain 5 hit points if you have at least 1 hit point.
As third year students you become a Pledgemage and you as students choose to pick a college that best represents your character.
Lorehold
1 Reaction
When another creature within 60 feet of you misses a target with an attack roll, you magically enables the attacker to reroll the attack. It must use the new roll.
1 Bonus Action | Recharge on 6
The Plademage chosses a point within 30 feet of itself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must suceed on a Wisdom saving throw or be incapacitated until the end of the Pladgemage's next turn.
Prismari
Passive
If the Pledgemage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Pladgemage instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't incapacitated.
1 Bonus Action | Saving Throw
You move up to your speed, surrounding itself with elemental magic as you move. Until the end of your turn, you can move through the space of other creatures. The first time the apprentice enters a creature's space on a turn, that creature must succeed on a Dexterity saving throw or be knocked prone. If you end your turn in another creature's space you take 5 (or 1d10) force damage and is pushed into the nearst unoccupied space.
Quandrix
1 Action | Melee Spell Attack or Range Spell Attack
You can target one creature within 60 feet of you. On a hit you deal 1d6+ your Spellcasting Modifier of Force damage, and you can cause one creature it can see within 30 feet of the target to take 2d6+ your Spellcasting Modifier of force damage provided the to hit roll also beats it's AC.
Passive
As an apprentice of Quandrix you can use Exponential Lash twice as one action.
1 Action | Recharge on a 4
The Pledgemage teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself. Immediately after it teleports, each creature within 20 feet of teh space it left must make a Constitution saving throw. On a failed saved, a creature takes 7 (2d6) force damage and is moved 10 feet in a random horizontal direction. On a successful save, a creature takes half as much damage and isn't moved.
Silverquill
1 Action
Melee or Ranged Spell Attack up to 60 feet., one target. 1d6 + Spell mod piercing damage plus 2d8 psychic damage.
1 Reaction
When a creature you can see within 30 feet of it fails a saving throw, you can magically weave together stirring prose, allowing the creature to reroll the saving throw and use the higher result.
Witherbloom
1 Reaction
When the Pledgemage sees a creature within 30 feet of itself drop to 0 hit points, the Pledgemage channels the expended life essence and targets another creature it can see within 30 feet of itself. The target must succeed on a Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target take 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Passive
At the start of your turn you regain 5 hit points if you have at least 1 hit point.
As fourth year students you become a Seniormage and you as students choose to pick a college that best represents your character. Upon your choice of the college choose which path your character follows.
Lorehold
1 Action
Melee Spell Attack with reach of 30 feet., one target. 2d10 + Spell mod force damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
1 Action
Melee Spell Attack with reach of 30 feet., one target. On a hit 2d8 + Spell Mod force damage. If the target is a large or smaller creature, it must succeed on a Strength saving throw or be pushed up to 10 feet directly away from the caster and become restrained until the start of the caster's next turn.
Prismari
1 Action
Melee Spell Attack with reach of 15 feet., one target 2d8 + Spell Mod fire damage.
1 Action
Melee or Ranged Spell Attack with range of 60 feet., one target. On a hit you deal 2d8 + Spell mod cold damage.
Quandrix
1 Reaction
When the caster is hit by an attack roll, it can increase its AC by 3 against that attack potentially causing it to miss. The caster can then teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
1 Action
Melee or Ranged Spell Attack. Reach of 5 feet or range of 60 feet., one creature. On a hit you deal 2d8 + Spell mod psychic damage, and the target is poisoned until the end of its next turn.
Silverquill
1 Action
Melee or Ranged Spell Attack. Reach of 5 feet or range of 120 feet., one target. On a hit you deal 3d8 + Spell mod radiant damage. If the target is a creature, it must succeed on a Constitution saving throw or be blinded until the end of its next turn.
1 Action
Melee or Ranged Spell Attack. Reach of 5 feet or range of 120 feet., one target. On a hit you deal 3d8 + Spell mod necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Witherbloom
1 Action
Melee or Ranged Spell Attack. Reach of 5 feet or range of 120 feet., one target. 3d8 + Spell mod necrotic damage, and the target can't regain hit points until the start of the caster's next turn.
1 Action
Melee Spell Attack with reach of 30 feet., one target. On a hit you deal 2d6 + Spell mod poison damage, and the target must succeed on a Strength saving throw or be pulled up to 10 feet closer to the caster.