This subclass has received significant changes
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, choose any number of creatures, objects, surfaces, or structures to 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. Any creatures, objects, surfaces, or structures that you did not designate take additional damage equal to your proficiency bonus on a failed save.
When you reach 6th level you add Tiny Hut to your spellbook, you always have it prepared and it doesn’t count towards your prepared wizard spells. If you already had Tiny Hut in your spellbook you may choose another wizard spell of 3rd level or lower to add instead.
In addition, whenever you use an Evocation spell to form a creation of magical force (such as a Tiny Hut, Wall of Fore, or Arcane Hand) it’s hit points increase by an amount equal to five times the level of the spell.
Starting at 10th level, whenever you roll the maximum value on a damage die for an Evocation spell, you may roll an additional damage die of the same type and add that roll to the damage of the spell. You may only add a number of additional dice equal to your Spellcasting Modifier with this effect every round.
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell instead of rolling.
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 necrotic 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 necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.