Arcane mages manipulate the pure essence of magic itself, augmenting their spellcasting and turning the magic of their foes against them.
When you choose this specialization at 2nd level, you gain the Prestidigitation cantrip, which doesn't count against the number of mage cantrips you know.
Also at 2nd level, you learn how to salvage some of your spent magic for later use. When you cast a spell using a spell slot, you gain a number of arcane charges equal to half the spell's level, rounded up. You can have a maximum of five arcane charges at once, and all accumulated charges dissipate when you finish a short or long rest.
Before you roll damage for a spell, you can spend arcane charges to set a number of the spell's damage dice equal to their maximum value, up to the number of arcane charges spent. When you spend arcane charges on a spell, that spell does not also generate arcane charges.
Beginning at 6th level, when you use your Evocation feature, the combined level of spell slots you may recover increases by half your proficiency bonus.
When you reach 10th level, you learn how to siphon arcane energy from harmful magic for your own benefit. When you make a saving throw against a spell, you can use your reaction to give yourself advantage on the roll. On a failed save, you suffer the spell's effect, but take only half damage (if any). On a successful save, you take no damage from the spell. Regardless of whether your saving throw succeeds or fails, you gain arcane charges as if you had cast the spell.
After using this feature, you can use it again only after finishing a short or long rest.
At 14th level, you have mastered the use of your arcane charges for both offense and defense. When you spend arcane charges, you may maximize a number of damage dice equal to twice the number of arcane charges spent.
In addition, your accumulated arcane energy protects you. Whenever you make a saving throw, you gain a bonus to the roll equal to your current number of arcane charges.