Invoker

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Covenant, Channel Divinity 3 2
2nd +2 Hand of Fate, Well of Divinity 3 3
3rd +2 Divine Words, Godly Grace 3 4 2
4th +2 Ability Score Increase 4 4 3
5th +3 4 4 3 2
6th +3 Ability Score Improvement, Divine Covenant Feature 4 4 3 3
7th +3 Deific Subjugation 4 4 3 3 1
8th +3 Ability Score Increase, Divine Covenant Feature 4 4 3 3 2
9th +4 Godly Grace 4 4 3 3 3 1
10th +4 5 4 3 3 3 2
11th +4 Hand of Fate 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Godly Invoking 5 4 3 3 3 2 1 1
14th +5 Godly Grace 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 5 4 3 3 3 2 1 1 1
17th +6 Divine Covenant Feature 5 4 3 3 3 2 1 1 1 1
18th +6 Body of the Heavens 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 5 4 3 3 3 3 2 1 1 1
20th +6 Ascension 5 4 3 3 3 3 2 2 1 1

Spellcasting

As a user of powerful prayers and words of power, you can cast Invoker Spells.  

Cantrips

At 1st level, you know three Cantrips of your choice from the Invoker spell list. You learn additional Invoker Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Invoker table.  

Preparing and Casting Spells

The Invoker 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 Invoker Spells that are available for you to cast, choosing from the Invoker spell list. When you do so, choose a number of Invoker Spells equal to your Wisdom modifier + your Invoker level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.   For example, if you are a 3rd-level Invoker, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Divine Call, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.   You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Invoker Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.  

Spellcasting Ability

At the dawn of creation, the gods who inhabited the Astral Sea warred with the primordials of the Elemental Chaos, the mighty beings who shaped the world out of formless void. The greatest of the gods’ mortal agents in that war were invokers, imbued with a fragment of the gods’ own might to fight alongside them. No other mortal servant of the gods can claim the same kind of power. Through rites of investiture, avengers, clerics, and paladins gain the ability to manifest echoes of that power, uttering careful prayers and channeling divine energy through their holy symbols. You, however, channel your god’s power directly. No mere symbol can contain it, for you speak the words of creation, shaping the universe to your and your god’s will.   You are a speaker of truth and a shouter of defiance. Through your hand, your staff, and your voice, the power of the gods is loosed against your foes. You scour enemies by the half-dozen with divine power: blinding them with radiance, hammering them with thunder, burning them with holy flame, driving them to the ground, and binding them in chains of light. Your words of judgement are the last the enemies of the gods will hear.   Perhaps you were trained in a secret monastery, or you studied in a library where the universe’s oldest lore was preserved. Or perhaps you experienced the presence of your god firsthand and took a shard of divine power into yourself. You might even be an immortal born into flesh, slowly awakening to the awesome divine power that is your birthright. Whatever your past, you are among the gods’ most trusted servants, bound to a covenant in which you swore to use divine power with great care. To what end will you wield that might?  

Class Features

As an invoker, you gain the following class features  

Hit Points

Hit Dice: 1d6 per invoker level   Hit Points at 1st Level: 6 + your Constitution modifier   Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per invoker level after 1st

Proficiencies

Armor: Leather, hide, chainmail   Weapons: Simple melee, simple ranged   Saving Throws: Wisdom, Intelligence   Skills: Religion and two of the following of your choice: Arcana, Endurance, Gather Information, Leadership, Persuasion, Psionics, History , Insight, Intimidate

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a simple weapon or (b) a martial weapon if you're proficient
  • (a) leather armor (b) hide armor, or (c) chainmail
  • (a) a Priest's Pack or (b) an Explorer's Pack
  • A rod or staff
Wisdom is your Spellcasting Ability for your Invoker Spells. The power of your Spells comes from your devotion to your deity. You use your Wisdom whenever a Invoker spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Invoker spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier 
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Ritual Casting

You can cast a Invoker spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

Spellcasting Focus

You can use a Rod or Staff as a Spellcasting Focus for your Invoker Spells.  

Divine Covenant

Choose one covenant related to your deity, such as Preservation. Your choice grants you covenant Spells and other features when you choose it at 1st level. It also grants you additional benefits at 6th, 8th, and 17th levels.   Each covenant has a list of spells-its covenant spells-that you gain at the Invoker levels noted in the covenant description. Once you gain a covenant spell, you always have it prepared, and it doesn't count against the number of Spells you can prepare each day.   If you have a covenant spell that doesn't appear on the Invoker spell list, the spell is nonetheless an Invoker spell for you.   In addition, you can speak, read, and write the celestial language.  

Channel Divinity

At 1st Level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Invoke Divinity and an Effect determined by your covenant. Some covenants grant you additional Effects as you advance in levels, as noted in the covenant description.   When you use your Channel Divinity, you choose which Effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.   Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Invoker spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and Beginning at 15th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.  

Channel Divinity: Invoke Divinity

As an action, you hold your rod high symbolizing the power the divine have to rule over mortals and force creatures to their knees in worship. Each creature of your choice within 30 feet of you must make a Wisdom saving throw. Any creature that fails takes 4d8 psychic and radiant damage and is knocked prone and restrained for 1 minute or until they take damage not from this effect. A creature that succeeds on its saving throw instead is knocked prone and takes half as much damage.  

Hand of Fate

Beginning at 2nd level, whenever you cast an Invoker spell of 1st level or higher, you can move one of the targets of that spell, except yourself, 5 feet in any direction.   Beginning at 11th level, you can move the target up to 10 feet instead.  

Well of Divinity

At 2nd Level, your own inner deific power. This power is represented by reckoning points, which allow you to create a variety of magical Effects.  

Reckoning Points

You have 2 reckoning points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more reckoning points than shown on the table for your level. You regain all spent reckoning points when you finish a long rest.  

Divine Casting

You can use your reckoning points to empower your spells with divine strength or sacrifice your spell slots to regain reckoning points. You learn new ways to use your reckoning points as you reach higher levels.  

Empowering Spells

When you hit with a spell that deals damage, you can spend reckoning points to empower it, granting it additional damage. You can spend an amount of reckoning points (maximum one fourth invoker level) to deal an additional 1d8 radiant damage per point spent or move the target a number of feet equal to 5 times the number of points spent.  

Divine Sacrifice

As a bonus action, you can expend one spell slot and regain a number of reckoning points equal to the spell's level. Any spell slot above 5th level grants an additional point for each slot level above 5th. 6th level slots will grant 7 points, 7th level spell slots will grant 9 points, 8th level spell slots will grant 11 points, and 9th level slots will grant 13 points.  

Divine Words

Beginning at 3rd level, you can invoke divine influence through words of power. When the word is spoken, a powerful effect evokes based on which word it is. You learn one word at 3rd level, and learn additional words as you grow in power, noted in the Divine Words Known section of the Invoker table. Any divine word that calls for a saving throw uses your spell save DC.   They may choose one of the following words:      

Divine word: Corrupt

As an action, you expend one reckoning point and inflict one of the following conditions on a creature within 30 feet of you that you can see: blinded, charmed, deafened, or poisoned. Alternatively, you can grant one level of exhaustion to the target. A creature can gain no more than one level of exhaustion from this ability at a time.   The target makes a Wisdom saving throw, gaining the condition on a failure. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.   If you spend 3 or more reckoning points on this divine word, the target has disadvantage on the initial saving throw.   If you spend 5 or more reckoning points on this divine word, the target automatically fails the initial saving throw.   If you spend 7 or more reckoning points, the target has disadvantage on the saving throw at the end of each of its turns.  

Divine word: Decay

As an action, you expend one reckoning point and speak the divine word of decay, causing flesh to rot and bone to melt. One creature you can see within 30 feet of you makes a Constitution saving throw. On a failure, the target takes 1d8 necrotic damage and has disadvantage on attack rolls, or half as much damage on a success.   At the beginning of each of the target's turns, they make a Constitution saving throw, taking 1d8 damage on a failure, or half as much if they succeeded on the initial saving throw. On a successful save, this effect ends.   Every two additional reckoning points you spend when speaking this word adds 1d8 to the initial and ongoing damage, to a maximum of 7 points.  

Divine word: Drain

As an action, you expend one reckoning point and speak the divine word of draining. Make a melee spell attack against a creature you touch. On a hit, you deal 1d6 necrotic damage plus your Wisdom modifier. You gain hit points equal to twice the damage you dealt.   For every two additional reckoning points you spend, you deal an additional 1d6 necrotic damage, to a maximum of 7 points.  

Divine word: Strength

As an action, you expend one reckoning point and speak the divine word of strength. Choose an ability score. One creature of your choice within 30 feet of you that you can see gains advantage on saving throws and ability checks made with the chosen ability for one minute.   If you spend 5 or more reckoning points, the duration increases to 10 minutes.   If you spend 7 reckoning points, you may choose a second ability score.  

Divine word: Radiance

As an action, you expend one reckoning point and speak the divine word of radiance. Bright light reaches out from you to a range of 30 feet, and dim light goes an additional 30 feet for one minute. You may split 1d6 + your Wisdom modifier hit points among any number of creatures in the bright light.   For every two additional reckoning points you expend, the amount of total hit points gained increases by 1d6.  

Divine word: Protection

As a reaction to a creature you can see within 30 feet being hit by an attack, you expend one reckoning point and speak the divine word of protection. The target's AC is increased by 3 until the end of their next turn, potentially causing the attack to miss.   For every two additional reckoning points you spend, increase the AC bonus by 1, up to a maximum of 7 points.  

Divine word: Shroud

As a bonus action, you expend one reckoning point and speak the divine word of shrouding. A creature you can see within 30 feet of you is shrouded in divine shadows for 1 minute. Any attack targeting the shrouded creature has disadvantage.   For every two additional reckoning points you spend, you may target one additional creature, up to a maximum of 7 points.  

Divine word: Smite

As an action, you expend one reckoning point and speak the divine word I'd smiting. One creature you can see within 30 feet makes a Dexterity saving throw, taking 3d8 radiant damage on a failure. If the target is a fiend or undead, the target has disadvantage on ability checks for 1 minute.   For every two additional reckoning points you spend, increase the damage by 1d8, up to a maximum of 7 points.  

Divine Word: Greed

As an action, you expend one reckoning point and speak the divine word of greed. A creature of your choice within 30 feet of you makes a Wisdom saving throw. On a failure the target sees illusionary coins all around and must use their action on each of their turns trying to gather as many as they can for 1 minute.   At the end of each of the creature's turns or any time the creature takes damage, they may make an Intelligence (Investigation) check against your spell save DC. On a success, this effect ends.  

Divine Word: Fate

As an action you expend two reckoning points and attempt to shackle a creature you can see within 30 feet of you to the chains of prophecy and fate. The target makes an Intelligence saving throw, being restrained on a failure for one minute or until it takes damage.   If you expend 4 or more reckoning points, the effect no longer ends if the target takes damage, but the creature can repeat the saving throw at the end of each of its turns, ending it on a success.   If you expend 7 or more reckoning points, the target is considered vulnerable to the first source of damage it takes while under this effect.  

Divine Word: Bloodshed

As an action, you expend one reckoning point and speak the divine word of bloodshed. One creature you touch must make a Constitution saving throw, taking 3d10 slashing damage on a failure, or half as much on a success as their flesh bursts open. This damage counts as magical for the purpose of overcoming resistance and immunities.   For every two additional reckoning points you expend, you deal an additional 1d10 damage to a maximum of 7 points.  

Divine Word: Flood

As a bonus action, you expend one reckoning point and speak the divine word of the open seas. Salt water falls from the sky in a large pillar with a 10 foot radius centered on a point you can see. Each creature in the area must make a Strength saving throw, taking 2d8 bludgeoning damage and being pushed 10 feet away from the center on a failure or half as much damage and being pushed 5 feet on a success. This damage counts as magical for the purpose of overcoming resistance and immunities.   For every two additional reckoning points you expend, increase the damage by 1d8 and the distance pushed by 5 feet, up to a maximum of 7 points.  

Divine Word: Death

As an action, you expend three reckoning points and speak then unholy divine word of death. One creature you can see within 30 feet of you makes a Constitution saving throw as you attempt to flay the skin from their bone. On a failure the target takes 3d12 slashing damage and 2d12 necrotic damage. This damage counts as magical for the purpose of overcoming resistance and immunities.   If you expend 5 or more reckoning points, you deal an additional 1d12 slashing and 1d12 necrotic damage.   If you expend 9 or more reckoning points, this damage ignores resistance and immunities.   If you expend 17 reckoning points, you deal an additional 4d12 slashing and 3d12 necrotic damage. After the damage is dealt, if the target has 100 or fewer hit points, they die.  

Divine Word: Hope

As a bonus action, you expend one reckoning point and speak the divine word of hope. A creature of your choice within 30 feet that you can see has advantage on their next saving throw. If it is a death saving throw, the target may add your Wisdom modifier to the roll as well.  

Divine Word: Knowledge

As a reaction to a creature you can see within 30 feet rolling an Intelligence ability check or saving throw, you expend one reckoning point and speak the divine word of knowledge. The creature may add your Wisdom modifier to that roll.   If you expend 5 or more reckoning points, the creature is considered proficient in that skill if they are not already.   If you expend 7 or more reckoning points, the creature may add twice their proficiency bonus to the roll instead of once.  

Divine Word: Freeze

As an action, you expend two reckoning points and speak the divine word of frost and cold. One creature you can see makes a Constitution saving throw. On a failure, the target freezes over and becomes petrified, but is vulnerable to fire instead of resistant. The target makes a saving throw at the end of each of their turns and whenever they take damage, ending the effect in a success.   If you expend 4 or more reckoning points, the target is vulnerable to cold and radiant damage instead of resistant.   If you expend 7 or more reckoning points, the target takes 2d6 cold damage at the beginning of each of their turns. This damage does not prompt a new saving throw.  

Divine Word: Build

As a reaction to a creature you can see within 30 feet making an ability check to craft an item, you expend two reckoning points and grant the target advantage on that roll.   If you expend 4 or more reckoning points, the target may roll 3 dice instead of 2 and choose any of them.   If you expend 7 or more reckoning points, the creature may add your Wisdom modifier to the roll.  

Divine Word: Sprout

As an action, you expend one reckoning point and speak the divine word of the natural way. One creature you can see makes a Dexterity saving throw as vines and roots burst from the ground. On a failure, the target is restrained for 1 minute. At the end of each of the target's turns, the creature makes a Strength saving throw. On a failure the creature takes 1d10 bludgeoning damage. On a success, the effect ends.   If you expend 3 or more reckoning points, each creature of your choice within 10 feet of the target regains 1d4 + your Wisdom modifier hit points as healing spores shoot off.   If you expend 5 or more reckoning points, the damage increases by 1d10 and the healing increases by 1d4.   If you expend 7 or more reckoning points, the target automatically fails Dexterity saving throws while restrained in this way.  

Divine Word: Health

As an action, you expend one reckoning point and speak the divine word of health and restoration. One creature you can see within 30 feet regains 1d10 + your Wisdom modifier hit points.   For every two additional reckoning dice you expend, the hit points regained increases by 1d10, to a maximum of 9 points.  

Divine Word: Honor

As an action, you expend one reckoning point and speak the divine word of honor. A creature you can see within 30 feet of you and each other gain the effects of the Help action.   If you expend 2 or more reckoning points, you may target an additional creature.   If you expend 3 or more reckoning points, this takes a bonus action instead of an action.   If you expend 5 or more reckoning points, you may target an additional creature.  

Divine Word: Growth

As an action, you expend one reckoning point and speak the divine word of supernatural growth. One creature you can see within 30 feet of you becomes affected by the enlarge half of the enlarge/reduce spell.   For every two additional reckoning points you expend, the target grows one size larger and the bonus damage increases by 1d4. The maximum size attained through this is huge.  

Divine Word: Passion

As an action, you expend one reckoning point and speak the divine word of love and passion, igniting the latent emotions of a creature you can see within 30 feet. The target makes a Wisdom saving throw, becoming charmed for 1 minute on a failure. A creature charmed in this way cannot harm creatures of your choice and will seek to follow your directions to the best of its abilities, but will not follow any order that is directly harmful to itself or its allies. Any time the target takes damage, it may repeat the saving throw, ending the effect on a success.   If you expend 3 or more reckoning points, the target gains a bonus to damage rolls and ability checks equal to your Wisdom modifier as it's fervent passion pushes it into a frenzy.   If you expend 5 or more reckoning points, the target gains a +1 bonus to AC while within 15 feet of you.   If you expend 7 or more reckoning points, the target will use its reaction to throw itself in front of attacks targeting you while it is adjacent to you, regardless of the danger it poses to itself. The attack is repeated against its AC, dealing damage as normal on a hit.  

Divine Word: Truth

As a bonus action, you expend one reckoning point and speak the divine word of truth, drawing it forth from a creature's lips. One creature you touch makes a Wisdom saving throw. On a success, the creature must tell the truth to the best of its own ability to the next question you ask it within 1 minute.  

Divine Word: Justice

As an action, you expend two reckoning points and speak the divine words of heavenly justice. Each creature within 30 feet of you that does not share the same morality side of your alignment with you (good, neutral, evil) makes a Wisdom saving throw. Each creature that fails its save is stunned until the end of your next turn.   If you expend 4 or more reckoning points, the effect lasts for 1 minute or until the target takes any damage. Each creature repeats the saving throw at the end of each of their turns, ending the effect on a success.   If you expend 7 or more reckoning points, the range is increased to 60 feet.   If you expend 9 or more points, the effect does not automatically end from the target taking damage.   If you expend 11 or more points, you can choose the targets, rather than having them chosen by alignment.  

Divine Word: Pain

As an action, you expend two reckoning points and speak the divine word of otherworldly pain. One creature you can see within 30 feet must make a Constitution saving throw. On a failure, the target takes 3d10 force damage and is incapacitated and knocked prone for 1 minute as it writhes in pain. On a success, the target takes half as much damage and is stunned until the end of its next turn. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.   If you expend 4 or more reckoning points, the target has disadvantage on its initial saving throw.   If you expend 6 or more reckoning points, the target takes an additional 1d10 force damage at the beginning of each of its turns while it remains incapacitated in this way.   If you expend 8 or more reckoning points, both the initial and ongoing damage is increased by 1d10.   If you expend 10 or more reckoning points, the target has disadvantage on its saving throws against the ongoing damage.  

Divine Word: Fear

As a bonus action, you expend two reckoning points and speak the divine word of nightmarish fear. Each creature that can see you in a 30 foot cone must make a Wisdom saving throw. Each creature that fails is frightened of you for 1 minute. Each target can repeat the saving throw at the end of each of their turns, ending the effect on a success.   If you expend 4 or more reckoning points, creatures of your choice have advantage on the saving throw.   If you expend 6 or more reckoning points, creatures that are frightened of you in this way are paralyzed until they take any damage.   If you expend 10 or more reckoning points, creatures paralyzed in this way do not lose the condition from taking damage.  

Divine Word: Luck

As a reaction to a creature you can see within 30 feet of you rolling a 1 for an attack roll, saving throw, or ability check, you expend two reckoning points and allow that creature to reroll that roll, using the new result.   If you expend 4 or more reckoning points, the new roll can add your Wisdom modifier to the new roll.   If you expend 6 or more reckoning points, the new roll counts as a 10 before modifiers if comes up lower.   If you expend 8 or more reckoning points, you can use this effect regardless of the original result.   If you expend 10 or more reckoning points, the new roll counts as a roll of a 20.  

Divine Word: Light

As an action, you expend one reckoning point and speak the divine word of holy light. Bright light shines forth from you for 60 feet, and dim light for an additional 60 feet for 1 minute. This light is natural sunlight.   Creatures of your choice within 60 feet of you when you speak this word make a Constitution saving throw, being blinded for 1 minute on a failed saving throw. Each target can repeat the saving throw at the end of each of their turns, ending the effect in a success.  

Divine Word: Inspire

As a bonus action, you expend one reckoning point and speak the divine word of deific inspiration, surging through your target and uplifting their spirits. One creature you can see within 30 feet of you gains a deific inspiration die, a d6, which it can add to an attack roll, ability check, or savibg throw of its choice. This die can be added after rolling, but before the DM says if it's successful or not.   For every two additional reckoning points you expend, you increase the size of the die by 1, from a d6 to a d8, a d8 to a d10, or a d10 to a d12.  

Divine Word: Storm

As an action, you expend two reckoning points and speak the divine word of destructive storms. Each creature other than you within 30 feet of you makes a Dexterity saving throw. Each creature that fails takes 1d8 lightning and 1d8 thunder damage, or half as much damage on a success.   For every two additional reckoning points you expend, increase the lightning and thunder damage by 1d8, to a maximum of 8 points.   If you expend 7 or more reckoning points, you may choose the targets instead.  

Divine Word: Purge

As a bonus action, you expend one reckoning point and speak the divine word of holy cleansing. One creature you can see within 30 feet of you has one of the following conditions removed from it: blinded, charmed, deafened, frightened, invisible, paralyzed, poisoned, or stunned.   If the target is unwilling, it can make a Wisdom saving throw to resist, losing the condition on a failure.  

Divine Word: Sabotage

As a reaction to a creature you can see within 30 feet of you hitting with an attack, you expend one reckoning point and speak the divine word of sabotage, guiding the attack to strike true. The target takes an additional 1d6 damage of the same type as the attack. If the attack deals more than one type of damage, you choose the type.   For every two additional reckoning points you expend, increase the damage by 1d6, to a maximum of 7 points.   If you expend 5 or more reckoning points, change the die size to d8s.   If you expend 7 or more reckoning points, you instead add 2d8 for every two additional reckoning points, for a total of 7d8.  

Divine Word: Dream

As an action, you expend one reckoning point and speak the divine word of waking dreams. Choose one of the following effects: Dream or Nightmare.   Dream: A creature you can see within 30 feet of you sees and hears the whispering of their unconscious mind, helping them know where to strike or defend. The creature gains a bonus of their choice between a +1 bonus to AC or to attack rolls for 1 minute.   Nightmare: A creature you can see within 30 feet of you must make a Wisdom saving throw. On a failure the target sees their waking nightmares. They take a -1 penalty to AC and attack rolls and are frightened of you for 1 minute. They may repeat the saving throw at the end of each of their turns.   For every two additional reckoning points you expend, the bonus or penalty is increased by 1.  

Divine Word: Hunt

As an action, you expend one reckoning point and speak the divine word of the endless hunt. Choose two creatures. For 1 minute, whenever the first moves, the second may move an equal number of feet up to their movement speed without provoking opportunity attacks.   If you expend 3 or more reckoning points, the first target takes 1d4 force damage for every five feet they move.   If you expend 5 or more reckoning points, the second target ignores the effects of difficult terrain while moving with the first target.   If you expend 7 or more reckoning points, the second target uses the higher of the two targets walk, swim, and climb speed.  

Godly Grace

Starting when you reach 3rd level, whenever you cast a spell that deals no damage, you can target one additional creature within range.   Beginning at 9th level, you can target two additional creatures, and Beginning at 14th level, you can target three additional creatures.  

Ability Score Increase

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Deific Subjugation

Starting when you become 7th level, any time you would move a creature 10 or more feet with an Invoker spell or ability, you may knock it prone at the end of its movement.   You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.  

Godly Invoking

Beginning when you reach 13th level, your invocations become much stronger. Any divine word that has you roll a die increases the die size by 1: a d4 to a d6, a d6 to a d8, a d8 to a d10, a d10 to a d12, and a d12 to 4d4.  

Body of the Heavens

Starting at 18th level, you can add half your Wisdom modifier to your AC and any saving throw you make while wearing cloth, leather, hide, chain, or no armor.  

Ascension

When you reach 20th level, the divine power within you fills you fully. You gain the following effects:  
  • You are considered a celestial rather than your normal creature type.
  • You gain a fly speed of 60 feet.
  • The costs of your divine words are reduced by one reckoning point, to a minimum of 0.
  • You regain your reckoning points when you finish a short or long rest, and gain an additional number of them equal to your Wisdom modifier.

Comments

Please Login in order to comment!