Evoker
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
As an evoker, you are barred from divination magic, as well as one other school of your choice. As such, you cannot learn or cast spells of these schools. Alternatively, you can choose three spell schools which are considered your forbidden schools unless it is also of the school of evocation. You cannot choose universal magic or evocation magic as forbidden schools.
Choose one common 1st-level Evocation spell from the Wizard spell list and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots from this class, you can add one Evocation spell from the Wizard spell list to your spellbook for free.
Additionally, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
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, you can choose a number of them equal to 1 + your Intelligence modifier. The chosen creatures 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.
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Additionally, casting a cantrip of the school of evocation does not take a 0-level spell slot for you.
You can add your Intelligence modifier (minimum of +1) to one damage roll of any wizard evocation spell that you cast.
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.
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.
Forbidden Schools
1st-Level Wizard (Evoker) FeatureAs an evoker, you are barred from divination magic, as well as one other school of your choice. As such, you cannot learn or cast spells of these schools. Alternatively, you can choose three spell schools which are considered your forbidden schools unless it is also of the school of evocation. You cannot choose universal magic or evocation magic as forbidden schools.
Evocation Savant
1st-Level Wizard (Evoker) FeatureChoose one common 1st-level Evocation spell from the Wizard spell list and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots from this class, you can add one Evocation spell from the Wizard spell list to your spellbook for free.
Additionally, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells
1st-Level Wizard (Evoker) FeatureYou 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, you can choose a number of them equal to 1 + your Intelligence modifier. The chosen creatures 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.
Potent Cantrips
6th-Level Wizard (Evoker) FeatureYour damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Additionally, casting a cantrip of the school of evocation does not take a 0-level spell slot for you.
Empowered Evocation
10th-Level Wizard (Evoker) FeatureYou can add your Intelligence modifier (minimum of +1) to one damage roll of any wizard evocation spell that you cast.
Overchannel
14th-Level Wizard (Evoker) FeatureYou 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.
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.
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