Evoker (MC) (5e Class)

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Evoker (MC)


Creating an Evoker


Quick Build

You can make an Evoker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Evoker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Evoker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Evoker level after 1st

Proficiencies

Armor: Light Armor, Shields
Weapons: Handaxes, Darts, slings, Battleaxes, light crossbows, Heavy Crossbows
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather Armor
  • (a) a Battleaxe or (b) Two daggers
  • (a) a component pouch or (b) an arcane focus
  • An explorer's pack

Table: The Evoker

LevelProficiency
Bonus
Fang DamageVexesSpells KnowFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+22d4--Fangs, Frozen Heart
2nd+22d4-2Spellcasting2
3rd+22d4-3Evoker Secret3
4th+22d4-3Ability Score Improvement3
5th+32d614Vex42
6th+32d614Abillity Score Improvement42
7th+32d615Evoker Secret43
8th+32d625Ability Score Improvement43
9th+42d626432
10th+42d826432
11th+42d827Evoker Secret433
12th+42d837Ability Score Improvement433
13th+52d10384331
14th+52d10384331
15th+52d1039Evoker Secret4332
16th+52d1049Ability Score Improvement4332
17th+63d841043331
18th+63d841043331
19th+63d8411Ability Score Improvement43332
20th+63d851143332

Fangs

Beginning at 1st level, you gain the ability to summon deadly spikes of magical force from the earth. When you do so, all creatures of your choice in a 30-foot line that is 5 feet long must make a Dexterity saving throw or take force damage equal to 2d4 + your Intelligence modifier. These dice change as you gain evoker levels, as shown in the Fang Damage column of the Evoker table. The saving throw DC is calculated as follows:

Fang save DC = 8 + your proficiency bonus + your Intelligence modifier

Frozen Heart

Your heart has been rendered cold as ice and your body is changing accordingly. At 1st level, you gain resistance to cold damage.

Spellcasting

By the time you reach 2nd level, you have learned to use the magic of your own being, and from your abillity to evoke things.

Spell Slots The Evoker 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.

For example, if you know the 1st-level spell Witch Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Witchbolt using either slot.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Evoker spell list. The Spells Known column of the Evoker table shows when you learn more evoker spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the evoker spells you know and replace it with another spell from the evoker spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Intelligence is your spellcasting ability for your evoker spells, since your magic draws on your knowledge about summoning. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a evoker spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Evoker Secrets

At 3rd level, you choose a magical secret to research. Choose between Vidicator and Illusionist, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Increase

When you reach 4th level, and again at 6th, 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.

Vex

When you reach 5th level, you gain the power to summon one of the most common creatures to evokers: the Vex. The Vex use your intelligence modifier as it strength modifier, and it uses your proficiency as it own. The Vex HP is 2.your evoker level, and it can take 2 actions: Attack and Disenge. it deals 1d6+your intelligence of slashing damage on a hit with it´s weapon. The Vex AC is equivalent to 12, and it can fly at a speed of 35ft, and it is capable of going through physical objects, as they count as difficult terrain for the vex. if the vex end it´s turn inside a object, it takes 1d10 force damage. You may only have 1 vex active at a time, and once you use this feature, you may only use it again after a short rest. The number of active vex increases according to your Active Vex table as show above.

Evoker Secrets


Vindicator

You are a Brutal Evoker, who uses way morer of your own strength than the strength of your evocations

Axe Brute

At 3rd level when you choose this Evoker Secret, your damage when using Battleaxes or Handaxes increases by 1 damage die higher. You also gain a +1 to attack rolls when using these weapons (1d6 -> 1d8 -> 1d12)

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Illusionist

You are an Evoker whose studies led to a new way to use your evocations, such as defending yourself and deception

False Visible Body

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Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

Absorb Elements, Catapult, Chromatic Orb, Earth Tremor, Expeditious Retreat, Jump, Shield, Sleep, Witch Bolt

2nd Level

Blindness/Deafness, Darkness, Cloud of Daggers, Dust Devil, Mind Spike, Mirror Image, Warding Wind

3rd Level

Conjure Lesser Demon, Counterspell, Fear, Fly, Haste, Thunderstep

4th Level

Banishment, Conjure Shadow Demon, Greater Invisibillity, Sickening Radiance, Stone Skin

5th Level

Animate Objects, Conjure Vrock, Far Step, Wall of Stone

Multiclassing


Prerequisites. To qualify for multiclassing into the Evoker class, you must meet these prerequisites: 13 Intelligence or 13 Strength

Proficiencies. When you multiclass into the Evoker class, you gain the following proficiencies: Battleaxe, Light Armor

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