Evoker (MC) (5e Class)
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
| Level | Proficiency Bonus | Fang Damage | Vexes | Spells Know | Features | —Spell Slots per Spell Level— | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | ||||||
| 1st | +2 | 2d4 | - | - | Fangs, Frozen Heart | — | — | — | — | — |
| 2nd | +2 | 2d4 | - | 2 | Spellcasting | 2 | — | — | — | — |
| 3rd | +2 | 2d4 | - | 3 | Evoker Secret | 3 | — | — | — | — |
| 4th | +2 | 2d4 | - | 3 | Ability Score Improvement | 3 | — | — | — | — |
| 5th | +3 | 2d6 | 1 | 4 | Vex | 4 | 2 | — | — | — |
| 6th | +3 | 2d6 | 1 | 4 | Abillity Score Improvement | 4 | 2 | — | — | — |
| 7th | +3 | 2d6 | 1 | 5 | Evoker Secret | 4 | 3 | — | — | — |
| 8th | +3 | 2d6 | 2 | 5 | Ability Score Improvement | 4 | 3 | — | — | — |
| 9th | +4 | 2d6 | 2 | 6 | — | 4 | 3 | 2 | — | — |
| 10th | +4 | 2d8 | 2 | 6 | — | 4 | 3 | 2 | — | — |
| 11th | +4 | 2d8 | 2 | 7 | Evoker Secret | 4 | 3 | 3 | — | — |
| 12th | +4 | 2d8 | 3 | 7 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | 2d10 | 3 | 8 | — | 4 | 3 | 3 | 1 | — |
| 14th | +5 | 2d10 | 3 | 8 | — | 4 | 3 | 3 | 1 | — |
| 15th | +5 | 2d10 | 3 | 9 | Evoker Secret | 4 | 3 | 3 | 2 | — |
| 16th | +5 | 2d10 | 4 | 9 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | 3d8 | 4 | 10 | — | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | 3d8 | 4 | 10 | — | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | 3d8 | 4 | 11 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | 3d8 | 5 | 11 | — | 4 | 3 | 3 | 3 | 2 |
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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