Evocatus (5e Class)
Evocatus[edit]
You are the quickest warrior, the strongest brute, the most preservative, the wisest tactician, the most studious commander, and the most inspiring leader.
Creating an Evocatus[edit]
- Quick Build
You can make an Evocatus quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Intelligence or Constitution, Lastly Wisdom or Charisma Second, choose the Soldier background.
Class Features
As a Evocatus you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Evocatus level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Evocatus level after 1st
- Proficiencies
Armor: All Armor, Shields
Weapons: Simple weapons, Martial Weapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two from Acrobatics, Athletics, Arcana, Intimidation, Nature, Stealth, or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Martial Weapon and a Shield or (b) Two Martial Weapons
- (a) Chainmail or (b) Scalemail or (c) Leather
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- If you are using starting wealth, you have 5d4x10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Weapon Bond |
2nd | +2 | Fighting Style, Memoric Strike |
3rd | +2 | Blood Oath, Oath Feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | — |
7th | +3 | Oath Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Unstoppable Offense |
10th | +4 | Continuous Struggle |
11th | +4 | Oath Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Studious Privilege |
14th | +5 | Inspirational Charge |
15th | +5 | Oath Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Master of None |
18th | +6 | Oath Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Master of One |
Weapon Bond[edit]
At 1st level you can form a bond with your weapon, bonding with your weapon takes 1 hour which can be done during a short rest. Bonding to a weapon gives it the finesse property as well as being able to add your proficiency bonus to damage rolls. You can have up to two bonded weapons.
Fighting Style[edit]
At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once.
- Defense
While wearing Armor you gain a +1 to AC
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.
- Two-Weapon Fighting
When you engage in two weapon fighting you can add your ability modifier to the damage of the second attack.
Memoric Strike[edit]
Starting at 3rd level you can make another attack as part of your first attack. You can do this a number of times equal to your DEX modifier(Minimum of 1). Your charges for this feature recharge after a long rest.
Blood Oath[edit]
At 3rd level, you form a Permanent Oath. Choose between Oath of the Element or Oath of the Harbinger, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 15th, and 20th.
Ability Score Increase[edit]
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. Using the option feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack[edit]
Beginning at 5th level you can attack twice instead of once, whenever you take the attack action (You can use Mnemonic Strike on one of your attacks per round)
Unstoppable Offense[edit]
Starting at 9th level you gain a bonus to your attack rolls equal to your Constitution modifier(Minimum of 0)
Continuous Struggle[edit]
Starting at 10th level you gain a bonus to your saving throws equal to your Wisdom modifier(Minimum of 0)
Studious Privilege[edit]
Starting at 13th level when you fail a ability check you can re-roll a number of times equal to your Intelligence Modifier(Minimum of 1). Your charges for this feature recharge after a short rest.
Inspirational Charge[edit]
Starting at 14th level you gain a bonus to your walking speed equal to 5 x Charisma Modifier(Minimum of 0)
Master of None[edit]
You gain a bonus charge to Studious Privilege and Memoric Strike. Your bonus for Inspirational Charge, Continuous Struggle, and Unstoppable Offense increase by 1.
Master of One[edit]
When you reach level 20 you gain an unlimited use of either Studious Privilege or Memoric Strike
Oath of the Element[edit]
Oath of the Element forms a magical Oath allowing you to mold the elements to your will
- Imbuing Strike
Starting at 3rd level you gain the ability to imbue your weapon with elemental damage. Choose either Cold, Fire, Lightning, or Thunder. As a bonus action you gain 1d4 of that damage type for each hit with your weapon for 1 minute. You regain use of this feature after a long or short rest
- Flurrying Aegis
Starting at 7th level you gain a protective layer of magic. Choose either Cold, Fire, Lightning, or Thunder. You gain resistance in that damage type
- Elemental Wrath
Starting at 11th level you gain the ability to store energy. When you take damage from your chosen resistance type you can store the reduced damage and release it. As an action you release the damage in a 10 ft radius centered on you any creatures within that radius make a Dexterity saving throw DC (8+Prof. Bonus+Int Modifier).
- Aura of the Primordial's
Starting at 15th level as an action you gain an aura of 15 ft creatures friendly to you gain resistance to either Cold, Fire, Lightning, or Thunder while you gain vulnerability to the same damage type(This vulnerability overrules your Flurrying Aegis feature). You can end this aura or change the damage type as a bonus action.
- Stunning Power
Starting at 19th level you gain the ability to use your own power. As an action you can take 1d10 damage and make a melee weapon attack on a creature within reach. If it hits it does normal damage for the hit and the target is stunned until the end of your next turn. You regain the use of this feature after a short or long rest
Oath of the Harbinger[edit]
Oath of the Harbinger forms an oath with weapon and armor increasing their usefulness
- Sharpened Blade
Starting at 3rd level you gain the ability to make your blade magically sharp. As a bonus action your strikes leave lasting wounds for 1 minute a creature hit by your attacks gains the Bleeding Condition You regain the use of this feature after a short or long rest
- Undeniable Defense
Starting at 7th level you armor becomes magically stronger. Choose Slashing, Piercing, or Bludgeoning You gain resistance to that damage type while wearing armor.
- Mesmerizing Aegis
Starting at 11th level while wearing a shield you can use an action to make it magically hypnotize a creature within 5 ft of you. The creature must make a Wisdom saving throw of DC (8+prof. bonus+Int modifier). Creatures immune to being charmed are unaffected by this. While hypnotized the creature is stunned for 1 minute. Anytime it takes damage and at the end of its turn it can re-roll it's saving throw. You regain the use of this feature after a short or long rest
- Virtuous Aura
Starting at 15th level as an action you can decrease your AC by a maximum of 5 and grant creatures friendly to you within 15 ft of you an increase equal to the decrease you took. You can end this or change the amount as a bonus action.
- Phalanx
Starting at 19th level while wearing a shield you can use an action to enter a defensive position. While in the defensive position you -Attack with Disadvantage -Gain a +5 to Athletics to not be moved -Gain an extra +3 to AC -Can take up an entire 5 ft cube not allowing any creatures of your size or one larger to pass through your cube.
Bleeding: While bleeding the creature takes 1d4 damage at the end of each of it's turns, it can make a saving throw equal to 10+(Damage taken from bleeding this turn) A creature with no blood automatically succeeds this throw. The Bleeding condition can stack.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Evocatus class, you must meet these prerequisites: Strength or Dexterity 13, Intelligence or Constitution 13
Proficiencies. When you multiclass into the Evocatus class, you gain the following proficiencies: Armor:Light, Medium Weapons:Simple weapons, Martial weapons
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