Evoker, Variant (5e Class)
From D&D Wiki
"I play 5e almost exclusively now since it's so streamlined. There's just one tiny thing that bugs me about it though. Don't get me wrong, I think the warlock in 5e is a fantastic class with lots of unique features. But man oh man do i miss playing a flying teleporting tentacled eldritch horror that shoots unlimited lasers. Back in those days, warlocks had absolutely no regard for spell slots or other concerns of mere mortal casters such as your run-of-the-mill wizard or sorcerer." - u/ooglwump, Reddit
Born of a supernatural bloodline, an Evoker seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, an Evoker invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination and force of will, an Evoker can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.
Evokers are born, not made. Some are the de scendants of people who trafficked with demons and devils long ago. Some seek out the dark powers as youths, driven by ambition or the desire for power, but a few blameless individuals are simply marked out by the supernatural forces as conduits and tools. The exact nature of a Evoker’s origin is up to the player to decide; just as a sorcerer is not beholden to the magic-wielding ancestor that bequeathed his bloodline with arcane power, a Evoker is not bound to follow the source that gifted him with magic.
Evokers are not half-fiends or tieflings by default (although many creatures of those kinds become some of the most powerful and terrifying representatives of the class). The mark that the supernatural powers leave on their servants is often a mark in the soul, not the flesh. In fact, many evokers are created by nonevil powers wild or fey forces that can be every bit as dangerous as demons or devils. Whatever their origin, Evokers are widely feared and misunderstood. Most are wanderers who rarely stay in one place for long.
An Evoker serves much the same role in an adventuring party as a sorcerer or wizard would. He is much more limited in the selection of spells than other spellcasters and he must rely on his cursed blast ability in place of the spell power of an arcane caster. Like a bard, he often fits best in a party that already has another spellcaster or two, since his unique abilities provide him with little magic to use for his companions’ benefit.
Creating an Evoker
- Quick Build
You can make an Evoker quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Haunted One background. Third, choose a Hooded Cloak, Leather Armor and a dagger.
As a Evoker you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons
Saving Throws: Charisma, Constitution
Skills: Choose two from Arcana, History, Religion, Nature, Investigation, Performance, Deception, Insight and Intimidation.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Hooded Cloak or (b) A Fine Robe
- (a) Leather Armor or (b) Padded Armor & Any Simple Weapon
- (a) Dagger or (b) Any Simple Weapon
- If you are using starting wealth, you have 4d4x10 gp in funds.
|Features||Cursed Blast Damage||Cursed Invocations||Damage Reduction|
|2nd||+2||Cursed Invocations (Least)||1d6||1||-|
|4th||+2||Ability Score Improvement||2d6||3||-|
|5th||+3||Damage Reduction (Non-Magical)||3d6||4||1|
|6th||+3||Cursed Invocations (Least or Lesser)||3d6||4||1|
|8th||+3||Ability Score Improvement||4d6||5||2|
|10th||+4||Energy Resistance I||5d6||7||2|
|11th||+4||Cursed Invocations (Least, Lesser or Greater)||6d6||7||2|
|12th||+4||Ability Score Improvement||6d6||8||3|
|14th||+5||Damage Reduction (All Damage)||7d6||9||3|
|15th||+5||Energy Resistance II||7d6||9||3|
|16th||+5||Ability Score Improvement||7d6||10||4|
|17th||+6||Cursed Invocations (Least, Lesser, Greater or Dark)||8d6||10||4|
|19th||+6||Ability Score Improvement||8d6||11||4|
The first ability an Evoker learns is cursed blast. A Evoker attacks his foes with his power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. A Cursed Blast is a ray with a range of 60 feet. It is a ranged spell attack that affects a single target, allowing no saving throw. A cursed blast deals 1d6 points of force damage at 1st level and increases in power as the evoker rises in level. An evoker blast is the equivalent of a spell whose level is equal to one-half the evoker’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher. Whenever the evoker uses a Cursed Blast, he must make a ranged spell attack using charisma as the spellcasting ability, adding the proficiency bonus to the roll.
An evoker does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. Just like warlocks, evokers choose invocations they learn as they gain levels, starting at a single invocation in the 2nd level, to a total of ten invocations in the 20th level.
The invocations are separated by grades, those being least, lesser, greater and dark. At the second level, the evoker can only learn least invocations. Lesser invocations are learned at the 6th level, while greater and dark are learned at the 11th and 17th levels respectively. Charisma is your primary spellcasting ability for any spell acquired through an invocation, and the spells learned through invocations do not need material components. A evoker can dismiss any invocation as an action. Though cursed blast is not an invocation, some invocations provide a evoker with the ability to modify his cursed blast or add new cursed attacks.
The evoker may learn cursed invocations accordingly to the number of known invocations in the evoker table, but may not change chosen invocations once learned. Check the end of the page to see all invocations.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Starting at the 3rd level, the Evoker may, at will, cast Identify or Detect Magic without needing a spellcasting focus or components.
Ability Score Improvement
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.
Your fiendish bloodline has given you a defensive layer against non-magical attacks. Non-magical and/or non-silvered attacks deal less damage to you. The amount of the reduced damage is given at the Evoker Table, starting at 1 at the 5th level, and capping at 5 at the 20th level. At the 14th level, the damage reduction applies to every kind of damage.
Starting at the 7th level, you may change your chosen invocations once you make a long rest.
At the 9th level, your whole body has become a vessel for your demonic blood, boosting your regeneration. Once per long rest, as a bonus action, you may heal your hit points by exactly your Evoker Level x 3. At the 13th level, you gain another use of this feature. At the 18th level, you gain a third use of this feature.
Starting at the 10th level, choose one type of damage from acid, cold, lightning, fire, force and thunder. You gain resistance to that type of damage. At the 15th level, you may choose an additional type of damage to gain resistance.
At the 20th level, you have fully embodied your fiendish heritage. Choose from one of the two damage types you gained resistance through Energy Resistance. Whenever you take damage from that type, you heal yourself to half of the damage taken instead.
- Least Invocations
- Baleful Utterance: This invocation may only be taken at the 3rd level. You speak a fiendish speech, and shatter objects. Once per day, you may cast the spell Shatter as a 2nd level spell.
- Beguiling Influence: Once per day, for one minute, you may gain advantage on charisma saving throws, as well as Charisma(Deception, *Performance, Intimidation and Persuasion) checks.
- Breath of the Night: Once per day, you may cast the spell Fog Cloud as a 1st level spell.
- Dark One’s Own Luck: Choose one type of saving throw and gain proficiency in it.
- Darkness: This invocation may only be taken at the 3rd level. Once per day, you may cast Darkness as a 1st level spell.
- Devil’s Sight: See normally in darkness and magical darkness.
- Earthen Grasp: Once per day, you may cast Maximilian’s Earthen Grasp as a 2nd level spell.
- Cursed Spear: Cursed Blast range increases to 250 feet.
- Entropic Warding: Once per day, you may cast the spell Shield on yourself as a 1st level spell.
- Frightful Blast: When you hit an enemy with a Cursed Blast, you may use your bonus action to empower it with a frightening essence. The target must succeed on a Wisdom saving throw or become frightened for one minute.
- Hideous Blow: This invocation may only be taken at the 3rd level. When you take the attack action, you may deliver the Cursed Blast through a melee attack. The Cursed Blast will hit only if the melee attack hits, and you cannot use the multi-attack feature along with this invocation.
- Leaps and Bounds: Once per day, you may call this invocation and gain, for one minute, advantadge on Strength(Athletics) and *Dexterity(Acrobatics) checks.
- Miasmic Cloud: A misty cloud of fog spreads in a 10-foot radius from you when you use this invocation. The fog does not block line of sight. Any creature (other than you) that enters the fog must make a Constitution saving throw or get an exhaustion level. This effect lasts as long as the creature remains within the cloud and for 1 round thereafter. A moderate wind, or any fire larger than a torch, immediately disperses the fog. The fog otherwise lasts for 1 minute.
- See the Unseen: You gain advantage on Wisdom(Perception) checks to detect invisible creatures.
- Sickening Blast: When you hit an enemy with a Cursed Blast, you may use your bonus action to empower it with a sickening essence. The target must succeed on a Constitution saving throw or become poisoned for one minute.
- Spiderwalk: This invocation may only be taken at the 3rd level. Once per day, you may cast Spider Climb as a 2nd level spell.
- Lesser Invocations
- Beshadowed Blast: When you hit an enemy with a Cursed Blast, you may use your bonus action to empower it with a blinding essence. The target must succeed on a Constitution saving throw or become blinded until the start of your next turn.
- Brimstone Blast: When you hit an enemy with a Cursed Blast, you may instead choose to deal fire damage. When doing so, you may use your bonus action to force your target to succeed on a Dexterity saving throw or catch fire, receiving 2d6 fire damage at the end of each of their turns until they use their action to extinguish the fire or the duration of the effect ends. It lasts a number of rounds equal to your proficiency bonus.
- Charm: Up to twice per day, you may cast the spell Charm Person as a 1st level spell.
- Curse of Despair: Once per day, you may cast the Bestow Curse spell as a 3rd level spell.
- The Dead Walk: Once per day, you may cast the Raise Dead spell as a 3rd level spell.
- Cursed Chain: When you hit an enemy with your Cursed Blast, you may spend your bonus action to make the Blast may jump to secondary targets within 30 ft. of the original target, allowing you to make another ranged spell attack against those targets. The Blast may jump to a new target for every 5 levels of the Evoker, jumping to a single extra target once this invocation is taken, two targets at the 10th level, three at the 15th level, and four at the 20th level. The Blast cannot hit jump to an enemy that has already been hit by the Cursed Blast this turn.
- Fell Flight: Once per day, you may cast the Fly spell as a 3rd level spell.
- Flee the Scene: This Invocation may only be taken at the 7th level. Once per day, you may cast the Dimension Door Spell as a 4th level spell.
- Hellrime Blast: When you hit an enemy with your Cursed Blast, you may empower it with a cold essence, dealing cold damage instead of the regular force damage. When you do so, you may spend your bonus action to force your enemy to make a Constitution saving throw or to get frostbitten, loosing 2 points of dexterity for one minute. This effect may only work one time per frostbitten enemy.
- Hungry Darkness: Once per day, you may cast the Darkness spell as a second level spell and, in addition, you summon a swarm of bats in the middle of the darkness you casted. The Swarm of Bats has the same stats as the Swarm of Bats from the Monster Manual and may attack anyone within the area of effect of the Darkness Spell. Once the Darkness Spell ends, the bats also dissipate.
- Voidsense: You gain blindsight of 30 ft.
- Voracious Dispelling: Once per day, you may cast the Dispell Magic spell as a 3rd level spell. In addition, you may choose to deal damage to the creature dispelled by this effect. The damage is equal to 1/4 the level of the Evoker, and there's no saving throw for it.
- Walk Unseen: Once per day, you may cast Invisibility on yourself as a 2nd level spell.
- Greater Invocations
- Bewitching Blast: When you hit an enemy with your Cursed Blast, you may empower it with a bewitching essence, spending a bonus action to force it to make a Wisdom saving throw. If the target fails, it rolls any saving throw with disadvantadge until the end of your next turn.
- Chilling Tentacles: Once per day, you may cast the Black Tentacles spell as a 4th level spell. In addition, whenever this spell deals damage, it is increased by 1d6 cold damage.
- Devour Magic: Once per day, you may cast dispell magic as a 5th level spell. Once you dispell a spell this way, you gain temporary hit points equal to the level of the spell dispelled.
- Cursed Cone: Instead of making a ranged spell attack to hit with your Cursed Blast, you may create a 30 foot cone in front of you that deals damage to every creature inside. The damage is equal to the Cursed Blast damage. Every creature inside can make a Dexterity saving throw, taking half the damage if they succeed.
- Enervating Shadow: Once per day, you may force every creature within 5 feet of you to make a Constitution saving throw. If they fail, their strength is reduced by 2 for 1 minute. A creature affected by this effect cannot have it's strength reduced by this effect again until the original effect ends.
- Noxious Blast: When you hit an enemy with your Cursed Blast, you may empower it with a noxious essence, spending a bonus action to force it to make a Constitution saving throw. If the creature fails the save, it gains a level of exhaustion.
- Repelling Blast: When you hit an enemy with your Cursed Blast, you may empower it with a repelling essence, pushing it up to 10 feet backwards.
- Tenacious Plague: Once per day, you may cast the Insect Plague spell as a 5th level spell. In addition, the locusts deal magic damage instead of regular piercing damage.
- Vitriolic Blast: When you hit an enemy with your Cursed Blast, you may empower it with a vitrolic essence. With your bonus action, you may force it to make a Dexterity saving throw and, on a failed save, for one round per 5 evoker levels, the target takes 2d6 acid damage on the start of each of their turns.
- Wall of Perilous Flame: Once per day, you may cast the Wall of Fire spell as a 4th level spell.
- Evoker’s Call: Up to three times per day, you may cast the Sending spell as a 3rd level spell.
- Dark Invocations
- Dark Discorporation: Once per long rest, as an action, you may become one with the powers of darkness. You learn to abandon your body. When you use this ability, you becomes a swarm of tiny, batlike shadows. The duration of this ability is 24 hours, but you can dismiss it whenever you want, just like any invocation. Once in this state, your strength is reduced to 5, but your dexterity is increased by 6. You may not attack with any of your weapons, pretty much like a wild shape from a druid. Your AC becomes 12 + Your Dexterity Modifier + Your Charisma modifier while in this state, and you gain a flight speed of 40 ft. You can use your Cursed Blast ability while in this state.
- Dark Foresight: Once per day, you may cast the Foresight spell as a 9th level spell. The creature you use it on may communicate telepathically with you as long as the spell persists.
- Cursed Doom: Once per turn, when you hit an enemy with your Cursed Blast, you may spend your bonus action to make that blast explode, forcing every creature within 20 feet of the blast to make a Dexterity saving throw. On a failed save, they take damage equal to your Cursed Blast damage.
- Retributive Invisibility: Up to three times per day, you may cast the Greater Invisibility spell as a 4th level spell, but only on yourself.
- Utterdark Blast: Your Cursed Blast damage is increased by your Charisma modifier.
- Word of Changing: Once per day, you may cast True Polymorph.
Prerequisites. To qualify for multiclassing into the Evoker class, you must meet these prerequisites: 13 Charisma.
Proficiencies. When you multiclass into the Evoker class, you gain the following proficiencies: Arcana.