Evoker (5e Class)
Evoker[edit]
The Evoker is a fan made class based on a character in the PC game Slay The Spire.
Evokers resemble Sorcerers, in that their abilities to conjure elemental forces are inherent. However, there the similarities blur, as the Evoker's elemental abilities are derived from their internal energy and are more structured and organised than what a sorcerer's blood brings forth. Evokers are rare to see in the world, and legend speaks of one who was cursed to climb a monstrous tower, to try and destroy it from within for all eternity, never knowing rest.
Please do not try to exploit this class' features.
Creating an Evoker[edit]
- Quick Build
You can make an Evoker quickly by following these suggestions. First, Constitution should be your highest ability score as health is very important, followed by Dexterity as it helps with your survivability.
- Prerequisites
This class is intended for a Warforged but can be of any Race. This class can not Multiclass or be Multiclassed into.
Class Features
As a Evoker you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Evoker level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Evoker level after 1st
- Proficiencies
Armor: This class is not proficient in any armor.
Weapons: Unarmed Strike, This class is not proficient in any weapons.
Tools: None
Saving Throws: Constitution, Charisma
Skills: Select 3 between the following: Acrobatics, Athletics, Arcana, Insight, Intimidation, Investigation, Perception, Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Cracked Core (Located somewhere on your person and cannot be removed)
- If you are using starting wealth, you have 5d6gp in funds.
Level | Proficiency Bonus |
Focus | Features |
---|---|---|---|
1st | +2 | +0 | Evocation Path, Orbs, Orb Slots, Life Choices, Evoker's Protection |
2nd | +2 | +0 | Evocation Path Feature |
3rd | +2 | +1 | Focus |
4th | +2 | +1 | Ability Score Improvement |
5th | +3 | +1 | Extra Attack |
6th | +3 | +1 | Life Choices Feature |
7th | +3 | +2 | — |
8th | +3 | +2 | Ability Score Improvement |
9th | +4 | +2 | Evocation Path Feature |
10th | +4 | +2 | Life Choices Feature |
11th | +4 | +3 | — |
12th | +4 | +3 | Ability Score Improvement |
13th | +5 | +3 | — |
14th | +5 | +3 | Life Choices Feature |
15th | +5 | +3 | — |
16th | +5 | +4 | Ability Score Improvement |
17th | +6 | +4 | Evocation Path Feature |
18th | +6 | +4 | Life Choices Feature |
19th | +6 | +4 | Ability Score Improvement |
20th | +6 | +4 | Life Choices Feature |
Evocation Path[edit]
At 1st level, you choose a path that you follow, such as the Path of Lightning. The path you choose grants you features at 1st level and again at 2nd, 9th, and 17th level. Any feature which requires the use of an attack can not be used more than once per turn.
Orbs[edit]
The Evoker has the ability to channel Orbs into her Orb Slots based on the abilities her Path provides. If all Orb Slots are filled when you channel your next Orb, the Orb channeled in the first slot is automatically Evoked, and all other Orbs move up 1 Orb Slot. All orbs last for a total of 1 minute. Orbs are made up of the Element they represent, and have an AC of 10 + your level and each have 2 Hit Points, however they can only be hit by Magic or Magical Weapons. whenever the Evoker makes an [Orb] attack, the attack does not count against your allotted Attack Actions. You can not rearrange channeled Orbs. Each Orb has the following effects:
- Lightning Orb
The Evoker makes an attack for each Lightning Orb to a random enemy within 30ft for 1d4 + [Focus] Lightning damage at the end of her turn, or for 1d8 + [Focus] Lightning damage when Evoked.
- Dark Orb
Each Dark Orb starts at a value of 6 + [Focus] and increases by 6 + [Focus] at the end of every turn, to a maximum total of 6 at 1st level. This maximum increases by 6 for every 2 Evoker levels up to a final maximum of 60 by level 10 and does not increase further. When Evoked, the Evoker makes an attack to deal the total added value as Necrotic damage to an enemy within 30ft that has the lowest hit points.
- Frost Orb
Each Frost Orb grants 2 + [Focus] [Temporary HP] at the end of your turn, or 5 + [Focus] [Temporary HP] when Evoked. This [Temporary HP] lasts until the start of your next turn.
- Wind Orb
The Evoker makes an attack for each Wind Orb to a random enemy within 15ft for 1d4 Force damage at the end of her turn, and, upon a successful hit, pushes the target back 10 + 5 times [Focus] feet, or 10 + 10 times [Focus] feet when Evoked.
Your evoker abilities use your dexterity to hit and fir saving throws
Orb Slots[edit]
The Evoker has 3 Orb Slots that each can hold 1 Orb. When you Channel an Orb it goes into the first available Orb Slot. Only the Orb in the first Orb Slot can be Evoked.
Evoker's Protection[edit]
The powers that flow through your core grant you an AC equal to 10 + Constitution Modifier + Dexterity Modifier when you are wearing no armor.
Focus[edit]
Beginning at 3rd level, You learn to hone your control over the effects of your Orbs and gain 1 Focus. For every point of Focus you have, your Orbs gain +1 to their numeric value. You gain an additional point of Focus at 7th level, and again at 11th and 15th level.
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. Instead of taking the Ability Score Increase, you may instead take 1 Feat that you meet the Prerequisites for. Instead of taking the Ability Score Increase or a Feat, You may instead upgrade 1 Class Feature that can be upgraded that you have already unlocked. All Class Features that can be upgraded can only be upgraded once. This choice is permanent and can not be changed later.
Extra Attack[edit]
Beginning at 5th level, you can make two Attacks instead of one, whenever you take the Attack Action on Your Turn.
Life Choices[edit]
The Evoker is always questioning Fate and Destiny and so makes her own decisions throughout her life. At 6th level, you make your first Life Choice. The Evoker makes another Life Choice at 10th, 14th, 18th, and 20th level.
1st Life Choice[edit]
At 6th level, the Evoker chooses how she wishes to engage her enemies. Select 1 choice between the following:
- FTL
You can use an attack or bonus action (but not both) to dash to an enemy within 30ft and attack them for 1d4 Bludgeoning damage during anyone's turn, once per turn. This does not use up any of your movement. You may use this feature up to 3 times before having to take a short or long rest.
- Beam Cell
You can use an attack or bonus action (but not both) to attack an enemy within 30ft for 1d4 Psychic damage and make them Vulnerable (Target has -50% AC) for 1 turn. You may use this feature up to 3 times before having to take a short or long rest.
- Go for the Eyes
You can use an attack or bonus action (but not both) to attack an enemy within 5ft for 1d4 Piercing damage and make them Weakened (Target deals 50% less damage) for 1 turn. You may use this feature up to 3 times before having to take a short or long rest.
2nd Life Choice[edit]
At 10th level, the Evoker chooses how she wishes to enhance herself. Select 1 choice between the following:
- Thorny Carapace
You can use your Action to gain the following effect; whenever You are hit with a melee attack, deal 1d4 Slashing damage back to the attacker. This effect lasts for 20 rounds and can be used 2 times before having to take a short or long rest.
- Self Repair
You can use your Action to gain up to 8 Temporary Hit Points, or 10 Temporary Hit Points if this Feature is upgraded. You can be use this Feature 2 times before having to take a short or long rest.
- Defragment
You can use your Action to gain +1 Focus, or +2 Focus if this Feature is upgraded. This effect lasts for 20 rounds and can be used 2 times before having to take a short or long rest.
3rd Life Choice[edit]
At 14th level, the Evoker chooses how she wishes to enhance her powers. Select 1 choice between the following:
- Capacitor
You permanently increase your number of Orb Slots by 1.
- Gold Plated Cables
Your first slotted Orb triggers its (Passive) effect 1 additional time at the end of your turn.
- Data Disk
You gain +1 additional Focus
4th Life Choice[edit]
At 18th level, the Evoker chooses how to increase her potential. Select 1 choice between the following:
- The Boot
You may re-roll 1 damage die 1 time upon rolling a 1 or a 2. You must keep the new roll, even if it is a 1 or a 2 again. You can only use this Feature once per turn.
- Emotion Chip
Upon being hit with an enemy's attack, if you are brought below half your total HP or lower, at the beginning of your next turn, all of your orbs trigger their passive abilities once. If you are already at half your total HP or lower, this Feature does not go into effect.
- Inserter
Upon being hit with an enemy's attack, you gain 1 temporary Orb Slot, up to a maximum of 10 total Orb Slots. Temporary Orb slots last for 20 rounds each. When a Temporary Orb slot goes away, any orbs occupying those slots simply go away as well and are not evoked.
5th Life Choice[edit]
At 20th level, the Evoker chooses how she wishes to enhance her fate. Select 1 choice between the following:
- Echo Form
The first [Action] you make each round is made one additional time without cost and can be used on a different target in range if applicable.
- Apotheosis
Upgrade all upgradable Features. If a Feature has already been upgraded, gain that point back and use it for a Feat or Ability Score Improvement as though you had made that choice earlier.
- Runic Capacitor
Permanently increase your Orb Slots by 3.
Evocation Paths[edit]
Path of Lightning[edit]
The Evokers who choose this path prefer to deal consistent damage to their enemies.
At 1st level the Evoker chooses to take on the powers of Lightning and gains the following features:
- Cracked Core
Every 10 rounds, a Lightning Orb is channeled into the first Orb Slot if there is not an Orb channeled there already.
- Zap
You can use 1 of your Attacks to channel 1 Lightning Orb. This Feature is used as a Bonus Action if it is upgraded.
Enhance Lightning[edit]
At 2nd level the Evoker chooses how she wishes to enhance her Path. Select 1 choice between the following:
- Ball Lightning
You can use 1 of your Attacks to attack an enemy within 30ft for 1d10 Lightning damage, or 1d12 if this Feature is upgraded, then channel 1 Lightning Orb.
- Dual Cast
You can use 1 of your Attacks to Evoke your first Orb 2 times. This Feature is used as a Bonus Action if it is upgraded.
- Axe Kick
You can use 1 of your Attacks to attack an enemy within 5ft for 1d6 Bludgeoning damage, then Evoke your first Orb. This Feature is used as a Bonus Action if it is upgraded.
Plasma Infusion[edit]
At 9th level the Evoker chooses how she wishes to further enhance her Path. Select 1 choice between the following:
- Static Discharge
You gain the following effect: Whenever you are hit by an enemy's attack, channel 1 Lightning Orb, or 2 if this Feature is upgraded.
- Electrodynamics
You gain the following effect: All Lightning Orbs now attack all enemies within 30ft. If this Feature is upgraded and if there is only 1 enemy in range, all Lightning Orbs hit that target twice.
- Loop
You gain the following effect: The (Passive) effect of the first Orb is used once at the start of your turn, or twice if this Feature is upgraded.
Natures Fury[edit]
At 17th level the Evoker chooses how she wishes to finalize her Path's enhancement. Select 1 choice between the following:
- Thunder Strike
You can use 1 of your Attacks to attack random enemies within 30ft for 1d8 Lightning damage, or 1d10 if this Feature is upgraded, for each Lightning Orb channeled in the last 10 rounds prior to using this Feature. You need to finish a long rest before you can use this feature again.
- Tempest
You can use 1 of your Attacks to channel X Lightning Orbs, or X+1 Lightning Orbs if this Feature is upgraded, where X = the number of individual enemies hit with your Lightning Orbs in the last 10 rounds prior to using this Feature. You need to finish a long rest before you can use this feature again.
- Fission
You can use 1 of your Attacks to Evoke all orbs currently Channeled, then gain a temporary Orb slot for each Orb evoked, or that many +1 total Orb Slots if this Feature is upgraded, to a maximum of 10 Orb Slots. Temporary Orb slots last for 20 rounds or until the end of combat. You need to finish a long rest before you can use this feature again.
Path of Darkness[edit]
The Evokers who choose this path like having a mixture of options as well as ensuring the death of the weak.
At 1st level the Evoker chooses to take on the powers of Darkness and gains the following features:
- Symbiotic Virus
Every 10 rounds, a Darkness Orb is channeled into the first Orb Slot if there is not an Orb channeled there already.
- Darkness
You can use 1 of your Attacks to channel 1 Dark Orb, or 2 if this Feature is upgraded.
Enhance Darkness[edit]
At 2nd level the Evoker chooses how she wishes to enhance her Path. Select 1 choice between the following:
- Recursion
You can use 1 of your Attacks to Evoke your first Orb, and channel the same Orb type into the next available Orb Slot. This Feature is used as a Bonus Action if it is upgraded.
- Dual Cast
You can use 1 of your Attacks to Evoke your first Orb 2 times. This Feature is used as a Bonus Action if it is upgraded.
- Axe Kick
You can use 1 of your Attacks to attack an enemy within 5ft for 1d6 Bludgeoning damage, then Evoke your first Orb. This Feature is used as a Bonus Action if it is upgraded.
Dark Infusion[edit]
At 9th level the Evoker chooses how she wishes to further enhance her Path. Select 1 choice between the following:
- Doom and gloom
You can use 1 of your Attacks to attack all enemies within 20ft for 1d10 Necrotic damage, or 1d12 if this Feature is upgraded, then channel 1 Dark Orb. This Feature can only be used once every 3rd turn.
- Chaos
You can use 1 of your Attacks to roll 1d4 and channel 1 Orb; 1=Lightning Orb, 2=Dark Orb, 3=Frost Orb, 4=Wind Orb. This Feature can only be used once every 3rd turn. If this Feature is upgraded, instead channel 2 Orbs, rolling 1d4 for each.
- Loop
You gain the following effect: The (Passive) effect of the first Orb is used once at the start of your turn, or twice if this Feature is upgraded.
Chaos Incarnate[edit]
At 17th level the Evoker chooses how she wishes to finalize her Path's enhancement. Select 1 choice between the following:
- Rainbow
You can use 1 of your Attacks to channel 1 Lightning, 1 Frost, and 1 Dark Orb in that order. If this Feature is upgraded then also channel 1 Wind Orb. You need to finish a long rest before you can use this feature again.
- Hyper Beam
You can use 1 of your Attacks to attack all enemies within a 30ft cone for 2d12 Psychic damage, or 3d10 if this Feature is upgraded, then all Orbs recieve a -2 modifier until You take a Short or Long Rest. You need to finish a long rest before you can use this feature again.
- Fission
You can use 1 of your Attacks to Evoke all orbs currently Channeled, then gain a temporary Orb slot for each Orb evoked, or that many +1 total Orb Slots if this Feature is upgraded, to a maximum of 10 Orb Slots. Temporary Orb slots last for 20 rounds or until the end of combat. You need to finish a long rest before you can use this feature again.
Path of Frost[edit]
The Evokers who choose this path like to watch their enemies die a slow and painful death while protected behind walls of ice.
At 1st level the Evoker chooses to take on the powers of Frost and gains the following features:
- Frozen Core
Every 10 rounds, a Frost Orb is channeled into the first Orb Slot if there is not an Orb channeled there already.
- Coolheaded
You can use 1 of your Attacks to channel 1 Frost Orb. This Feature is used as a Bonus Action if it is upgraded.
Enhance Frost[edit]
At 2nd level the Evoker chooses how she wishes to enhance her Path. Select 1 choice between the following:
- Cold Snap
You can use 1 of your Attacks to attack an enemy within 30ft for 1d6 Cold damage, or 1d8 if this Feature is upgraded, then channel 1 Frost Orb.
- Dual Cast
You can use 1 of your Attacks to Evoke your first Orb 2 times. This Feature is used as a Bonus Action if it is upgraded.
- Axe Kick
You can use 1 of your Attacks to attack an enemy within 5ft for 1d6 Bludgeoning damage, then Evoke your first Orb. This Feature is used as a Bonus Action if it is upgraded.
Cold Infusion[edit]
At 9th level the Evoker chooses how she wishes to further enhance her Path. Select 1 choice between the following:
- Auto Shields
You gain the following effect: Gain 4 Temporary HP, or 6 if this Feature is upgraded, until the end of the round, every 3rd round.
- Glacier
You gain the following effect: Gain 6 Temporary HP, or 8 if this Feature is upgraded, then channel 2 Frost Orbs, every 10th round. The Temporary HP granted this way lasts for 2 rounds each time.
- Loop
You gain the following effect: The (Passive) effect of the first Orb is used once at the start of your turn, or twice if this Feature is upgraded.
Ice King[edit]
At 17th level the Evoker chooses how she wishes to finalize her Path's enhancement. Select 1 choice between the following:
- Chill
You can use 1 of your Attacks to channel 1 Frost Orb for each enemy within 20ft, then attack each of them for 1d4 Cold damage. If this Feature is upgraded, channel 1 additional Frost Orb. You need to finish a long rest before you can use this feature again.
- Blizzard
You can use 1 of your Attacks to attack all enemies within 30ft for Cold damage equal to 2 times, or 3 times if this Feature is upgraded, the number of Frost Orbs channeled this combat. You need to finish a long rest before you can use this feature again.
- Fission
You can use 1 of your Attacks to Evoke all orbs currently Channeled, then gain a temporary Orb slot for each Orb evoked, or that many +1 total Orb Slots if this Feature is upgraded, to a maximum of 10 Orb Slots. Temporary Orb slots last for 20 rounds or until the end of combat. You need to finish a long rest before you can use this feature again.
Path of Force[edit]
The Evokers who choose this path prefer burst damage and making it hard for their enemies to stay on their toes.
At 1st level the Evoker chooses to take on a more Physical approach with some aspects of Force and gains the following features:
- Nuclear Battery
Every 10 rounds, a Wind Orb is channeled into the first Orb Slot if there is not an Orb channeled there already.
- Gust
You can use 1 of your Attacks to channel 1 Wind Orb. This Feature is used as a Bonus Action if it is upgraded.
Enhance Body[edit]
At 2nd level the Evoker chooses how she wishes to enhance her Path. Select 1 choice between the following:
- Gale Force
You can use 1 of your Attacks to attack an enemy within 15ft for 1d6 Force damage, or 1d8 if this Feature is upgraded, knock them back 10ft, and then channel 1 Wind Orb.
- Streamline
You can use your Action to attack an enemy within 10ft for 2d8 Force damage, or 2d10 if this Feature is upgraded, and knock them back 5ft. The first time this feature is used you cannot make additional attacks or use any movement until your next turn. The next time the Evoker uses this ability, it only takes 1 Attack. Then every time after that it becomes a Bonus Action to use. 5 rounds after the first time this Ability is used as a bonus action, this feature resets back to requiring their action.
- Melter
You can use 1 of your Attacks to attack an enemy within 5ft and deal 1d10 Piercing damage, or 1d12 if this Feature is upgraded. If this attack hits the target, they are to be treated as having -10 AC for 1 turn. The target then becomes immune to the debuff for 4 turns but can still be affected by the damage as normal.
Enhance Mind[edit]
At 9th level the Evoker chooses how she wishes to further enhance her Path. Select 1 choice between the following:
- Claw
You can use either an Attack or a Bonus Action (But not both) to attack an enemy within 5ft for 3 Slashing damage, or 5 when upgraded. Every time this ability is used successfully, increase the damage by 2, and this damage increase resets 20 rounds after the first time it is used without any bonus damage applied.
- Fusion
You can use 1 of your Attacks to channel 2 Wind Orbs, or 4 if this Feature is upgraded. This Feature can only be used once every 4th round.
- Sunder
You can use 1 of your Attacks to attack an enemy within 5ft for 2d12 Bludgeoning damage, or 3d10 if this Feature is upgraded. If the attack from this feature kills the target; you can make a free Unarmed Strike on another target in range. This Feature can only be used once every 4th round.
Enhance Soul[edit]
At 17th level the Evoker chooses how she wishes to finalize her Path's enhancement. Select 1 choice between the following:
- All for One
You can use your Action to attack an enemy within 5ft for 1d10 Force damage, or 1d12 if this Feature is upgraded, then use all of your other Attack and Bonus Action Features on the same target. You cannot use your movement, nor use any additional features, attacks, or bonus actions until your next turn after using this feature. You need to finish a long rest before you can use this feature again.
- Meteor Strike
You can use your Action to attack an enemy within 30ft for 2d12 Bludgeoning damage, or 3d10 if this Feature is upgraded, then channel 3 Wind Orbs. You cannot take a bonus action or use your movement after using this feature, nor can you make additional attacks until your next turn. You need to finish a long rest before you can use this feature again.
- Buffer
You can use 1 of your Attacks to prevent the next 1 source, or 2 sources if this Feature is upgraded, of damage you would take. You need to finish a long rest before you can use this feature again.
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