Evoker (MC) (5e Subclass)

From D&D Wiki

(Redirected from Evoker (MC) (5e Class))
Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Minecraft franchise, and/or include content directly affiliated with and/or owned by Microsoft. D&D Wiki neither claims nor implies any rights to Minecraft copyrights, trademarks, or logos, nor any owned by Microsoft. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Sorcerer Origin

Evokers are Arch-Illager's (ill intended villagers), a humanoid born with the innate ability to conjure powerful beings from other realms. Their source of power is a mystery, although they are typically hostile and have a innate ability of conjuring the maws of eldritch creatures from thin air to strike their enemies. Some powerful evokers can even conjure creatures called Vexes, small fey that have only be seen when conjured by Evokers.

Evocation Fangs

At 1st level, you can summon pillars of clamp traps, that appear like giant grey crocodile mouths. As an action, you can force one creature you can see within 60 feet to make a Dexterity saving throw against your spell save DC, or take 1d12 piercing damage. The amount of fangs summoned increase to two at 5th level, three at 11th level, and four at 17th level. Each fang must target a distinct opponent.

At 3rd level, you can summon a line of those fangs by spending a 1st-level spell slot, forcing all creatures on the ground, in a line 5-foot wide and 30-feet long in front you to make a Dexterity saving throw, or take 1d12 piercing damage, plus 1d12 per level of the spell slot spent on a failed save, or half as much on a success.

The damage caused by the fangs is considered magical.

Summon Vex

Starting at 6th level, you can summon a mob of tiny fey creatures called vexes using an Action. Vexes have the statistics of a sprite, but without the ability to become invisible, and act as if summoned by the conjure woodland beings spell.

Once you use this ability, you can't use it again until you finish a long rest, unless you spend up to 4 sorcery points to do it again, summoning one vex per point spent. You can't have more than four sprites summoned at each time.

Sheep Conversion

Also at 6th level, you gain the ability to bend the minds of sheep. You can cast dominate beast, at will, only targeting sheep, without spending spell slots or material components.

Fang Ring

When you reach the 14th level, your control over your fang pillars increase. Whenever you spend spell slots to use your fangs, you can choose instead an area of 10-feet around you. When you do so, you can choose to avoid hitting any creatures of your choice.

In addition, whenever a creature moves within 5 feet of you for the first time, you can use your reaction to summon pillars in a 5-foot radius around you, without spending a spell slot. You can choose to avoid targeting any creature of your choice in the area.

Totem of Undying

When you reach the 15th level, you can use 100GP, two gemstones of any sort, and three drops of blood to create a Totem of Undying. You may have only one at a time, and creating another whilst one still exists will destroy the original.

Mmmmmmwah! <3 _Azazella1995

Combo Attack

At 18th level, whenever you summon a Vex while you have a hostile creature within 5 feet of you, you can spend a spell slot to summon a fang ring, as part of the same action.

5.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: