Invoker (5e Class)

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Invoker[edit]

An Invoker draws power from a concept which they are tied to. This power is neither nature or divine. It is more like a glitch in reality.

Creating an Invoker[edit]

Quick Build

You can make an Invoker quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom.

Class Features

As a Invoker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Invoker level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Invoker level after 1st

Proficiencies

Armor: Light
Weapons: Any
Tools: nope
Saving Throws: Con/Wis
Skills: Choose 1 of the following; Con Saving throws or Wisdom Saving throws. Choose 1 skill of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A Spell Casting Focus
  • A sword
  • A crossbow

Table: The Invoker

Level Proficiency
Bonus
Features
1st +2 Select your Aspect
2nd +2 Spellcasting, Spellshield
3rd +2 Invoke Casting
4th +2 Ability Score Improvement
5th +3 Aspect Feature
6th +3 Enhanced Invoke
7th +3 Better Spellcasting, Gap in Reality
8th +3 Ability Score Improvement
9th +4 Attune to Concept
10th +4 Aspect Feature
11th +4 Better Spellcasting, Enhanced Invoke
12th +4 Ability Score Improvement
13th +5 Attune to Concept II
14th +5 Invoke Casting II
15th +5 Aspect Feature
16th +5 Ability Score Improvement
17th +6 Better Spellcasting, Enhanced Invoke
18th +6 Better Spellcasting, Attune to Concept III
19th +6 Ability Score Improvement
20th +6 Better Spellcasting, Greater Invoke
-Spell Slots per Level-
Level Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th
1 --- --- --- --- --- --- --- --- ---
2 2 2 --- --- --- --- --- --- ---
3 3 3 --- --- --- --- --- --- ---
4 3 3 --- --- --- --- --- --- ---
5 4 4 2 --- --- --- --- --- ---
6 4 4 2 --- --- --- --- --- ---
7 6 4 3 2 --- --- --- --- ---
8 6 4 3 2 --- --- --- --- ---
9 7 4 3 3 --- --- --- --- ---
10 7 4 3 3 --- --- --- --- ---
11 9 4 3 3 2 --- --- --- ---
12 9 4 3 3 2 --- --- --- ---
13 10 4 3 3 3 1 --- --- ---
14 10 4 3 3 3 1 --- --- ---
15 11 4 3 3 3 2 --- --- ---
16 11 4 3 3 3 2 --- --- ---
17 13 4 3 3 3 3 2 --- ---
18 14 4 3 3 3 3 2 1 ---
19 15 4 3 3 3 3 2 2 ---
20 16 4 3 3 3 3 2 2 1

1st Select your Aspect[edit]

At first level, you chose an Aspect. Aspects are detailed at the end of the class description. Your choice grants you features at first and again at fifth, tenth, and fifteenth.

2nd Spell Casting[edit]

You can cast and learn spells starting at second level

2nd Spell Shield[edit]

After each rest the first spell cast by an enemy with you as one of its targets fails.

3rd Invoke Casting[edit]

During each long rest you may select 1 spell you can cast. You get 1 free cast of it after you invoke. You may cast spells from your effigies.

Ability Score Improvement[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.

6th Enhanced Invoke[edit]

Your Effigy has 15 more HP and 10 more feet of movement. Your Form has 1d6 more temporary HP and +1 AC while its active. Your Shroud lasts 1d4 more turns. You may invoke one more time per rest. (You can have at most 2 Invokes active at once)

7th Better Spellcasting[edit]

Increase your spell level you know +1 more spells and gain +2 third level spell slots.

7th Gap in Reality[edit]

Once per rest you may increase your saving throw rolls by +8, this bonus reduces by 2 per effect you resist until your next rest reducing down to -2.

9th Attune to Concept[edit]

When you Invoke you may simultaneously make 2 attacks against enemies in your range with advantage. Your attacks and spells may add 1d4 of a damage type associated with your aspect.

11th Better Spellcasting[edit]

Increase your spell level you know +1 more spells and gain +1 fourth level spell slot.

11th Enhanced Invoke[edit]

Your Effigy has 15 more HP and 10 more feet of movement. Your Form has 1d6 more temporary HP and +1 AC while its active. Your Shroud lasts 1d4 more turns.

13th Attune to Concept II[edit]

When your in an environment you can invoke you can track creatures also in it in a radius of 15 + 10 times your Con Modifier feet. Once per day you can target a creature and give it the effects of having had a long rest including yourself as long its no more than 15ft away.

14th Invoke Casting II[edit]

During each long rest you may select +1 more spells you can cast. You get 1 free cast of it after you invoke. Your attacks and spells may add 1d4 of a damage type associated with your aspect.

17th Better Spellcasting[edit]

Increase your spell level, you know +1 more spells and gain +1 sixth level spell slot.

17th Enhanced Invoke[edit]

Your Effigy has 10 more HP and 1 more AC. Your Form has 1d6 +5 more temporary HP. Your Shroud lasts 1d4 more turns and +10ft to its zone.

18th Better Spellcasting[edit]

Increase your spell level, you know +1 more spells and gain +1 sixth and seventh level spell slots.

18th Attune to Concept III[edit]

Your spells and attacks have advantage when your in your form.

20th Better Spellcasting[edit]

Increase your spell level, you know +1 more spells and gain +1 seventh and eighth level spell slots.

20th Greater Invoke[edit]

You may invoke 1 more time per rest. When you Invoke, invoke again without consuming an invoke you can use per rest. (You can have at most 2 Invokes active at once)

Nightmare[edit]

1st Invoke Nightmare

Once per rest you may invoke one of the 3 following effects as an action.

  • Terror Effigy: Summon a construct of nightmares that inflicts the frightened condition on creatures it observes if they fail a Wisdom saving throw equal to your Constitution modifier. Your Effigy can move 20ft on your turn as a bonus action and can effect a new target with another bonus action. Has AC equal to yours minus 2 and has half your HP+10.
  • Wraith Form: You gain 3d6+ your Con Modifier in temporary HP, can see and touch ethereal creatures as well as target them with your attacks and spells, move +15 more ft., have advantage with stealth checks and heal 1d4 HP per turn while unseen by enemies. You can also enter a sleeping targets dreams to potentially learn things and/or give them exhaustion if you make it a nightmare. This form lasts for 1 hour or until your temporary HP is depleted.
  • Astral Shroud: A zone equal to 15ft + your 10 times your Con Modifier of a nightmarish part of the Astral Sea is created around you it does not connect to the rest of the Astral Sea but follows it's rules. Lasting for 2d4 + your Con Modifier turns.
5th Invoke Nightmare II

Enhance 1 of your Invoke effects to become more powerful

  • Terror Effigy now deals 1d4 psychic damage to all targets frightened by it at the end of turn then heals itself for the damage dealt. Any excess healing is distributed amongst allies.
  • Wraith Form adds 5 to your chance to hit rolls and 20ft of extra range to your attacks made while unseen. Enemies attempting to enter or influence your mind must succeed on a Wisdom saving throw with disadvantage equal to your Constitution + your Wisdom modifier or be locked in mental combat with your character inside your mind. You have +3 to all damage, AC, and saving throws when inside a mind or nightmare.
  • Allies inside your Astral Shroud are undetectable to creatures and magic outside the shroud. Inside enemies more than 20ft from an ally must succeed on a Constitution saving throw equal to your Constitution + 1d4 to detect that ally.
10th Invoke Nightmare III

Enhance 1 of your Invoke effects to become more powerful

  • Terror Effigy now sees through Invisibility, magical darkness and can't be blinded and so do you while it is active. Using a bonus action you may teleport to the same space as your effigy or it may teleport to the same space as you.
  • After activating Wraith Form you may camouflage into your surrounding with a +15 to your roll stealth check once. Lasts until spotted and while stealthed you don't provoke attacks of opportunity, spells or traps.
  • Enemies must succeed a DC 16 wisdom saving throw to avoid being distracted by voices in the Astral Nightmare preventing movement if failed and if failed next turn they move as normal without needing to roll a saving throw.
  • Or select one of the enhancements for Invoke Nightmare II
15th Invoke Nightmare IV

Enhance 2 of your Invoke effects to become more powerful

  • select one of the enhancements for Invoke Nightmare III
  • select one of the enhancements for Invoke Nightmare II

Flood[edit]

1st Invoke Flood

You can breath under water and don't take damage from water pressure Once per rest you may invoke one of the 3 following effects as an action.

  • Drowned Effigy: Can create water and grapple using your constitution for its strength when grappled the target can be waterboarded gaining a level of exhausting using your attack action. Your Effigy can move 20ft on your turn as a bonus action or climb 10ft. Has AC equal to yours minus 2 and has half your HP+10.
  • Sea Monster Form: You gain 3d6+ your Con Modifier in temporary HP and
Select 1 upgrade it has a permanent effect on your character and an effect that happens when you enter your form.
Upgrade Shark Squid Hagfish Shrimp
Passive +10ft swim speed and can smell fresh blood from +40ft away Can squeeze through small gaps as a bonus action Can hide inside of a dead body Can move in and out of melee without taking attacks of opportunity
Form Enhancement Double the passive effect radius and swim speed As a bonus action you can spray ink on a target 5ft away from you to blind them until the ink is washed off When underwater can start turning it into slime which reduces enemy movement by -5ft when in it and water breathing creature suffocate when inside it gives +5ft extra movement to allies. Claw adds 2d4 piercing damage to unarmed attacks. Once per rest you can release a sonic wave with your unarmed attack making it deal force damage, stun the target and has 10ft more range
  • Tides Rising: A zone equal to 15ft + your 10 times your Con Modifier will begin to fill with water the water will not travel out of this zone as if kept in by an invisible force. Each turn the water level increases by 5ft. Lasting for 3d4 + your Con Modifier turns.
5th Invoke Flood II

Enhance 1 of your Invoke effects to become more powerful

  • Drowned Effigy now raises drowned targets it holds for at least 1 turn as a zombie
  • Sea Monster Form: You gain 3d6+ your Con Modifier in temporary HP and
Select another upgrade it has a permanent effect on your character and an effect that happens when you enter your form.
Upgrade Shark Squid Hagfish Shrimp
Passive +10ft swim speed and can smell fresh blood from +40ft away Can squeeze through small gaps as a bonus action Can hide inside of a dead body Can move in and out of melee without taking attacks of opportunity
Form Enhancement Double the passive effect radius and swim speed As a bonus action you can spray ink on a target 5ft away from you to blind them until the ink is washed off When underwater can start turning it into slime which reduces enemy movement by -5ft when in it and water breathing creature suffocate when inside it gives +5ft extra movement to allies. Claw adds 2d4 piercing damage to unarmed attacks. Once per rest you can release a sonic wave with your unarmed attack making it deal force damage, stun the target and has 10ft more range
  • Allies inside the shroud have water-breathing and +10ft swim-speed. Shroud lasts 4 more turns. You can make the shrouds water resist gravity entirely.
10th Invoke Flood III

Enhance 1 of your Invoke effects to become more powerful

  • Drowned Effigy has +30ft swim-speed and gives allies swim-speed equal to their move-speed.
  • Sea Monster Form: You gain 3d6+ your Con Modifier in temporary HP and
Select another upgrade it has a permanent effect on your character and an effect that happens when you enter your form.
Upgrade Shark Squid Hagfish Shrimp
Passive +10ft swim speed and can smell fresh blood from +40ft away Can squeeze through small gaps as a bonus action Can hide inside of a dead body Can move in and out of melee without taking attacks of opportunity
Form Enhancement Double the passive effect radius and swim speed As a bonus action you can spray ink on a target 5ft away from you to blind them until the ink is washed off When underwater can start turning it into slime which reduces enemy movement by -5ft when in it and water breathing creature suffocate when inside it gives +5ft extra movement to allies. Claw adds 2d4 piercing damage to unarmed attacks. Once per rest you can release a sonic wave with your unarmed attack making it deal force damage, stun the target and has 10ft more range
  • The shrouds water level increases by 5 more ft per turn. Also creates a pocket dimension underneath where the water stops that allies can hide in spanning 10ft deep. While active your attacks can push their target 5ft in any direction.
  • Or select one of the enhancements for Invoke Flood II
15th Invoke Flood IV

Enhance 2 of your Invoke effects to become more powerful

  • select one of the enhancements for Invoke Flood III
  • select one of the enhancements for Invoke Flood II

Swarm[edit]

1st Invoke Swarm

Once per rest you may invoke one of the 3 following effects as an action.

  • Thrumming Effigy: Summon a construct of swarming insects that damages enemies within 10ft of its center 3 piercing damage when that enemy does an action. Your Effigy can move 10ft on your turn as a bonus action. Has AC equal to yours minus 2 and has half your HP+10.
  • Split Form: You gain 3d6+ your Con Modifier in temporary HP, then split your health evenly in thirds across 3 clones of your character. They share the same action pool, when moving can all move in separate directions simultaneously. When you have only 1 clone left then this form ends and that is your main character.
  • Leverage Shroud: A zone equal to 15ft + your 10 times your Con Modifier. Lasting for 2d4 + your Con Modifier turns. Enemies in the zone have -3 to their next attack roll or saving throw for each time an ally first targets them with an effect that turn for that turn.
5th Invoke Swarm II

Enhance 1 of your Invoke effects to become more powerful

  • Thrumming Effigy now deals +2 more damage and can move 5 more feet per turn.
  • When in split form you can do an attack as a bonus action. This attack can pull the target toward the clone that performed it up to 15ft.
  • Leverage Shroud now also reduces the targets ac by 1 for each time it reduces a targets next attack chance to hit
10th Invoke Swarm III

Enhance 1 of your Invoke effects to become more powerful

  • Swarm Effigy can now damage enemies that enter or exit it by any means. You can sense any movement in your effigy.
  • When in Split Form your attacks can't deal less than 2 damage which happens when you would otherwise miss and they also pull the target toward the clone that did it 5ft.
  • While your shroud is active you may record 1 more attack to be able to reapply it but to a target of your choice it does the same damage and other effects requiring no rolls.
  • Or select one of the enhancements for Invoke Swarm II
15th Invoke Swarm IV

Enhance 2 of your Invoke effects to become more powerful

  • select one of the enhancements for Invoke Swarm III
  • select one of the enhancements for Invoke Swarm II

Blizzard[edit]

1st Invoke Cold

Once per rest you may invoke one of the 3 following effects as an action.

  • Snow Effigies: Summon 3 snowmen with AC equal to yours minus 5 and has half your HP+5. These snowmen can't move while being observed and deal 8 cold damage when they touch a target then the target must succeed on a wisdom saving throw of 10 or become paralyzed if this fails increase the damage and saving throw difficulty by 1 against that target. They all move 5ft per turn.
  • Form of Frost: You gain 3d6+ your Con Modifier in temporary HP, you now resist cold damage by 50% and deal 2 added cold damage on your other damage sources. Twice when in this form you can dematerialize into a cold mist that is immune to damage and deals 1d4 cold damage to targets you pass through but can't cast spells or attack for the remaining turn and the next one.
  • Snow Storm: A zone equal to 15ft + your 10 times your Con Modifier. Lasting for 2d4 + your Con Modifier turns. Deals 4 cold damage at the end of your turn to enemies in this zone. Enemies in the zone must succeed on a wisdom saving throw of 13 or become blinded for the duration of the invoke.
5th Invoke Cold II

Enhance 1 of your Invoke effects to become more powerful

  • Your effigies now gain +5 AC when being observed and can provide cover to zones behind them.
  • When in your dematerialized you can phase through solid matter and you can do so once more per turn.
  • When you invoke your shroud you may erect structures and shape the environment around you in some way.
10th Invoke Cold III

Enhance 1 of your Invoke effects to become more powerful

  • When you invoke summon 3 more snowmen. Also they move 5 more feet per turn when not observed
  • You become immune to cold damage in your form and deal 4 more cold damage on all your damage.
  • Your Shroud adds +3 difficulty to your blind saving throw. And deals +5 cold damage to enemies at the end of your turn.
  • Or select one of the enhancements for Invoke Cold II
15th Invoke Cold IV

Enhance 2 of your Invoke effects to become more powerful

  • select one of the enhancements for Invoke Cold III
  • select one of the enhancements for Invoke Cold II

Spell List[edit]

You know all of the spells on the basic Invoker spell list and additional spells based on your subclass.

1st Level

armor-of-agathys, arms-of-hadar, entangle, fog-cloud, grease, healing-elixir, Ice Knife, Unseen Servant, Command, Compelled Duel, Dissonant Whispers, Puppet, Silvery Barbs, Sleep, Sudden Awakening, Tasha's Hideous Laughter, Acid Stream, Chaos Bolt, Chromatic Orb, Earth Tremor, Faerie Fire, Frost Fingers, Healing Word, Jim's Magic Missile, Tasha's Caustic Brew, Thunderwave, Witch Bolt, Distort Value, Silent Image, Unearthly Chorus, Cause Fear, False Life, Create or Destroy Water, Feather Fall, Magnify Gravity

2nd Level

Air Bubble, Cloud of Daggers, Dust Devil, Flaming Sphere, Healing Spirit, Misty Step, Vortex Warp, Wristpocket, Borrowed Knowledge, Detect Thoughts, Fortune's Favor, Mind Spike, See Invisibility, Warp Sense, Gift of Gab, Jim's Glowing Coin, Zone of Truth, Aganazzar's Scorcher, Continual Flame, Darkness, Gust of Wind, Rime's Binding Ice, Shatter, Warding Wind, Blur, Invisibility, Mirror Image, Nathair's Mischief, Nystul's Magic Aura, Silence, Darkvision, Earthbind, Enlarge/Reduce, Knock, Rope Trick

3rd Level

Counterspell, Dispel Magic, Nondetection, Remove Curse, Freedom of the Waves (HB), Galder's Tower, House of Cards (UA), Hunger Of Hadar, Sleet Storm, Stinking Cloud, Thunder Step, Tidal Wave, Clairvoyance, Tongues, Daylight, Fireball, Leomund's Tiny Hut, Lightning Bolt, Mass Healing Word, Melf's Minute Meteors, Pulse Wave, Sending, Wall of Sand, Wall of Water, Wind Wall, Fear, Hypnotic Pattern, Invisibility To Cameras (UA), Major Image, Feign Death, Life Transference, Speak with Dead, Blink, Erupting Earth, Fly, Gaseous Form, Haste, Meld into Stone, Slow, Water Walk

4th Level

Banishment, Death Ward, Freedom of Movement, Gate Seal, Dimension Door, Evard's Black Tentacles, Grasping Vine, Leomund's Secret Chest, Watery Sphere, Arcane Eye, Compulsion, Confusion, Gravity Sinkhole, Otiluke's Resilient Sphere, Sickening Radiance, Widogast's Web of Fire (HB), Greater Invisibility, Hallucinatory Terrain, Shadow Of Moil, Control Water, Polymorph

5th Level

Antilife Shell, Circle of Power, Dispel Evil and Good, Freedom of the Winds (HB), Cloudkill, Far Step, Tree Stride, Scrying, Geas, Modify Memory, Bigby's Hand, Dawn, Hallow, Wall of Force, Wall of Light, Wall of Stone, Wrath Of Nature, Creation, Mislead, Seeming, Contagion, Danse Macabre, Animate Objects, Control Winds, Passwall, Telekinesis, Temporal Shunt, Transmute Rock

6th Level

Forbiddance, Globe of Invulnerability, Drawmij's Instant Summons, Scatter, True Seeing, Blade Barrier, Chain Lightning, Gravity Fissure, Otiluke's Freezing Sphere, Sunbeam, Wall of Ice, Mental Prison, Programmed Illusion, Eyebite, Soul Cage, Disintegrate, Flesh to Stone, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Move Earth, Tasha's Otherworldly Guise, Widogast's Transmogrification (HB), Wind Walk

7th Level

Dream of the Blue Veil, Teleport, Power Word: Pain, Crown of Stars, Delayed Blast Fireball, Forcecage, Prismatic Spray, Mirage Arcane, Project Image, Simulacrum, Finger of Death, Etherealness, Regenerate, Reverse Gravity, Sequester

8th Level

Antimagic Field, Mind Blank, Incendiary Cloud, Reality Break, Tsunami, Power Word: Stun, Dark Star, Maddening Darkness, Telepathy, Clone, Control Weather

Multiclassing[edit]

-If you want to pick up some levels pick them up

-Ask your DM

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