Evoker
About this class
Masters of the primordial forces that built the universe, Evokers channel the primal forces through arcane arts, enchanted relics, and sacred rituals. They can unleash devastating bursts of energy or weave wards against hostile magic. Many Evokers fuel their spells with their own life force, sacrificing body and soul to amplify their power – just like the stars they burn brightly.
Evoker’s Imbunment List
Enchantment of Baelor: Add the carrier’s strength to the weapon’s damage
Enchantment of Atmous: The Weapon lets off bright flashes of light when the wielder is in danger. You have disadvantage to hit adversaries in very close and melee range but are also at disadvantage to be hit by adversaries within Close range of you.
Enchantment of the Bloodrose: Your weapon attacks count as either magical or physical to avoid resistance
Enchantment of the Xalveris: When the weapon successfully strikes an adversary, the enchanter may mark a stress to move within very close range of the weapon.
Enchantment of Vaelora: Your weapon is made to find weakness in those that cast rituals and spells. If an adversary successfully casts a spell you may spend a hope to make this weapon’s next attack on advantage – but this attack must be made before other allies use actions.
Enchantment of the Forgefather: You have carved runes into your very hands or performed some ritual that has bound and enchanted the tattoos on your fingers. Whatever the flavor of the Enchantment you decide your very hands are your casting focus and your weapon. As long as both your hands are free you can use them as your magical weapons and casting focus. They become magical damage as a property and use d8’s when doing damage.
Domains
Bone
Starting stats
Hope feature
Class features
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Enchanter
You may designate one of your weapons as your casting focus and add an Imbunment from the Evoker's Imbunment Sheet to the weapon. You may spend a downtime action changing the designated casting focus during any long rest.
Tip: Remember to always keep a note on which weapon is your casting focus.
Class items
- A floating empty mote of magic that follows you around or a rune carved into a piece of stone you keep close.
Character questions
Background prompts
- Who or what taught you to channel the primal forces?
- Have you already sacrificed to gain power? What was it?
- What do you fear more: Losing control over your powers or not being able to protect those around you?
Connection prompts
Subclass cards
Printable via header menu
Bloodcaster
Foundation
SPELLCAST TRAIT: Strength
Bloodcaster
Specialization
Primordial Enchanting: During your downtime, you may spend one of your actions imbuing a weapon with an Imbunment from the list until next rest is taken. This can be your weapon or an ally's.
Bloodcaster
Mastery
Spellbreaker
Foundation
SPELLCAST TRAIT: Strength
Spellbreaker
Specialization
Spellbreaker
Mastery
Weathered Callus: You are resistant to magical damage.
Evoker
Masters of the primordial forces that built the universe, Evokers channel the primal forces through arcane arts, enchanted relics, and sacred rituals. They can unleash devastating bursts of energy or weave wards against hostile magic. Many Evokers fuel their spells with their own life force, sacrificing body and soul to amplify their power – just like the stars they burn brightly.
Evoker’s Imbunment List
Enchantment of Baelor: Add the carrier’s strength to the weapon’s damage
Enchantment of Atmous: The Weapon lets off bright flashes of light when the wielder is in danger. You have disadvantage to hit adversaries in very close and melee range but are also at disadvantage to be hit by adversaries within Close range of you.
Enchantment of the Bloodrose: Your weapon attacks count as either magical or physical to avoid resistance
Enchantment of the Xalveris: When the weapon successfully strikes an adversary, the enchanter may mark a stress to move within very close range of the weapon.
Enchantment of Vaelora: Your weapon is made to find weakness in those that cast rituals and spells. If an adversary successfully casts a spell you may spend a hope to make this weapon’s next attack on advantage – but this attack must be made before other allies use actions.
Enchantment of the Forgefather: You have carved runes into your very hands or performed some ritual that has bound and enchanted the tattoos on your fingers. Whatever the flavor of the Enchantment you decide your very hands are your casting focus and your weapon. As long as both your hands are free you can use them as your magical weapons and casting focus. They become magical damage as a property and use d8’s when doing damage.
Domains
Bone + Primordial
Starting Evasion
10
Starting Hit Points
7
Class Items
- • A floating empty mote of magic that follows you around or a rune carved into a piece of stone you keep close.
Evoker’s Hope Feature
Shock Conversion : Spend 3 Hope anytime you take sever damage to reduce the severity of the damage by one threshold.
Class Features
Enchanter
You may designate one of your weapons as your casting focus and add an Imbunment from the Evoker's Imbunment Sheet to the weapon. You may spend a downtime action changing the designated casting focus during any long rest. Tip: Remember to always keep a note on which weapon is your casting focus.
Evoker Subclasses
Choose either the Bloodcaster or Spellbreaker subclass.
Bloodcaster
Play Bloodcaster if you want to sacrifice your own lifeforce to increase your ability to focus the magics of creation.
Spellcast Trait
Strength
Foundation Features
- The Bargain of Blood: You may use a downtime action to convert one of your HP slots into +1 Proficiency. When you do this, that HP slot may not be filled again until after your next rest, when it is filled you lose the Proficiency Bonus.
Specialization Feature
- Overwake: You can mark a stress to increase the range of your casting focus's next attack during the current encounter.
Primordial Enchanting: During your downtime, you may spend one of your actions imbuing a weapon with an Imbunment from the list until next rest is taken. This can be your weapon or an ally's.
Mastery Feature
- Genesis Shatter: Once per day you may mark three stress to add +1 Proficiency to a successful attack (You can determine this after you have rolled to hit.) As an action, you can spend 5 hope to regain the use of this before the next long rest.
Spellbreaker
Play the Spellbreaker if you want to use your strength to defend yourself and others from magical forces.
Spellcast Trait
Strength
Foundation Features
- Magic Breaker: When a target's attack does magical damage within melee range, you may spend a hope to immediately make an attack against that target.
Specialization Feature
- Intervention of Might: If you or an aly within very close range are targeted with a ranged magical attack you may spend three hope to defend against it. Roll a Strength Reaction roll against the attack's difficulty. If you succeed, you break the magical attack, shattering it before it can do damage.
Mastery Feature
- Mythos Unbound: Once per long rest, you can change the target of your choosing. If you become the new target of the attack, you may clear a stress and gain a hope.
Weathered Callus: You are resistant to magical damage.
Background Questions
Answer any of the following, or create your own.
- • Who or what taught you to channel the primal forces?
- • Have you already sacrificed to gain power? What was it?
- • What do you fear more: Losing control over your powers or not being able to protect those around you?
Connections
Ask one of the following, or improvise.
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Discussion
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