Evoker Image

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In the world of Grandis, there exists a unique and enigmatic subset of peoples known as Evokers. Born with a natural affinity for harnessing the elemental forces of magic, Evokers possess a rare and powerful gift that sets them apart from their peers. Yet, despite the inherent allure of their abilities, many Evokers find themselves living lives of secrecy and isolation, forced to conceal their true nature from a world that often views them with suspicion and fear.

Evokers are often conscripted into military bodies against their will, their powers coveted by those in positions of power who seek to wield them for their own ends. As a result, many Evokers choose to hide their gifts from others, fearing persecution and ostracization if their true nature were to be discovered. This tendency towards secrecy and solitude can lead many Evokers to become naive to the ways of the world beyond their homes, yet it can also instill in them a sense of determination and steadfastness that drives them to pursue their goals with unwavering resolve.

In the vast and diverse world of Grandis, the Dominances of Light and Dark have long been shrouded in mystery and intrigue, their inhabitants wary of outsiders and reluctant to venture beyond the safety of their isolated homes. However, with the rise of the Emperor and Empress of the Grey Keep as world-renowned heroes, the Dominances of Light and Dark have begun to open their doors to the outside world, welcoming outsiders to their Grand City State of Elysia and embracing quests that force them to leave their isolated sanctuary.

Despite the challenges and obstacles they may face, Evokers possess a unique and formidable power that makes them invaluable allies in the fight against evil and tyranny. With their ability to manipulate the elemental forces of magic, Evokers stand as paragons of the natural order, educating the world against threats both mundane and otherworldly. Whether they choose to embrace their gifts or hide them from the world, Evokers are destined to leave their mark on the world of Grandis, shaping its destiny in ways both great and small.

 

 
Skill Proficiencies: Religion, plus your choice of Arcana or History or Nature
Tool Proficiencies: Choice of one tool proficiency. This tool proficiency should be worked on with your DM and is up to their discretion as to how or why your character would have this proficiency. Leaning towards the thematic nature of your character's origin on or off of Grandis. 
Languages: Common, Elysian, and your choice of one language
Equipment: A set of traveler’s clothes, a staff carved with symbols of your tribe, an herbalism kit, and a belt pouch containing 10 gp
 
Feature: Elemental Harmony

Growing up in on of the 8 Dominances has attuned your senses to the innate chaotic forces governed by the land, enabling you to subtly bend them to your will. As an action, you channel minor magic involving the element of your chosen Evoker's call, giving you one of the following abilities:

Ignara: You instantaneously produce a small flame, choice of color is yours, small enough to light a candle or start a fire. You may use this to physically warm an object enough to slightly bend hardened metals.

Marina: You instantaneously produce or manipulate a small amount of water, or fluid. Fluid must contain a source of water. 

Gaia: You instantaneously manipulate soil, dust, sand or soft metals like gold. you may also harden or soften said objects reducing them in size while keeping the weight and mass the same. 

Aeris: Instantaneously you can, produce a small puff of air or redirect breezes. you may also slightly alter the smell of the air.

Aurora: Allows you to instantaneously manipulate spectral birefringence of light, redirecting the light to its truest form. This creates the ability to change the aspect of light and polarization of light. Thus producing control over the color spectrum itself. 

Nyx: Allows the ability to instantaneously shift the shape of shadows. You may eclipse an object or person, adversely you may sculpt shadows away from objects or people drawing them into you. 

Mythos: You may instantaneously pass any arcana check that you critically fail. You may also change the damage type of any cantrip to psychic or force damage. 

Nihil: You may instantaneously end a magical effect on a creature, yourself, or an item for 1d4 turns. 

 

 
Suggested Characteristics

The Evokers may tend to hide their gifts from others as they are often conscripted into military bodies against their will. They may also prefer to stay in their singular dominance in fear of scrutinization and persecution. This makes many Evokers naive to the ways of the world beyond their homes—but it can also make them determined, steadfast, and tightly focused on their goals. Ever since the Emperor and Empress of the Grey Keep, became a world-renowned heroes, the Dominances of Light and Dark at least have become more familiar to Grandis's other peoples. They are known to welcome outsiders to their Grand City State of Elysia, and to take on quests that force them to leave their isolated home. 

 

d8 Personality Trait
1 I like to keep my hands busy, no matter where I am.
2 I love to explore new places and meet new people.
3 I meditate at dawn each day—and I can’t stand it when my routine is interrupted.
4 I like noticing patterns in the world around me, whether or not they mean anything.
5 I don’t let anything—or anyone—stand in the way of my mission.
6 I’m a plain talker, even with people who outrank me.
7 I’ve always got some of my native element with me in some form. (This might be modeling clay, pure water, special burning incense, or a bottled cloud.)
8 I talk with everyone like I’ve known them all my life. Because most people I know, I have known all my life!
d6 Ideal
1 Destiny. I believe that everyone has a role to play. Now I just have to find mine. (Neutral)
2 Community. It’s important to surround yourself with people you can count on, and who will support you. (Good)
3 Knowledge. I want to learn everything I can about the Elemental Planes—and maybe even visit them myself. (Neutral)
4 Freedom. I don’t care what anyone says. Even if it causes problems, the elements must be free. And so should I. (Chaotic)
5 Structure. The elements are in harmony when they are free to act as they will, within the safe boundaries set by the Ashari. People are much the same. (Lawful)
6 Virtuous Cycle. If I see someone who needs help, I feel compelled to assist them. Surely they’ll return the favor someday! (Good)
d6 Bond
1 I have a cousin in another Ashari tribe whom I’ve never met, but someday I want to visit my extended family.
2 The leader of my tribe thinks I could be their successor, but I worry that I don’t have enough experience to lead my people.
3 A mysterious person killed a member of my family. I’ve left home to discover who the killer was—and to seek vengeance.
4 My older sibling set out on their Aramante a year ago, and I haven’t seen them since.
5 When I was a baby, a giant eagle brought me to Zephrah. I love my family, but I often wonder who my birth parents are.
6 I trust my animal friends more than any humanoid ally.
d6 Flaw
1 Big cities are overwhelming. I get nervous when surrounded by people I don’t know.
2 I know all too well that elemental power is dangerous—but I like playing around with it anyway.
3 I get surly if I go too long without being in contact with my native element.
4 I think the mission of my people is a fool’s errand. They should abandon isolation, let the elements be, and enjoy the pleasures of the world!
5 I can’t stand it when people say one thing and mean another! Just say what you mean!
6 Ugh, I know it’s not right, but I can’t help but look down on people who can’t manipulate the elements. It’s not like it’s hard!
 
Evoker Image

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