Base Class: Fighter
The archetypal Invoker summons monsters from other planes of existence, riding them into battle or marching at their side. Practicing the same rituals as some warlocks, Invokers bind monsters to their service with a forceful will and commanding presence. Treading the line between arcane discovery and dark magic, these warriors are touched by the mysterious realms they draw their allies from, supernatural powers they utilize against their foes. As their bond with their summoned extraplanar mounts grows, so does their prowess in battle.
An axe-wielding warrior riding a Xorn, a deadeye archer taking cover in the aura of a darkmantle, a knight with sword and shield straddling a nightmare as she charges her foes, all of these Invokers wield unique magics of conjuration as deadly forces on the battlefield.
Fell Strikes
3rd-level Invoker feature
You are touched by dark magic from another world that sharpens your ire in combat. Once per turn, when you hit with a weapon attack, you may impose one of the following effects:
Merciless Strike. Before the end of your next turn, the next creature who makes an attack roll against the target gains advantage on their attack roll.
Mind-Bending Strike. The target of your attack becomes dazed and confused and must immediately waste their reaction to reorient themselves.
Binding Strike. Until the end of your next turn, the target glows faintly, and cannot use any spell or abilities that would turn it invisible, transport it to another plane, or teleport it.
At 7th level, when you impose one of these effects, the target also takes an additional 1d6 damage. At 15th level, this damage increases to 2d6.
Unearthly Mount
3rd-level Invoker feature
Reciting an ancient, cursed magic, you call forth from an otherworldly plane a nightmarish creature, your Unearthly Mount, to serve you in battle. This ritual takes 10 minutes, and requires a drop of your blood to bind the creature to your service, who appears in a space within 30 feet of you. Once summoned, your Unearthly Mount is friendly towards you and your companions, though only you or another creature friendly to you who provided a drop of blood during the summoning may ride your Unearthly Mount. If any other creature attempts to ride the Unearthly Mount, they are knocked prone, their speed is reduced to 0 until the end of their next turn, and the Unearthly Mount may use its reaction to make an attack against the creature.
In combat, the Unearthly Mount is a controlled mount, acts during its rider's turn on initiative, and may take whatever action it chooses on its stat block while controlled as a mount, in addition to Dash, Disengage, or Dodge. You need only to expend 5 feet of movement to mount your Unearthly Mount, and you have advantage on rolls made to avoid being dismounted.
You may perform this ritual twice and regain both of your uses after a long rest, but you may only have one Unearthly Mount summoned at one time. When you summon your Unearthly Mount, it takes a form and creature type of your choice, which determines its abilities. See the stat block for the Unearthly Mount below, which uses your proficiency bonus (PB), fighter level, and abilities in several places below. Some effects in this ability, as well as other subclass abilities, require saving throws. The saving throw DC is calculated as follows:
Invoker save DC = 8 + your proficiency bonus + your Charisma modifier
Unearthly Mount
Large dragon, aberration, monstrosity, or elemental (your choice)
Armor Class 12 + half your fighter level, rounded down (natural armor)
Hit Points 10 times your fighter level
Speed 40 ft.
Damage Resistances psychic (Aberration only), fire, or cold, or lightning and thunder (Elemental or Dragon only), or attacks from nonmagical weapons (Monstrosity only)
Condition Immunities charmed, frightened, exhaustion
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Bitter Retaliation (Dragon only). When you are hit by an attack, your Unearthly Mount may use its reaction to deal fire, lightning, or cold damage (the same type as the damage resistance of your Unearthly Mount) to a creature within 10 feet equal to your fighter level + your Charisma modifier.
Psychic Periphery (Aberration only). While you ride your Unearthly Mount, you are resistant to psychic damage and gain a bonus to Intelligence and Wisdom saving throws equal to your Charisma modifier.
Hybrid Ferocity (Monstrosity only). When your Unearthly Mount is reduced to 0 hit points, it instead drops to 1 hit point and may move up to its speed and make one attack as a reaction.
Primordial Subversion (Elemental only). Your Unearthly Mount knows the absorb elements spell and can cast it a number of times equal to your proficiency bonus. When it casts this spell, the spell targets the rider of the Unearthly Mount as well as the Unearthly Mount itself.
Actions
Attack. Your Unearthly Mount makes one attack. At 15th level, your Unearthly Mount makes two attacks.
Monstrous Charge (Monstrosity only). Melee Weapon Attack: your Strength or Dexterity + PB to hit, reach 5 ft., one target. Hit: 1d12 + 3 + half your fighter level (rounded down) bludgeoning damage. On a hit, the target must succeed on a Strength saving throw against your Invoker DC, falling prone on a failure.
Chilling Scream (Aberration only). Ranged Spell Attack: your Strength or Dexterity + PB to hit, range 60 ft., one target. Hit: 1d10 + half your fighter level (rounded down) psychic damage. On a hit, the target must subtract 1d4 from the next attack roll it makes before the end of its next turn.
Breath Weapon (Dragon only). Creatures within a 15 foot cone originating from your Unearthly Mount must succeed on a Dexterity saving throw against your Invoker DC or take 3d6 fire, lightning, or cold damage (the same type as the damage resistance of your Unearthly Mount)
Hurl Essence (Elemental only). Ranged Spell Attack: your Strength or Dexterity + PB to hit, range 60 ft., one target. Hit: 2d6 + half your fighter level (rounded down) fire, cold, or lightning damage (the same type as the damage resistance of your Unearthly Mount)
Ferocious Unity
7th-level Invoker feature
The bond between you and your conjured steed strengthens, granting you and your Unearthly Mount powerful abilities. The damage dealt by your Unearthly Mount is considered magical for the purposes of overcoming resistances and immunities. Additionally, when you summon your Unearthly Mount, it gains your choice of two of the abilities below, depending on the creature type of your Unearthly Mount.
Demise of the Magus
(Aberration only)
Your Unearthly Mount knows the Counterspell and Dispel Magic spells, and may cast either of them a total number of times equal to your proficiency bonus. Its spellcasting ability for these spells is Charisma. Your Unearthly Mount regains the ability to cast these spells after you take a long rest, regardless of whether you summon another Unearthly Mount before that time.
Dread Aura
(Aberration or Dragon only)
Using its action, your Unearthly Mount projects an aura of dark magic in a 15 foot radius sphere centered upon itself, which lasts for 1 minute, imposing the following effects:
- When a hostile creature enters the aura for the first time or ends its turn there, they must make a Wisdom saving throw against your Invoker DC or be frightened of you and your Unearthly Mount. A creature may repeat the save at the end of each of its turns, if they are outside of the aura, ending the effect on itself on a success.
- When a hostile creature attempts to cast a spell within the aura, they must make a Charisma saving throw against your Invoker DC. On a failure, the spell fails and the spell slot is wasted.
- As a bonus action while within the Dread Aura, you may send a wave of dark energy out from yourself. Each hostile creature in the aura must succeed on a Constitution saving throw against your Invoker DC, taking 4d10 necrotic damage on a failure, or half on a success.
You may use this feature twice, and regain all uses after a long rest.
Elemental Eminence
(Dragon or Elemental only)
The damage dealt by your Unearthly Mount, as well as damage you deal of the same type, ignores resistances.
Additionally, at the start of your turn, your Unearthly Mount may imbue elemental power upon your weapon. Until the end of your turn, your attacks deal additional damage of the same type dealt by your Unearthly Mount equal to 1d6 + your Charisma modifier. You may use this second property a number of times equal to your proficiency bonus, and regain all uses after a long rest.
Feral Tenacity
(Monstrosity only)
When you are reduced below half of your maximum hit points, or your Unearthly Mount is reduced below half of its maximum hit points, you both may enter a state of feral rage as a free action, gaining the following benefits for 1 minute:
- Your attacks, as well as the attacks of your Unearthly Mount, deal an additional 1d6 damage.
- When a creature hits you or your Unearthly Mount with an attack, your Unearthly Mount may use its reaction to move up to its speed and make one attack against that creature. This movement does not provoke opportunity attacks.
- When you or your Unearthly Mount hits a prone creature with an attack, the creature's speed is reduced to 0 until the end of its next turn.
You may use this ability twice, and you regain both uses after a long rest.
Flight
(Dragon, Aberration, Monstrosity, or Elemental)
Your unearthly mount gains a flying speed of 40 feet.
Insidious Teleportation
(Elemental only)
Using a bonus action, your Unearthly Mount can teleport itself and you up to 40 feet to a space it can see. When it does so, choose either the space you teleport from, or the space you teleport to. Creatures in a 15 foot radius sphere around the chosen space, other than you and your Unearthly Mount, must make a Dexterity saving throw against your Invoker DC. A target takes 4d8 damage of the same type as your Unearthly Mount resists on a failure, or half as much on a successful save.
You may use this ability a number of times equal to your proficiency bonus and regain all uses after a long rest, regardless of whether you summon another Unearthly Mount before this time.
Monstrous Adaptation
(Monstrosity only)
The hybrid form of your Unearthly Mount can take many different shapes. As an action, your Unearthly Mount can transform itself and you, provided you are riding it, in one of the following ways. Only one of these adaptations may be used at one time.
Aquatic Affinity. You and your Unearthly Mount gain the ability to breathe underwater, and your Unearthly Mount gains a swimming speed of 40 feet.
Piton Claws. Your Unearthly Mount gains a climbing speed of 40 feet and can climb on vertical and upside-down surfaces. Additionally, if your Unearthly Mount falls into another creature's space, you can use your reaction to make a weapon attack against the creature occupying that space.
Ground-Churning Forelimbs. Your Unearthly Mount gains a burrowing speed of 40 feet. If your Unearthly Mount uses this speed to approach an enemy before using its Monstrous Charge attack and the target fails their saving throw, they are additionally restrained as they are buried up to their waist in dirt.
Quintessential Form
(Elemental only)
Using its action, your Unearthly Mount can transform itself and you into beings of pure elemental energy, gaining the following effects for 1 minute:
- You and your Unearthly Mount gain immunity to the damage type dealt by your Unearthly Mount's Hurl Essence attack.
- Hostile creatures who start their turn within 5 feet of you or your Unearthly Mount take damage equal to your fighter level of the same type as the damage type dealt by your Unearthly Mount's Hurl Essence attack.
- Once per turn, when a creature takes damage of the type dealt by your Unearthly Mount's Hurl Essence attack, you gain temporary hit points equal to the damage dealt.
You may use this ability a number of times equal to your proficiency bonus, and regain all uses after a long rest.
Bring to Heel
10th-level Invoker feature
You have learned to control, pacify, and tame all manner of foul monsters. As an action, you can attempt to calm hostile creatures you can see within 15 feet of you. If a creature within the area has an intelligence score of 5 or less or has no intelligence score, they must make a Wisdom saving throw against your Invoker DC. On a failure, a target becomes indifferent to you and your allies, as long as you and your allies do not target it with a spell, attack, or harmful ability. If a target succeeds on their saving throw, they instead have disadvantage on attack rolls and saving throws until the end of your next turn.
You may use this feature a number of times equal to your proficiency bonus, and you regain all uses after a long rest.
Honed Battlerider
15th-level Invoker feature
Your prowesses as both a conjurer and warrior increase dually. The extra damage of your Fell strikes increases to 2d6 and your Unearthly Mount can now make two attacks instead of one when it takes the attack action on its turn.
Prestige of the Monstrous
18th-level Invoker feature
Your summoned monsters have reached the peak of their power. Your Unearthly Mount gains an ability, specific to its creature type:
True Breath Weapon (Dragon only). As a bonus action, your Unearthly Mount ignites a fiery rage. For the next minute when it uses its breath weapon, the area increases to 60 feet, and the damage increases to 10d6, of the same damage type.
Flayer (Aberration only). As an action, your Unearthly Mount can cast Feeblemind, requiring no material components.
Primordial Fury (Elemental only). As an action, your Unearthly Mount can cast Fire Storm, requiring no material components. When your Mount casts this spell, the damage dealt by the spell is the type of damage resisted by your Unearthly Mount.
Storm of Claws (Monstrosity only) As a bonus action, your Unearthly Mount can fly into a frenzy. For the next minute, when your Unearthly Mount takes the attack action, they can make 3 attacks, and their attacks score critical hits on a roll of 18-20.
Regardless of whether you summon multiple Unearthly Mounts between long rests, you may use any combination of these features a total of twice, and regain both uses after you finish a long rest.
Comments