Base Class: Wizard
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Arcane Well
Starting at 2nd level, your specialization in evocation magic empowers your damaging spells and effects. Once per round when you deal damage from a magical source¹ you can add your Intelligence modifier (minimum of +1) to the total amount of damage dealt by that source.
¹: A cantrip, spell, or magic item.
Overchannel
Beginning at 6th level, you learn to channel more magical energy than necessary when casting spells. When you cast a wizard spell that deals damage you can spend Hit Dice to increase the damage dealt by that spell. Hit Dice spent this way don’t recover until you finish a long rest.
For each Hit Dice spent this way you increase that spell’s damage by 6 of a type that spell deals, and you lose 6 Hit Points as you suffer the recoil of overchanneling the spell. A spell empowered this way ignores damage resistances.
If you would be knocked unconscious as the result of overchanneling a spell, you instead finish casting the spell and then fall unconscious once the spell resolves. You have disadvantage on the first death save you make. For each Hit Dice spent beyond the Hit Dice that reduced your Hit Points to 0, you automatically fail a death save.
At 10th level this damage is increased to 8. At 14th level it increases again to 10.
Sculpt Spells
Beginning at 10th level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Ultimate Evocation
Starting at 14th level, you master a leveled Evocation spell of your choice that is 5th level or lower. Choose a wizard Evocation spell from your spellbook. That spell does not count against the number of wizard spells you can prepare each day. Once per long rest you may cast that spell at 5th level without expending a spell slot. The spell deals its maximum damage to any targets affected by it, and its damage cannot be reduced by resistances or immunities.
Comments