Evoker (HB Class) Image

Please note that this is not a feat but rather a full-on class (I just had to put it here since DDB has no place to upload HB classes and I'm not gonna take to time to retype everything so it will with a pre-existing Subclass), I appreciate any and all feedback even if you just skim through it or go as far as to playtest it for a few sessions. 

Also if anyone has questions or has suggestions to add/change/remove things let me know your thoughts in the comments. Thx for checking out have a great day.

 

The Evoker

 

The Evoker Table

LEVEL

PROFICIENCY
BONUS

Evoker
POINTS

FEATURES

CANTRIPS
KNOWN

 

—SPELL SLOTS PER SPELL LEVEL—

1ST

2ND

3RD

4TH

5TH

6TH

7TH

8TH

9TH

1st

+2

Spellcasting, Evoker  Mark

3

 

2

2nd

+2

2

Font of Magic, Metamagic

3

 

3

3rd

+2

3

Recycled Magic, Mark Feature

3

 

4

2

4th

+2

4

Ability Score Improvement (ASI)

4

 

4

3

5th

+3

5

--

4

 

4

3

2

6th

+3

6

--

4

 

4

3

3

7th

+3

7

Mark Feature

5

 

4

3

3

1

8th

+3

8

Ability Score Improvement (ASI)

5

 

4

3

3

2

9th

+4

9

--

5

 

4

3

3

3

1

10th

+4

10

Metamagic

5

 

4

3

3

3

2

11th

+4

11

Mark Feature

6

 

4

3

3

3

2

1

12th

+4

12

Ability Score Improvement  (ASI)

6

 

4

3

3

3

2

1

13th

+5

13

--

6

 

4

3

3

3

2

1

1

14th

+5

14

--

6

 

4

3

3

3

2

1

1

15th

+5

15

--

6

 

4

3

3

3

2

1

1

1

16th

+5

16

Ability Score Improvement (ASI)

6

 

4

3

3

3

2

1

1

1

17th

+6

17

Mark Feature

7

 

4

3

3

3

2

1

1

1

1

18th

+6

18

Evokermagic

7

 

4

3

3

3

3

1

1

1

1

19th

+6

19

Ability Score Improvement (ASI)

7

 

4

3

3

3

3

2

1

1

1

20th

+6

20

Magical Wellspring

7

 

4

4

3

3

3

2

2

1

1

Class Features

As an Evoker, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Evoker level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Evoker level after 1st

Proficiencies

Armor: Light
Weapons: Simple Weapons, Shortswords and Longswords
Tools: None
Saving Throws: Constitution, and one saving throw from Intelligence, Wisdom or Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Perception, Persuasion and Stealth

Equipment

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

  • (a) a spear and any simple melee weapon or (b) any two simple weapons
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a)  leather armor and any simple weapon or (b) a light crossbow and 20 bolts
  • Two daggers, an arcane focus, and a pouch containing 3d4 GP

Spellcasting

Depending on the saving throw you chose from Intelligence, Wisdom or Charisma you will have to select a spell list from the choices below that uses the same spellcasting ability as your own. See Spell Rules for the general rules of spellcasting.

  • (Intelligence)  Your spell list is Wizard
  • (Wisdom)  Choose your spell list from either Cleric or Druid
  • (Charisma)  Choose your spell list from either Bard, Sorcerer or Warlock
Cantrips

At 1st level, you know three cantrips of your choice from your chosen spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Evoker table.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from your chosen spell list.

You may know an number of spells equal up to an amount to your Evoker level + your spellcasting modifier (minimum of +1) Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn spells of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your chosen spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Your spellcasting ability uses the same ability score as the saving throw you chose from Intelligence, Wisdom or Charisma for your spells. You use your chosen modifier whenever a spell refers to your spellcasting ability. In addition, you use your chosen modifier when setting the saving throw DC for any spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen modifier

Spell attack modifier = your proficiency bonus + your chosen modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your spells.

Evoker Mark

Choose an Evoker Mark, which describes the source of your innate magical power. choose from the list below, each detailed at the end of the class description.

Mark of the Four Elements Mark of the Draconsoul Mark of the Instinct Warrior Mark of the Mimic Mark of the Open Mind Mark of the Rabid Magic
Mark of the Time Ravager Mark of the Undead Mark of the Chainreeler Mark of the Spellweaver    

                             

Your choice grants you features when you choose it at 1st level and again at 3rd, 5th, 11th, and 17th level.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by evoker points, which allow you to create a variety of magical effects.

Evoker Points

You have 2 evoker points, and you gain more as you reach higher levels, as shown in the Evoker Points column of the Evoker table. You can never have more evoker points than shown on the table for your level. You regain all spent evoker points when you finish a long rest.

Flexible Casting

You can use your evoker points to gain additional spell slots, or sacrifice spell slots to gain additional evoker points. You learn other ways to use your evoker points as you reach higher levels.

Creating Spell Slots. You can transform unexpended evoker points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

SPELL SLOT LEVEL

EVOKER POINT COST

1st

2

2nd

3

3rd

5

4th

6

5th

7

Converting a Spell Slot to Evoker Points. As a bonus action on your turn, you can expend one spell slot and gain a number of evoker points equal to the slot’s level.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs by expending one or more evoker points. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 18th levels.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. You are also able to twist the spells of any willing ally that you can see that is within 10 feet of you. This range is increased to 30 feet at 18th level.

 
Careful Spell

When you or an ally within range casts a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 point and choose a number of those creatures up to your Spellcasting modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

 

Distant Spell

When you or an ally within range casts a spell that has a range of 5 feet or greater, you can spend 1 point to double the range of the spell.

When you or an ally within range casts a spell that has a range of touch, you can spend 1 point to make the range of the spell 30 feet.

 

Empowered Spell

When you or an ally within range rolls damage for a spell, you can spend 1 point to reroll a number of the damage dice up to your Spellcasting modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Mystamagic option during the casting of the spell.

 

Extended Spell

When you or an ally within range casts a spell that has a duration of 1 minute or longer, you can spend 1 point to double its duration, to a maximum duration of 24 hours.

 

Heightened Spell

When you or an ally within range casts a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 points to give one target of the spell disadvantage on its first saving throw made against the spell.

 

Quickened Spell

When you or an ally within range casts a spell that has a casting time of 1 action, you can spend 2 points to change the casting time to 1 bonus action for this casting.

 
Redirected Spell

When you or an ally within range casts a spell that fails it's attack roll, you may spend a number of points equal to the level of the spell (1 point if the spell is a cantrip) to choose a new target within the range of the spell.

You can use Redirected Spell even if you have already used a different Metamagic option during the casting of the spell.

 

Rewritten Spell

When you or an ally within range casts a spell that has a creature type, condition or damage type, you may spend 3 points to change one creature type, condition or damage type to another of of your choice.

You may use this Metamagic option a number of times up to a number of times equal to your proficiency bonus before having to take a long rest.

 

Seeking Spell

When you or an ally within range casts a spell and fails the attack roll, you may spend 2 points to reroll the attack roll. You must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

 

Subtle Spell

When you or an ally within range casts a spell, you can spend 1 point to cast it without any somatic or verbal components.

 

Transmuted Spell 

When you or an ally within range casts a spell that deals a type of damage from the following list, you can spend 2 points to change that damage type to one of the other listed types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.

 

Twinned Spell

 When you or an ally within range casts a spell that targets only one creature and doesn’t have a range of self, you can spend a number of points equal to the spell’s level to target a second creature in range with the same spell (1 point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray  aren’t eligible, but ray of frost and chromatic orb are.

 

Recycled Magic

When you reach 3rd level, whenever you cast a spell of 2nd level or higher, you may spend a number of points equal to the level of the spell. If you do, you may regain a combination of expended spell slots equal to half of the level of the spell.

Example: Casting Fireball as a 4th level spell would allow you to recover either one 2nd level spell slot or two 1st level spell slots. 

 

Ability Score Improvement

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Magical Wellspring

At 20th level, if you roll initiative and have no evoker points you may regain an amount of expended evoker points equal to 1 + your spellcasting modifier (minimum of +1). You may use this feature once per long rest before you can use this again unless you are last in initiative, then you can use this feature without expending a use of it.

 

Evoker Marks

 

Mark of the Four Elements

When you choose this Mark at first level, you learn Primordial and you choose your element from Earth, Air, Fire or Water.

Expanded Spell List

At 1st level, you gain an expanded list of spells detailed below along with your spells for your chosen element. The Four Elements Expanded Spells table shows the spells that are added to your spells. These spells also don't count against the number of spells you may know.

Four Elements Expanded Spells
Spell Level Elemental Spells Earth Spells Air Spells Fire Spells Water Spells
1st Absorb Elements Sanctuary Thunderwave Burning Hands Fog Cloud
2nd Enhance Ability Spike Growth Gust of Wind Scorching Ray Blur
3rd Elemental Weapon Meld into Stone Wind Wall Fireball Water Breathing
4th Conjure Minor Elementals Stone Shape Greater Invisibility Fire Shield Control Water
5th Conjure Elemental Wall of Stone Seeming Flame Strike Cone of Cold

 

 Elemental Ancestry  

At 1st level, depending on the element you chose, you gain additional features, shown below. 

Earth:   You gain 1 extra HP whenever you gain a level in this class. You also learn Terran as well as the Blade Ward Cantrip.

Air:        You can hold your breath indefinitely, given you are not Incapacitated. You also learn Auran as well as the Thaumaturgy Cantrip.

Fire:      You gain Darkvision out to 90ft, but discern colors in shades of red, instead of grey. You also learn Ignan as well as the Fire Bolt Cantrip.

Water:  You gain a Swimming speed equal to your Walking speed and can hold your breath for 1 hour. You also learn Aquan as well as the Shape Water Cantrip.

 

Cantrips gained from this feature don't count against the number of Cantrips you may know.

Elemental Affinity

Starting at 3rd level, whenever you cast a spell that deals Bludgeoning (Earth),  Lighting or Thunder (Air),  Fire (Fire),  or Acid or Cold (Water), you may spend 1 evoker point to deal one extra die of damage as well as gain resistance to one damage type that is associated with your element for 1 hour.

Elemental Resilience

Starting at 7th level, you gain resistance to one damage type associated with your element Bludgeoning (Earth),  Lighting or Thunder (Air),  Fire (Fire),  Acid or Cold (Water). In addition, when you use your Elemental Affinity Feature, you instead gain immunity to one damage type associated with your element for 10 minutes .

Blessing of the Elements

Starting at 11th level, you now have advantage against being Paralyzed, Petrified and Poisoned. You also gain resistance to Poison damage and your attacks now count as magical.

Elemental Transformation

Starting at 17th level, you may, as a bonus action, magically transform into either an Earth, Air, Fire or Water Elemental (depending on your chosen element) for a number of hours up to your proficiency bonus, during this transformation, you retain your Intelligence, Wisdom and Charisma score, as well as your Alignment, Hit Dice and Hit Points. You also can cast spells and use your racial traits while transformed. After using this feature twice, you must take a long rest before using this again.

 

Mark of the Draconsoul

When you choose this Mark at first level, you learn Draconic and you choose your dragonsoul type that is empowering you from the options below.

Draconsoul Types

DRACONSOUL TYPE

DAMAGE TYPE

Black

Acid

Blue

Lightning

Green

Poison

Red

Fire

White

Cold

Expanded Spell List

At 1st level, you gain an expanded list of spells detailed below along with your spells for your chosen Draconsoul type. The Draconsoul Expanded Spells table shows the spells that are added to your spells. These spells also don't count against the number of spells you may know.

Draconsoul Expanded Spells
SPELL LEVEL

DRACONSOUL SPELLS

BLACK DRACONSOUL SPELLS BLUE DRACONSOUL SPELLS GREEN DRACONSOUL SPELLS RED DRACONSOUL SPELLS WHITE DRACONSOUL SPELLS

1st

Absorb Elements

Tasha's Chaustic Brew 

Thunderwave

Ray of Sickness

Burning Hands

Ice Knife

2nd

Dragon's Breath

Melf's Acid Arrow

Shatter

Maximilian's Earthen Grasp

Scorching Ray

Snilloc's Snowball Swarm

3rd

Protection from Energy

Wall of Water

Call Lightning

Speak with Plants

Fireball

Sleet Storm

4th

Elemental Bane

Vitriolic Sphere

Storm Sphere

Dominate Beast

Fire Shield

Ice Storm

5th

Dominate Person

Wrath of Nature

Maelstrom

Cloudkill

Flame Strike

Cone of Cold

 

Draconic Presence

Beginning at 1st level, if you fail an Intimidation or Persuasion check, you can use your reaction to reroll the check. You may roll with advantage if you are interacting with Dragons or Dragonborn. Once this feature turns a failure into a success a number of times equal to your proficiency bonus, you can’t use it again until you finish a short or long rest.

Draconic Sight

Starting at 3rd level, you gain Blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. 

This range increases to 30ft. when you reach 11th level.

Draconic Resilience

Starting at 7th level, you gain resistance to the damage type associated with your Draconsoul and can spend 3 evoker points as an action to gain immunity to that same type of damage for 10 minutes.

Wings Unfurled

Starting at 11th level, As a bonus action, you may summon a pair of draconic wings, granting you a Flying speed equal to 20ft. plus your Walking speed for a number of hours up to your spellcasting modifier (Minimum of 1 hour) This cannot be used if you are wearing Medium or Heavy armor, or if your armor doesn't accommodate your wings. You may summon your wings a number of times equal to your proficiency bonus before having to take a long rest.

Frightful Presence

Beginning at 17th level, Each creature of your choice that is within 60ft. of you and aware of your presence must succeed on a Wisdom saving throw using your Spell Save DC or become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, and you must take a long rest before you can use this feature again.

 

Mark of the Instinct Warrior

When you choose this order at first level, you gain proficiency with Martial Weapons and Shields, as well as Medium Armor.

Expanded Spell List

At 1st level, you gain an expanded list of spells detailed below. The Instinct Warrior Expanded Spells table shows the spells that are added to your spells. These spells also don't count against the number of spells you may know.

Instinct Warrior Expanded Spells
Instinct Warrior Spells
Spell Level Spells
1st Feather Fall, Shield
2nd Alter Self, Pass Without Trace
3rd Counterspell, Haste
4th Fabricate, Freedom of Movement
5th Arcane Hand, Dispel Evil and Good

 

 

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

 You gain a +2 bonus to attack rolls you make with ranged weapons.

 
Blind Fighting. 

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

 

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you and you gain a +1 bonus to attack rolls on ranged attacks.

 
Defense

 While you are wearing armor, you gain a +1 bonus to AC.

 
 Dueling

 When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

 

Great Weapon Fighting

 When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

 

Interception

 When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

 

Mariner

As long as you are not wearing heavy armor or using a shield, you gain either a Swimming speed or a Climbing speed equal to your Walking speed.

 

Protection

 When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

 

Thrown Weapon Fighting 

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

 

Tunnel Fighter 

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

 

Two-Weapon Fighting

 When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Unarmed Fighting 

Your unarmed strikes can deal Bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. In addition when you successfully start a grapple, you can deal 1d4 Bludgeoning damage to the Grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

 

Heightened Awareness

 Beginning at 1st level, you gain a bonus to Initiative rolls, your Passive Perception as well as all History, Insight, Investigation, and Perception checks equal to your Spellcasting Modifier (Minimum of +1)

Expertise

Upon reaching 3rd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

At 7th level and again at 11th level, you can choose one additional skill proficiency to gain this benefit.

Danger Sense

Also at 3rd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.

Extra Attack

Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

All Seeing

At 11th Level, you gain Blindsight and Tremorsense out to a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. 

This range increases to 60ft. when you reach 17th level.

Vigilant. 

Starting at 17th level, you no longer can be Surprised so long as you are not Blinded, Deafened, or Incapacitated. In addition, whenever you fail a History, Insight, Investigation or Perception check you may reroll with advantage so long as you are not Blinded, Deafened, or Incapacitated.

Once you succeed a number of rolls up to an amount equal to your proficiency bonus, you must take a long rest to use this again.

 

Mark of the Mimic

When you choose this order at first level, you learn one language of choice and gain proficiency with one skill from Deception, Insight, Performance, Persuasion, Slight of Hand or Stealth. You also learn the Mage Hand Cantrip.

Expanded Spell List

At 1st level, you gain an expanded list of spells detailed below. The Mimic Expanded Spells table shows the spells that are added to your spells. These spells also don't count against the number of spells you may know.

Mimic Expanded Spells
Mimic Spells
Spell Level Spells
1st Disguise Self, Protection from Evil and Good
2nd Borrowed Knowledge, Enhance Ability
3rd Counterspell, Dispel Magic
4th Polymorph, Secret Chest
5th Creation, Dispel Evil and Good

 

Shapechanger.

Starting at 1st level, as a bonus action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You may also change your appearance again as an action on your turn.

You stay in the new form until you use a bonus action to revert to your true form or until you die.

Copycat.

Beginning at 3rd level, using your hand or Mage Hand, you can touch a Beast, Humanoid or Player Character as an action. If you do, you gain a brief insight to that creature's capabilities and statistics. You may choose one Class Feature, Racial Trait, Spell or Weapon attack, (which are each detailed below) to temporarily use as your own for the next minute unless otherwise noted or if you die, become Incapacitated or if you choose to end the effect early (no action required).

Alternatively, you can expend one use of this feature to transform into an inanimate object for one minute. You also can only be effected by one Copycat option at a time and can use this feature a number of times equal to twice your Proficiency Bonus before having to complete a long rest.

 

Class Feature: You may only use this if you targeted a Player Character. Choose a Class Feature from the creature's capabilities that is granted at a level that is no higher than your Evoker level divided by 2 (Rounded down). You gain the trait for the duration unless it has a limited usage, which ends this effect early if all uses are expended. If the feature requires additional components, such as a Bardic Inspiration Die or Artisan's Tools, you gain those as part of the duration as well.

Example: You are a level 10 Evoker so you may copy a Class Feature that is granted at 5th level or lower. If you were to copy the Bard's Bardic Inspiration feature you could choose to copy the 1st level or 5th level version of that feature.

Example 2: You are a level 6 Evoker so you may copy a Class Feature that is granted at 3rd level or lower. If you were to copy the Open Hand Monk's Open Hand Technique, you would gain 3 Ki points for the duration as well as the Furry of Blows feature.

 

Inanimate Object: While transformed as an animated object you are a Construct with AC, hit points, attacks, Strength, and Dexterity Save DC determined by the size of the object. You are immune to Poison and Psychic damage, as well as the Poisoned condition. You can't speak or cast spells in this form and are indistinguishable from a normal object unless your transformation was seen. Your Constitution is 12 and your Intelligence and Wisdom are 3, while your Charisma is 1. You can't move unless the object you transformed into has legs or appendages you can use for locomotion. You have 30ft. of Blindsight and are blind beyond that distance. When you drop to 0 hit points, you revert to your original form, and any remaining damage carries over to your original form. 

If you transform while in midair or during a jump, you fall and any creature in the way must succeed a Dexterity save (saving throw DC shown below) or take the listed amount of damage below. Your DM will have to rule the appropriate damage type depending on the object you transform into. Upon hitting the ground, you also take half the amount of damage that is listed below, which depends on your size.

The size of the object depends on your Mystic level, shown below.

SIZE HP AC STR DEXTERITY SAVE DC ATTACK
Tiny (3rd level) 20 13 4 12 1d4 + 4 damage
Small (3rd level) 25 14 6 14 1d8 + 3 damage
Medium (7th level) 40 15 12 16 2d6 + 2 damage
Large (11th level) 50 15 14 18 2d10 + 1 damage

 

Racial Trait: You can only use this if you targeted a Humanoid or Player Character. Choose a Racial Trait from the creature's capabilities. For the duration, you can use that trait as your own. If it has a limited usage, then the effect ends early if all uses are expended.

Spell: Choose a spell that your target can cast that you have spell slots for. You may use the spell as your own for the duration and can cast it without material components if the combined value of the required items doesn't exceed a value of 100 GP.

Weapon Attack: Choose a weapon attack from the creature's capabilities. If the attack is a natural weapon, such as claws or fangs, your gain them for the duration. Otherwise, You magically create the chosen weapon and are proficient with it for the duration. Any required ammunition is magically created and deals normal damage on a hit. 

If the weapon you wish to copy is magical, you will need to be a certain level of Evoker to retain any magical traits, which depends on the weapon's rarity shown below.

MYSTIC LEVEL COMMON UNCOMMON RARE VERY RARE LEGENDARY
3-5 Yes -- -- -- --
6-10 Yes Yes -- -- --
9-12 Yes Yes Yes -- --
13-16 Yes Yes Yes Yes --
17-20 Yes Yes Yes Yes Yes

 

Example you are a level 6 Evoker then you may copy a magical weapon's traits so long as the weapon isn't Rare in rarity or higher in value. If you attempt to copy a magical weapon's traits that is above the available level, then you create the weapon as normal, but it retains no magical properties.

Improved Copycat

Starting at 7th level, you may now target any type of creature when you use Copycat and you also learn a new copy option, shown below.

Creature Trait: This can only be used on creature that isn't a Player Character. Choose one trait from the creature you targeted that your DM approves of. You now have access to that trait for the duration if the chosen trait has a recharge or limited usage, those rules apply as normal. This effect ends early if you use all uses of the chosen feature.

Supreme Copy

Beginning at 11th level, each option granted by Copycat and Improved Copycat is changed to the following:

Class Feature: You may expend three uses of this feature to ignore the rule stating you may only copy a Class Feature that is available at half your Mystic level.

Creature Trait: You may now ignore any recharge or limited use but the duration is halved.

Inanimate Object: You may expend two uses of this feature to transform into a Huge object. The object's hit points are 80, the Dexterity save DC and Strength score is 20 and deals 2d12 damage to creatures that fail the save.

Racial Trait: You now gain the Ability Score Improvement of the race you copied so long as you have the racial trait active. For example, you copy the Dragonborn's Breath Weapon so you would gain a +2 to Strength and a +1 to Charisma, to a maximum of 20.

Spell: You now add your spellcasting modifier (minimum of +1) to any damage roll or saving throw in the spell description. You also ignore all components required and if the spell is of 5th level or lower, you may cast it once without expending a spell slot.

Weapon Attack: You now may deal one extra die for damage rolls and damage dealt is now considered magical.

Copy of all Trades

Beginning at 17th level, you may be effected by two copy options at the same time and can expend 5 evoker points to enable you to copy up to three traits at the same time, once you do this, you must take a long rest before using this again.

 

Mark of the Open Mind

When you choose this order at first level, you learn the Transmuted Metamagic option which doesn't count the max number of Metamagic options you may know. You also learn the Mind Sliver Cantrip.

Expanded Spell List

At 1st level, you gain an expanded list of spells detailed below. The Open Mind Expanded Spells table shows the spells that are added to your spells. These spells also don't count against the number of spells you may know.

Open Mind Expanded Spells
Open Mind Spells
Spell Level Spells
1st Command, Protection from Evil and Good
2nd Mind Spike, Tasha's Mind Whip
3rd Hypnotic Pattern, Pulse Wave
4th Compulsion, Confusion
5th Dispel Evil and Good, Telekinesis

 

Telepathic Bond

Starting at 1st level, you gain the ability to speak to any creature you can see within 60ft. of you through telepathy. The creature you wish to communicate with needn't understand you but it must be able to understand at least one language. You can share this bond with a number of creatures up to an amount equal to your spellcasting modifier (minimum of one creature) In addition, you may expend 2 evoker points to grant any number of creatures in your telepathic bond the ability to respond to you as well.

This range extends by 60ft. at 7th level and again at 11th and 17th levels.

Psi Blades

Starting at 3rd level, Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This blade is a simple melee weapon with the finesse and thrown properties and is considered magical. It has a normal range of 60ft. and a long range 120ft. On a hit, it deals Psychic damage equal to 1d8 plus your spellcasting modifier. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided the same hand or your other hand is free to create it. The damage die of this bonus attack is 1d6, instead of 1d8.

Guarded Mind

Starting at 7th level, You gain resistance to Psychic damage. Moreover, if you start your turn Charmed, Frightened or Stunned, you can expend 3 evoker points and end every effect on yourself subjecting you to those conditions.

Telepathic Bond Improvement

Also at 7th level, whenever you have at least one creature within your telepathic bond, you may choose to grant any number of those creatures resistance to Psychic damage, so long as they remain within range of your telepathic bond.

Upon reaching 17th level, you may also use this feature to end any effects causing any creature within your bond to be Charmed, Frightened or Stunned.

Psi Blade Improvement

Beginning at 11th level, Whenever you summon your Psi Blade, you may choose to imbue one effect into your blade which lasts until the end of your next turn, unless otherwise noted. Choose an option from below:

Homing Strikes: If you make an attack roll with your Psychic Blades and miss the target, you can expend 2 evoker points to roll 1d6 and add the number rolled to the attack roll. If this causes the attack to hit, you expend those evoker points.

Psi Teleportation: As a bonus action, you manifest one of your Psychic Blades, expend 2 evoker points and roll 1d4 and add your spellcasting modifier (minimum of +1), and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Psi Wings: As a bonus action, you expend 2 evoker points and can summon two psi blades on your back. You gain a Flying speed equal to twice your Walking speed for a number of rounds equal to your spellcasting modifier (minimum of 1 round), during which you can also hover.

Thrust Blade: When you deal damage to a target with your Psi Blade, you can force the target to make a Strength saving throw equal to your Spell Save DC. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

This horizontal movement increases to 30ft. at 17th level.

Perfect Mind

You gain advantage on all INT, WIS and CHA saves against magic and it's effects. You also can't be Charmed and are immune to Psychic damage.

 

Mark of the Rabid Magic

When you choose this order at first level, you gain proficiency with Arcana and learn one additional Metamagic option of your choice.

Expanded Spell List

At 1st level, you gain an expanded list of spells detailed below. The Rabid Magic Expanded Spells table shows the spells that are added to your spells. These spells also don't count against the number of spells you may know.

Rabid Magic Expanded Spells
Rabid Magic Spells
Spell Level Spells
1st Bane, Chaos Bolt
2nd Enhance Ability, Lesser Restoration
3rd Counterspell, Dispel Magic
4th Dominate Beast, Elemental Bane
5th Dominate Person, Modify Memory

 

Rabid Magic Surge

Starting at 1st level, Whenever you cast a spell of 1st level or higher, roll a d20. If you roll a 2-5, roll on the Rabid Magic Surge table to create a magical effect or roll twice to create two effects one a roll of 1. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Waves of Chaos

Also at 1st level, you may choose to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, your DM can have you roll on the Rabid Magic Surge table immediately after you cast a spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 3rd level, When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and expend 2 evoker points to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

The die rolled increases to a d6 at 7th level, a d8 at 11th level and a d10 at 17th level.

Altered Chaos

At 7th level, You may now use your Metamagic options on any spell cast from rolling on the Rabid Magic Surge table.

Organized Chaos

At 11th level, Whenever you roll on the Rabid Magic Surge table, you can roll twice and use either number.

At 17th level, you may roll three times and choose any of those results.

Spell Assault 

Beginning at 17th level, When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Rabid Magic Surge
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 You cast Bestow Curse. 53-54 You are immune to poison and all disease for the next 5d6 days.
05-06 You can understand all languages but can't speak for the next minute. 55-56 You cast Chaos Bolt as a 4th level spell targeting the nearest creature you can see.
07-08 You teleport up to 120ft. to an unoccupied space you can see. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 1d4 random creatures within 30ft. become Stunned until the end of your next turn. 59-60 You take one extra action immediately.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 All creatures within 30ft. of you fall into a magical slumber and awaken in 1d8 hours.
13-14  3 random creatures within 30ft. of you take 3d12 Radiant damage. 63-64 You cast Fog Cloud centered on yourself.
15-16 A tree that is 150ft. tall sprouts from the ground. It withers and falls over in 1d4 rounds. 65-66 Your eyes glow a light blue for the next minute, granting advantage on sight based Perception checks.
17-18 1d6+1 Goblins appear within 60ft. of you and are hostile toward you. 67-68 You are Frightened by the nearest creature until the end of your next turn.
19-20 A random Creature within 30ft. of you becomes Blinded or Deafened for 1 minute. 69-70 Each creature within 30 feet of you becomes Invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 You cast Burning Hands as a 4th level spell. 71-72 You gain resistance Bludgeoning, Piercing and Slashing damage for the next minute.
23-24 Your skin changes to a bright pink. Only a Remove Curse can remove this. 73-74 A random creature within 60 feet of you becomes Paralyzed for 1 minute.
25-26 You regain 1d8 expended spells slots, starting with the lowest level slots. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 You gain 3d8 Temporary Hit Points. 77-78 You cast Jim's Magic Missile as a 3rd level spell.
29-30 You cast Wall of Wind centered on yourself. 79-80 You cast Wither and Bloom.
31-32 An Elemental controlled by the DM with a CR no higher than 2 appears within 15ft. of you and disappears 1 minute later. 81-82 You can take one additional action immediately.
33-34 You cast Polymorph on yourself. If you fail the saving throw, you turn into a Giant Rat for the spell's duration. 83-84 Each creature within 60ft. of you takes 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt.
35-36 If you die within the next minute you immediately are restored to life at half your Hit Point Maximum (rounded down). 85-86 You cast Major Image.
37-38 For the next minute, you automatically score a critical hit on any weapon attacks you make. 87-88 You cast Erupting Earth.
39-40 You cast Hex. 89-90 You become Invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 All creatures have disadvantage on any saving throw against any spells you cast within the next minute.
43-44 You cast Shatter centered on yourself. 93-94 Your size increases by one size category for the next minute.
45-46 Double your Walking speed until the end of your next turn. 95-96 You and all creatures within 30 feet of you gain vulnerability to Slashing damage for the next minute.
47-48 You cast Fly on yourself. 97-98 You are surrounded by faint animal noises for the next minute.
49-50 You are transported to a different plane of existence of your choice for 1 minute, after which you reappear within 20ft. of where you disappeared from. 99-00 You regain all expended evoker points.

 

 

Mark of the Time Ravager

When you choose this order at first level, you become immune to magical aging and for every 5 years that passes, your body only ages by 1 year.

Expanded Spell List

At 1st level, you gain an expanded list of spells detailed below. The Time Ravager Expanded Spells table shows the spells that are added to your spells. These spells also don't count against the number of spells you may know.

Time Ravager Expanded Spells
Time Ravager Spells
Spell Level Spells
1st Feather Fall, Guiding Bolt
2nd Blur, Gentle Response
3rd Haste, Slow
4th Divination, Freedom of Movement
5th Legend Lore, Modify Memory

 

Future Sight

Starting at 1st level, you gain a bonus to all Perception checks and Initiative rolls equal to your spellcasting modifier (minimum of +1).

In addition, whenever you fail a d20 roll, you may, as a reaction, expend 1 Evoker point to reroll with advantage but you must use the new roll. You may use this feature a number of times equal to twice your proficiency bonus before having to take a long rest.

Time Blades

Starting at 3rd level, as a bonus action on your turn, you may summon a Time Blade which appears in the form of single gauntlet or pair of gauntlets with spikes on the ends. A gauntlet is considered a simple melee weapon, is considered a magical weapon and uses either your STR, DEX or spellcasting modifier to hit (your choice) which deals 1d6 Piercing damage on a hit. You also gain a +1 to your AC while wearing two gauntlets. 

When you hit with a Time Blade you may choose to expend 1 evoker point to imbue one Time Blade Infusion with an effect from the choices listed at the end of this subclass description. You can still wield other weapons and shields while a gauntlet is active. A Time Blade lasts until you dismiss them (no action required) or until you become Incapacitated or die. You may use this feature a number of times equal to your spellcasting modifier (minimum of 2) before having to take a long rest, unless you expend a spell slot of 1st level or higher to use this feature again.

You learn two Time Blade Infusions now and learn one additional option at 7th level and another at 11th and 17th levels. Any saving throw in the description of a Time Blade Infusion uses your spell save DC. You also may replace one Time Blade Infusion for another whenever you gain a level in this class.

Balance Time

Beginning at 7th level, whenever a creature you can see succeeds or fails a d20 roll, you may choose to have the save automatically succeed or fail. You may not use this feature if you are Incapacitated or are Blinded and must take a short or long rest to use this again.

Time Blade Improvement

Starting 7th level, whenever you summon your Time Blade, you may choose to summon it as normal or you may infuse one melee weapon that you are wielding with the abilities of your Time Blade. You also gain a +1 to attack and damage rolls made with your Time Blade.

You gain a +2 to attack and damage rolls made with your Time Blade when you reach 11th level and a +3 when you reach 17th level.

Time Barrier

Beginning at 11th level, You may expend 3 evoker points as an action, causing an aura to appear. The aura stays centered with you and has a 10ft. radius, which, for the next minute, grants the following benefits:

  • Attack rolls made against you and any allies within your aura are made with disadvantage
  • Any allies in this aura may take a bonus action to take the Dash action or to make a single attack
  • Any enemies in your aura take 2d8 + your spellcasting modifier (minimum of +1) Psychic damage at the start of each of their turns while in your aura

The radius of your aura extends to 30ft. and the Psychic damage increases to 3d8 when you reach 17th level.

Master of Time

At 17th level, your deep connection to the space-time continuum grants the following:

  • You learn the Time Stop and Time Ravage spells, which don't count against the maximum number of spells you may know
  • Whenever you cast Time Stop, you may expend 5 evoker points to alter the spell, allowing you to interact with other creatures and objects that are worn or carried so long as you don't attack any creature or cause a creature to take damage and so long as you don't move than 60ft. from the location of where you cast the spell

 

Time Blade Infusions

 

Blade of Aging:

When you hit a creature with your Time Blade, you cause the creature to make a Constitution saving throw, aging 2d4 years on a failed save. This has no effect on Constructs or Undead. 

If you know this Time Blade Infusion at 7th level, the dice are changed to 2d6 and changed again to 2d8 at 11th and 2d10 at 17th level.

Blade of Disruption:

When you hit a creature that is concentrating on a spell or using a feature that requires concentration when you hit it with your Time Blade, you cause the creature to have disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

If you know this Time Blade Infusion at 7th level or higher, the creature instead has disadvantage on all Constitution saving throws made to maintain concentration until the end of its next turn.

Blade of Exhaustion: (11th level)

When you hit a creature with your Time Blade, you cause the creature to make a Constitution saving throw, suffering from one level of Exhaustion on a failed save until it completes a long rest.

Blade of Expending: (7th level)

When you hit a creature with your Time Blade, you cause the creature to make a Constitution saving throw if it casts a spell before the end of your next turn. On a failed save the spell fails and the spell slot is wasted.

Blade of Exposure: (7th level)

When you hit a creature with your Time Blade, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types it has.

If you know this Time Blade Infusion at 11th level or higher, the target instead loses invulnerability to all damage types, but has resistance to those damage types until the end of its next turn.

Blade of Freezing: (7th level)

When you hit a creature with your Time Blade, you cause the creature, given its Large or smaller to make a Strength saving throw. On a failed save, the creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

If you know this Time Blade Infusion at 11th level or higher, this effect lasts for 1 minute and can affect any creature regardless of size. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blade of Marking: 

When you hit a creature with your Time Blade, you mark a creature, causing it to glow faintly, until the end of your turn, whenever you hit the creature with a weapon attack, you roll an additional die when determining the damage.

If you know this Time Blade Infusion at 7th level or higher, the next attack roll you make against the target before the end of your turn has advantage.

Blade of Postponing: (7th level)

When you hit a creature with your Time Blade, you cause it to make a Constitution saving throw. On a failed save, If the creature casts a spell before the end of your next turn, the spell is cast as normal but the effects of it don't take place until the start of the creature's next turn, unless the creature dies or becomes Incapacitated.

Blade of Revealing:

When you hit a creature with your Time Blade that is either Invisible or effected by any illusion, you cause it to make a Constitution saving throw. On a failed save the creature is no longer Invisible or effected by any illusion until the end of your next turn.

If you know this Time Blade Infusion at 7th level or higher, you instead end all effects causing the creature to be Invisible or be effected by any illusion.

Blade of Reverting: (11th level)

When you hit a creature with your Time Blade that is transformed in any way (Examples include the Shapechanger trait, Wild Shape and the Polymorph spell) must succeed a Constitution saving throw or be forced to revert back to its original form on a failed save.

Blade of Savagery: (7th level)

When a creature you hit with your Time Blade drops to 0 hit points before the start of your next turn, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

If you know this Time Blade Infusion at 11th level or higher, you can first cause the creature to move up to half its speed, and you grant a bonus to its attack roll equal to your spellcasting modifier (minimum of +1).

Blade of Slowness:

When you hit a creature with your Time Blade, you cause it to make a Constitution saving throw. On a failed save, the creature's speed is halved and may not use any reactions nor make opportunity attacks until the end of your next turn.

If you know this Time Blade Infusion at 11th level or higher, the duration is instead extended to 1 minute.

Blade of Weakening: (7th level)

When you hit a creature with your Time Blade, you cause the creature to make a Constitution saving throw. On a failed save, you choose one ability score. Any d20 roll using that score is rolled with disadvantage until the end of your next turn.

If you know this Time Blade Infusion at 11th level or higher, the duration is instead extended to 1 minute.

Blade of (Comment your ideas below)

 

 

Mark of the Undead

When you choose this order at first level, you learn Undercommon and also the Spare the Dying and Toll the Dead cantrips.

Expanded Spell List

At 1st level, you gain an expanded list of spells detailed below. The Undead Expanded Spells table shows the spells that are added to your spells. These spells also don't count against the number of spells you may know.

Undead Expanded Spells
Undead Spells
Spell Level Spells
1st Bane, False Life, Ray of Sickness
2nd Ray of Enfeeblement, Wither and Bloom
3rd Animate Dead, Speak with Dead
4th Shadow of Moid, Sickening Radience
5th Contagnation, Death Ward

 

Grave Touched

At 1st level, You no longer require food, drink, air to live. In addition, you are immune to magical aging and for every 10 years that passes, your body ages only 1 year.

Defy Death

Starting at 3rd level, whenever you succeed a death saving throw or stabilize a creature with Spare the Dying, you may gain Temporary Hit Points equal to 1d8 + your spellcasting modifier (minimum of +1) + your Evoker level. You may use this a number of times equal to your proficiency bonus before having to take a short or long rest.

Child of the Grave

Also at 3rd level, you gain resistance to both Necrotic and Poison damage, and have advantage on saving throws against being Charmed, Frightened or Poisoned. 

In addition, whenever you hit with a weapon attack or deal damage from a spell, you may expend 1 evoker point to change the damage type to either Necrotic or Poison damage, which may be done a number of times equal to twice your proficiency bonus per long rest.

Among the Dead

Starting at 7th level, when an Undead targets you directly with a weapon attack or harmful spell, it must first succeed a Wisdom saving throw against your spell save DC or it must choose another target within range other than itself or it must waste the attack or spell.

In addition, you may cast Animate Dead once per short or long rest without expending a spell slot or requiring any components.

Undead Resilience

At 11th level, when you drop to 0 hit points, you may use your reaction to drop to 1 hit point instead and cause deathly energy to erupt from you. Each creature within 30ft. of you must succeed a Constitution saving throw against your spell save DC or take 2d6 + your Evoker level Necrotic damage. Any detached limbs reattach and any conditions other than Exhaustion are removed. You then suffer 1 level of Exhaustion and can't use this feature again until you finish a long rest.

Form of the Grave

Beginning at 17th level, you may assume a more deathly form for 1 minute as a bonus action. During this transformation, you gain the following:

  • You gain Immunity to Necrotic and Poison damage, as well as the Frightened and Poisoned conditions
  • You may, as an action, cause any number of creatures with 60ft. that can see you to make a Wisdom saving throw or take 4d10 Necrotic damage and become Frightened for 1 minute
  • Any creature slain by you while transformed rises as an Undead creature of your choice at the end of your next turn. Any Undead created in this way is under your control and must not have a CR higher than your Evoker level divided by 4 (rounded down)

Once you use this feature, you may not do so again until you finish a long rest.

In addition, you also gain advantage on death saving throws and are Immune to being Charmed.

 

Mark of the Chainreeler

When you choose this order at first level, you gain proficiency with Martial Melee weapons and either one set of artisan's tools or one language of choice. You also may choose up to 3 harmless effects from below to imbue yourself with whenever your Chainreeler is summoned.

Chainreeler Effects

  • 1. Your eyes or Chainreeler glows any color of your choice.                                    7. You or your Chainreeler feels either cold or warm to the touch.
  • 2. Your skin or your Chainreeler turns red hot, copper, silver or gold in color.       8. Any spell you cast causes Illusionary chains to appear.
  • 3. Illusionary chains circle you.                                                                                      9. Your Chainreeler feels oily to the touch but doesn't slip at all.
  • 4. Your Chainreeler emits a metallic screech when it hits a target.                        10. Your Chainreeler move like a snake when to in use.
  • 5. Your Chainreeler appears or disappears in a puff of smoke.                               11. You or your Chainreeler emits a particle effect of your choice.
  • 6. Your Chainreeler doesn't get scratched despite any battle.                                 12. You smell strongly of copper, melted metals or smoke.

Expanded Spell List

At 1st level, you gain an expanded list of spells detailed below. The Chainreeler Expanded Spells table shows the spells that are added to your spells. These spells also don't count against the number of spells you may know.

Chainreeler Expanded Spells
Chainreeler Spells
Spell Level Spells
1st Absorb Elements, Ensnaring Strike, Hex
2nd Branding Strike, Enhance Ability
3rd Bestow Curse, Spirit Shroud
4th Banishment, Elemental Bane
5th Arcane Hand, Dominate Person

 

Chain Weaponry

Starting at 1st level, you are bestowed with a special weapon, called a Chainreeler, which you may summon as a bonus action on your turn. This weapon appears in your hand or replaces your hand in the form of a 1ft. portion of chain. Your Chainreeler has an AC of 13 + your proficiency bonus, Hit Points equal to 5 times your Evoker level and immunity to Poison and Psychic damage. This weapon disappears after 1 minute or if you are no longer holding it. It also disappears if you use this feature again, if its destroyed, if you dismiss it (no action required), or if you die.

You are proficient with your Chainreeler while you wield it and counts as magical weapon. This weapon is considered a Simple Melee weapon and uses either your Strength or spellcasting modifier for attack rolls. Whenever you attack with your Chainreeler, you may cause it to extend up to a number of feet equal to 5ft. + 5 times your Evoker level. You also must choose a type of damage from Acid, Cold, Fire, Lightning, Necrotic, Poison or Radiant damage to associate with your Chainreeler. This damage type may be switched for another type from the list whenever you gain a level in this class. Once your Chainreeler disappears, you shunt it into an extradimensional space, and it appears whenever you summon your Chainreeler thereafter.

In addition, when you attack with your Chainreeler you must choose one attack option from below:

Grapple: When you hit with your Chainreeler, you deal 1d6 Bludgeoning + 1d4 of the damage associated with your Chainreeler and you may choose to have your Chainreeler grapple the target (Escape DC equals Spell Save DC). You may deal this damage again on subsequent turns as a bonus action, pull the target up to 10ft. toward you or release it (no action required).

Slash: When you hit with your Chainreeler, an axe-shaped blade appears at the end of your Chainreeler, dealing 1d6 Slashing + 1d4 of the damage associated with your Chainreeler. In addition, if your target is a creature, you may reduce its Hit Point Maximum by the damage you dealt, which can't be reversed with a Remove Curse spell or similar magic .If a creature is reduced to 0 Hit Points in this way, you gain Temporary Hit Points equal to your Evoker level + the damage dealt.

Whirlwind: When you hit with your Chainreeler, you deal 1d6 Bludgeoning + 1d4 of the damage associated with your Chainreeler and it immediately grapples the target (Escape DC equals Spell Save DC) If the target is a creature or a loose object that isn't being worn or carried, you may choose to switch place with the Grappled target, given it's Large or smaller in size. Your Chainreeler then disappears, releasing its target. 

(Comment your ideas below)

You may summon your Chainreeler a number of times equal to your proficiency bonus per long rest.

The damage dealt increases respectively to 1d8 and 1d6 at 7th level, 1d10 and 1d8 at 11th level, and 1d12 and 1d10 at 17th level. You may summon your Chainreeler a number of time equal to your proficiency bonus per long rest.

Chainreeler Improvement

 At 3rd level, While your Chainreeler is active you gain the following benefits:

  • You have advantage on saving throw against being Charmed or Frightened
  • You gain 1d8 + your Evoker level Temporary Hit Points when you first summon your Chainreeler
  • You gain a +1 to attack and damage rolls made with your Chainreeler

Once you reach 11th level in this class, you gain a +2 to attack and damage rolls which increases to a +3 at 17th level.

Channel Magic

Upon reaching 7th level, whenever you cast a spell while your Chainreeler is active, you may cast the spell as normal or expend a number of evoker points equal to the level of the spell (one point if its a Cantrip). If you do so, your Chainreeler stores the spell so long as its active and causes the effects of the spell to effect the next target you hit using your Chainreeler, which takes place immediately after the damage is dealt from the Chainreeler's attack. If the spell you choose targets more then one creature, such as Magic Missile or Cone of Cold, then the spell is cast as of you were in the space of the target you hit. You may use this feature an amount of times up to your proficiency bonus per long rest.

Bond of Chain and Soul

Also at 7th level, you may now attack twice whenever you take the Attack action on your turn, but only if you make at least one attack with your Chainreeler. You also gain resistance to the type of damage you have associated with your Chainreeler. 

At 17th level, you may attack three times per turn when you take the Attack action, so long as you make at least two Chainreeeler attacks.

Duel Reeler

Starting at 11th level, you may instead summon two Chainreelers whenever you summon your Chainreeler. The second Chainreeler can be associated with the same type or a different type of damage from the first Chainreeler.

In addition, You may choose to instead have one or both Chainreelers appear next to you, in which they hover in place and remain in your space for the duration, allowing you to have your hands free. 

Chainular Transformation

 At 17th level, you undergo a transformationfor 1 minute, during which you gain the following benefits:

  • You may have up to four Chainreelers active at the same time, but the two additional ones must be associated the same damage type as the other two Chainreelers
  • You have immunity to the damage types associated with your Chainreelers.
  • You and your Chainreelers emit bright light out to 30ft. and dim light for an additional 30ft.
  • You gain a Flying speed equal to your Walking speed + 10ft. and can hover 
  • Spectral chains wrap around your body granting a bonus to your AC equal to your spellcasting modifier (minimum of +2)

Once you use this, you must complete a long rest to use this again.

 

 

Mark of the Spellweever

When you choose this Mark at 1st level, you gain one additional evoker point whenever your gain the Ability Score Improvement (ASI) feature.  

Flexible Casting

Beginning now and again when you become eligible for 2nd, 3rd, 4th and 5th spells, rather than gaining predetermined spells, you gain two spells that you have spells slots for and as normal, they don't count against the number of spells you may know. These spells also needn't be from the same spell list.

 Signature Spells

 At 1st level as well, you choose two spells you know to become your Signature Spells. A Signature Spell can be cast once per short or long rest without expending a spell slot, but must be of 5th level or lower to qualify. 

You may choose two additional spells to become Signature Spells at 7th level and again at 17th level.

Metaweaver

At 3rd level, You learn one additional Metamagic option of your choice now and learn one additional option when you reach 7th and 17th levels.

Rapid Caster

Starting at 7th level, whenever you take the Cast a Spell action on your turn, you may spend 2 evoker points to cast a second spell as part of the same action. 

Twisted Magic

 Beginning at 11th level, your magic grows in flexibility granting the following:

  • You may use your Spellcasting Modifier in place of your DEX modifier when determining your AC and bonus to Initiative.
  • Whenever you cast a Signature Spell, you may immediately cast the same spell again as a free action, given you expend 1 evoker point.
  • You may now use your Metamagic on any spell cast by any willing or unwilling creature within 30ft. of you that you can see. If you use your Metamagic option on an unwilling creature's spell then you must first make a CON save with a DC equal to the creature's Spell Save DC plus the level of the spell you wish to effect, if you fail the save you lose expend one spell slot of the highest level that you have available and it can't be recovered in any way until you finish a long rest.

Archcaster

At 17th level, you gain resistance to all magical damage and have advantage on all saves against magic and it's effects.

In addition, you are now able to regain expended spell slots whenever you complete a short or long rest.

 

Mark of the Apocalypse

(Subclass in development)

Mark of the Mutant

(Subclass in development)

 

Evoker (Homebrew Class) Traits

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