Fledgling Invoker Image
Prerequisite: Requires 3rd level.
 

For your entire life, you have felt the seed of an ancient, inexorable power growing in the back of your soul. Now, your Mind has crossed the threshold, and you feel incredible energy dance on your fingertips. However, you are still yet immature, and unable to harness the total power that you know may one day be yours.

Immediately upon taking this feat, you learn two Fledgling Invocations that you meet the requirements for. You gain an additional Fledgling Invocation at 6th, 9th, and 12th. When you reach 15th level, you may progress towards becoming a true Invoker. Any time you level up you may replace one Fledgling Invocation you know with a new one you meet the requirements for.

When you cast a Fledgling Invocation, your mind is unable to cast another until you take a short or long rest. Additionally, you must make a Constitution saving throw with a DC of your spell save DC + your current level of Invocation Fatigue. On a failed save, you gain 1d2 level of Invocation Fatigue and take Psychic damage equal to 1d4 + your number of full caster levels. On a successful save, you take half damage and gain 1 Invocation Fatigue. If you would be reduced to 0 hit points by this damage, you are instead reduced to 1 hit point and gain an additional Invocation Fatigue.

Your ability makes you a target for those that seek power at all costs. All spellcasters will know you are magical, and if they suspect something more they may make a DC20 Arcana check to determine your true nature, though it is unlikely they would do this.

Invocation Fatigue

You lose one Invocation Fatigue every day at dawn. You suffer the effects of your current level of Fatigue as well as the effects of every level below it.

1

Your mind’s affinity to magic is hurt. You have disadvantage on saving throws to maintain concentration.

2

Every time you cast a non-cantrip spell, roll a d20. If you roll 4 or less, the spell does nothing and you take 1d6 Psychic damage.

3

Your spell attack modifier and spell save DC are reduced by 2.

4

Every time you cast a non-cantrip spell, make a DC 10 Constitution saving throw or take Necrotic damage equal to 1d4 + your number of full caster levels, taking half damage on a success.

5

You cannot regain spell slots.Your Fledgling Invocations take twice as long to cast (1 action/bonus action becomes 2 consecutive actions/bonus actions, 1 minute becomes 2 minutes, etc.).

6

Your mind and body are broken by the strain of channeling so much energy. You suffer the following effects.

  • Your Intelligence and Wisdom attributes are reduced by 3. When you take a long rest, you may make a DC 10 Constitution saving throw and recover one Intelligence and Wisdom.
  • You cannot cast any form of Invocation for seven days. This effect can be removed by the Greater Restoration spell.
  • You roll on the Indefinite Madness table. If you suffer this effect again while still mad, your mind is permanently shattered and you become an NPC under the DM’s control.
Fledgling Invoker Image

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