Spellcasting. The cult evoker is a 2nd-level spellcaster Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The cult evoker has following spells prepared:
1st level (4 slots): shield, ray of sickness
2nd level (2 slots): spiritual weapon, scorching ray
Tandem Spellcasting. The cult evoker can increase the power of any of its spells by casting them with other cult evokers. Cult evokers can cast together if they act on same initiative and are no more than 30 feet away from another cult evoker in the group. When a spell is cast using Tandem Spellcasting, all participating cult evokers must use their action to cast a single spell. The level of the spell, the spell save DC, and spellcasting ability modifier are increased by one for each additional cult evoker casting the spell. Spells cast this way calculate their range from the approximate center point of the participating cult evokers.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Shield. The cult evoker can spend its reaction to cast the shield on itself or another cult evoker within 30 feet of it that acts on the same initiative.
Description
Cult Evokers are specialist spellcasters who excel at casting spells in groups. What they lack on spellcasting finesse and knowledge they make up with their coordination. Cult Evokers are never found alone if they can help it, and prefer to be in groups of four or more.
Spiritual Weapon: N + 1 level spell, N + 4 to hit, N + 2 damage on hit
Scorching Ray: N + 1 level spell, N + 4 to hit
Spellcasting Level Cheat Sheet
- 1 Evoker: 2nd level, +4 to hit, +2 damage on hit
- 2 Evokers: 3rd level, +5 to hit, +3 damage on hit
- 3 Evokers: 4th level, +6 to hit, +4 damage on hit
- 4 Evokers: 5th level, +7 to hit, +5 damage on hit
- 5 Evokers: 6th level, +8 to hit, +6 damage on hit
- 6 Evokers: 7th level, +9 to hit, +7 damage on hit
- 7 Evokers: 8th level, +10 to hit, +8 damage on hit
- 8 Evokers: 9th level, +11 to hit, +9 damage on hit
- 9 Evokers: 10th level, +12 to hit, +10 damage on hit
- 10 Evokers: 11th level, +13 to hit, +11 damage on hit
- 11 Evokers: 12th level, +14 to hit, +12 damage on hit
- 12 Evokers: 13th level, +15 to hit, +13 damage on hit
- 13 Evokers: 14th level, +16 to hit, +14 damage on hit
- 14 Evokers: 15th level, +17 to hit, +15 damage on hit
- 15 Evokers: 16th level, +18 to hit, +16 damage on hit
- 15 rays, virtually guaranteed to hit, 30d6 damage
- 7d8, +18 to hit, +16 damage on hit (