Medium Humanoid, Any Alignment
Armor Class 16 mage robes
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws WIS +10, CHA +13
Senses Passive Perception 15
Languages Common and one language of choice
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

 Magical Attacks The cultist invoker's attacks count as magical for the purpose of overcoming resistance

Otherworldly Pact The cultist invoker's spells are automatically cast at its highest available spell slot.

Supernatural Devotion The cultist invoker has advantage on saving throws against being charmed or frightened

Frightful Presence When the cultist invoker enters into their Avatar form, creautres within 30ft. that can see or hear them must succeed a DC 15 Wisdom saving throw or become frightened for one minute. Creatures can repeat its saving throw at the end of each of its turns to end the effect on a successful saving throw.

Undying Champion (1/long rest) When the cultist invoker is reduced to 0 hitpoints, it drops to 1 hitpoint and can use its Patron's Avatar feature for one minute.

God Slayer The cultist's spell effects can ignore resistance on Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends. Any immunities these creature possess counts as resistance instead.

Magic Resistance The cultist has advantage on saving throws against spells and magical effects

Occultic Empowerment Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends have disadvantage on saving throws against the cultist's spell effects

Spellcasting

The cultist invoker is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks).

Cantrips Eldritch Blast(see below), Thaumaturgy,Guidance,

4rd Level Spells(4 slots) Hex, Spiritual Guardians, Find Familiar, Guardian of Faithת,Protection from Evil and Good,shild,Spiritual Weapon,Counterspell, Dispel Magic, Fly,Banishment, Dimension Door



Actions

Eldritch Blast. Ranged Spell Attack: +7 to hit, 150ft., one target. Hit: 10 (1d10+4) force damage. This attack hits twice against the same or separate targets. This attack is considered to be a cantrip

Devotion's Favor(1/short or long rest) The cultist invoker can recover all expended spell slots

Patron's Avatar(1/day) The cultist invoker can take the form of a its patron taking on a form appropriate for its deity. While in this state, the cultist invoker gains 33(6d10) temporary hitpoints. While these temporary hitpoints are active, the cultist invoker's AC increases by 3 and it has resistance to non-magical bludgeoning, piercing, and slashing damage and one additional damage type of its choice(as appropriate for its Patron). This state lasts for up to 1 hour or until the cultist invoker loses its temporary hitpoints

 

Bonus Actions

 Patron's Agility(Avatar Form Only) The cultist invoker can use its bonus action to Dash

Reactions

Avatar's Fury(Avatar Form Only) When the cultist invoker takes damage, it can use its reaction to make an attack against that creature using its Pact Blade or Eldritch Blast

Ascendant Wrath When the cultist takes damage from an attacker, it can force the attacker to make a Charisma saving throw equal to its spell save DC. On a failed saving throw, creatures suffer vulnerability to one damage type of the cultist's choice until the end of its next turn.

Description

Invokers are higher ranking cultists that have received a greater aspect of their patron's power for their service. Invokers have the special ability to temporarily take the form of their respective deity, which grants them tremendous strength, endurance, and power for the duration. Although this power is often granted through painful rituals or challenging trials, such a gift is a tremendous boon to those who receive it.

tdover

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