Wizard
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.

Sculpt Spells

Beginning at 2nd 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.

Reliable Destruction

Starting at 6th level, your damaging spells are more reliable thanks to your countless hours of practice. Whenever you roll for damage when casting an evocation spell, you can choose to re-roll a number of that spell’s damage dice equal to your INT modifier, minimum of 1. 

Improved Spell Sculpting

Beginning at 10th level, you have learned how to manipulate your spells even further to suit your needs. When you cast an evocation spell that forces a saving throw, you may split that spell in two and assign different destinations for both halves. The total sum of the effected area and the damage amount can not exceed the total of the original spell’s area and damage  

For example, if you cast Fireball at 3rd level, it can be split into 2 separate explosions, with each explosion having a 10ft radius and dealing 5d6 damage. 

If you cast a spell that deals damage in a straight line or a cone, the distance and damage are halved but can go in two different directions. 

If you can use you action to move a spell’s location on your turn, you can either move one of the halves the full movement or each of  the halves half the movement. 

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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