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
You gain a pool of overcharge dice equal to 1+ your proficiency bonus. Whenever you roll damage for an evocation spell, you can expend any number of overcharge dice and add additional damage die equal to the number of expended charges.
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.
Potent Cantrips
Starting at 6th level, you've learned to make your damaging cantrips more lethal. You can add your intelligence modifier to the damage rolls of your cantrips.
Empowered Evocation
Your damaging spells ignore damage resistance
Overchannel
Starting at 14th level, you can maximize the power of your damaging spells. When you cast a wizard spell that deals damage, you can deal maximum damage with that spell instead of rolling.
You can use this ability twice, and you regain any expended uses when you finish a long rest.
Previous Versions
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Coming Soon
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