Wizard
Base Class: Wizard

Evocation as a study involves learning the way energy is manipulated just as much as it is about blowing stuff up. Evokers are renowned rule-breakers and chaotic wizards with a taste for the flashy spells and the simple solutions. 

Evocation Savant

Beginning when you select this school at 2nd level, each time you gain a new spell level, you may add an evocation spell to your spellbook in addition to spells you acquire from leveling up. You must choose a spell that is of a spell level you can cast.

Sculpt Spell

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.

Empowered Evocation

Beginning at 6th level, you can add your Intelligence modifier to your damage roll of any evocation spell you cast. This applies once. For example, if you cast magic missile, you would deal 3d4+3+[Int] total. You are able to apply this benefit to a single desired target.

Missile Master

Your evocations come so naturally to you, you are able to harness magic missiles into your spells that others cannot.

Starting at 6th level, when you hit a target with an evocation spell that requires an attack roll, you may add a 1d4+1 missile to your damage. This scales to 2d4+2 missiles at level 11, and 3d4+3 at level 17. All missiles strike the initial target. You may do this a number of times equal to your proficiency bonus. You regain these missiles after a long rest.

Evocative Mind

Your understanding of evocation is so fundamentally sound you are able to concentrate on up to two evocation spells at once.

Starting at 10th level, when you cast an evocation spell of 5th level or lower that requires concentration, if you are already concentrating on an evocation spell at 5th level or lower with a different name, make a concentration check (DC 10). If you fail, the first spell is lost as you cast this spell. If you succeed, you cast the second, and concentrate on both spells.

Failed concentration checks after you successfully concentrate on both spells result in losing both spells. Successful concentration checks retain both spells.

Once you use this ability, you cannot use it again until you finish a long rest.

Bombardment Mage

At 14th level, whenever you cast an evocation spell, you may use your bonus action to cast an evocation cantrip twice.

  • Only one cantrip is selected for the bonus action spellcasting
  • You must cast both spells with your bonus action consecutively
  • These cantrips may target the same or different targets. You choose the targets as you cast each cantrip

Energy Manipulator

You have mastered evocation to the point you can harness energy into your own life force, or spell.

Whenever you cast an evocation spell, choose one of the following:

  • Positive Energy Wave
    • You cast ‘Cure Wounds’ at the same level as the spell you cast to trigger this ability. If you used a cantrip, you can expend a spell slot of 3rd level or lower to cast cure wounds at that level. Your 'Cure Wounds' can be cast on a target up to 60 feet away from you.
  • Recharge
    • You regain spell slots of equal levels to the evocation spell’s level minus one. For example, if you cast an evocation spell of 3rd level, you can regain two 1st level spell slots, or one 2nd level spell slot. If you cast a 4th level evocation, you can regain one 2nd level spell slot and one 1st level spell slot, or three 1st level spell slots.
  • Arcane Empowerment
    • Instead of harnessing this energy, you simply force it into the spell. You may reroll any 1 or 2 on your evocation damage dice from any evocation spell used to trigger this ability.

You may use this ability a number of times equal to your proficiency bonus, and regain these uses after a long rest.

 

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