Base Class: Wizard
A revised subclass meant to increase strength and versatility in combat and roleplay while keeping the identity of the original.
Your studies focus 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 armies from afar. Others use their power to protect others, while some seek their own gain.
Evocation Savant
Starting at 3rd level, the gold and time you must spend to copy an Evocation spell into your Spellbook is halved, and you learn Fire Bolt in addition to the following spell list.
These spells count as known, are always prepared, and don't count toward your maximum number of prepared spells.
If you already know any of these spells when you gain this feature you can remove them from your Spellbook and replace them.
Despite the tooltips showing 2014 spells, you do get the 2024 versions, tooltips just haven't been updated to include them yet.
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1st |
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3rd |
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5th |
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7th |
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9th |
Potent Cantrip
Starting at 3rd level, when casting a Cantrip that deals damage you can add your Intelligence modifier to any one damage roll, this damage is taken even if you miss or they succeed the Saving Throw.
Sculpt Spells
Starting at 3rd level, when casting a spell you can choose any number of creatures that are effected by that cast to succeed the Saving Throw and take no damage.
Empowered Spells
Starting at 6th level, whenever you deal damage with a leveled spell you may add your Intelligence modifier to any one damage roll, this damage is taken even if you miss or they succeed the Saving Throw.
Note: Cantrips still only add your Intelligence modifier once.
Fast Casting
Starting at 10th level, when casting a spell you can ignore the verbal component and you are no longer limited to a single spell cast per turn.
In addition, once per Short Rest you can cast any spell that has a casting time of one Action with a Bonus Action instead.
Overchannel
Starting at 14th level, when casting a spell you can cause it to deal maximum damage instead of rolling, attacks made with this spell cast is at Advantage, and Saving Throws made against it are at Disadvantage.
You can do this once per Long Rest for free, but for every use afterward before a long rest you gain a level of Exhaustion.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/26/2024 4:27:17 PM
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31
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7
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1
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Coming Soon
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