Base Class: Bard
Somewhere between reality and the spirit world lies a place where the two worlds collide. It is in this place that the mind of Invokers draw power from, mastering the beings and magic lost in this world and summoning them into helpful manifestations. The College of Invocation, or Invokers for short, can pull creatures from the Ethereal Plane and form it into a creature called a phantasm. This phantasm serves as both companion and servant, carrying out its master's will.
Level 3: Doves of Paradise & Dread
Starting at 3rd level, you have the ability to call upon a flock of doves to assist you. As a bonus action, you conjure 3 Phantasmal Doves within 5 feet of yourself.
Your doves are magical in nature. They cannot be made the target of spells, attacks, or effects, except those to dispel your doves, such as Dispel Magic or Counterspell, which destroys the summoned dove. If they go farther than 100 ft of yourself, they will also fade back to the Ethereal realm. Upon fading or being destroyed, your doves must be resummoned as a bonus action. They can be sent back to the Ethereal realm with a bonus action as well.
Your doves share your initiative. During your turn, each dove can make a melee attack against one creature within 60 feet of themselves, utilizing your bonus action and charisma modifier. You may have a max of 6 doves summoned at one time. Once a dove makes a successful attack, the dove fades.
Each dove can deal either Radiant or Necrotic damage, based on the emotions of the Invoker. The birds appear black when using necrotic damage and gold when using radiant damage. Emotions based in good intent will summon Paradise Doves that deal 1d6 Radiant damage, and emotions based in dark intent will summon Dread Doves that deal 1d6 Necrotic damage. A master of their emotions can switch between the two at will.
Level 3: Ethereal Summoner
Starting at 3rd level, you learn how to harness the energies of the Ethereal Plane to summon creatures roaming or trapped there. When these creatures are summoned they share their energy and power with you as their master, suffusing your lifeforce and enhancing your abilities. You gain the ability to cast the Misty Step spell twice per long rest. You also can choose 1 summoned creature of yours and absorb its material essence as a bonus action, causing it to fade back to the ethereal realm and granting you +15 temporary hitpoints. This can be done once per long rest.
Level 6: The Turtle & The Tiger
Starting at 6th level, you gain access to 2 more creatures that you can summon from the Ethereal Realm. The Phantasmal Tiger and the Phantasmal Turtle. You may use a Bonus Action to summon either the Tiger or the Turtle to your side within 5 feet. You cannot have both summoned at the same time, but they can each be summoned in addition to your Doves. They each have different abilities.
The Turtle, when summoned, stays by its master's side. It is large in size and can be ridden as a mount. It provides +2 to your AC when near you, and has a speed of 35 feet. It cannot attack, but it can utilize your reaction to attempt to block 1 ranged or melee attack that is focused on you. It adds +3 to your AC for this reaction, blocking the incoming attack if it does not exceed the additional AC. It may do this twice per long rest. If the turtle falls outside 25 feet of its master, it fades back to the Ethereal realm.
The Tiger, when summoned, attacks its master's foes within 60 feet. If it goes outside this range, it fades back to the Ethereal realm. It is also large in size and can be ridden as a mount. It has a speed of 50 feet. Once per turn, it can utilize your bonus action to attack an enemy of your choosing within range. It makes a melee attack against a creature, using your Charisma modifier as its attack roll. On a hit, it deals 2d8 Radiant or Necrotic damage, depending on it's user's emotions at time of summoning.
Unlike the Doves, the Tiger and the Turtle can be targeted by damaging attacks and spells, though they still remain immune to conditions. They each have an AC of 16, and 35 hit points, and can be healed if needed. If they drop to 0 hit points, they will be destroyed. If they are destroyed instead of made to fade back to the Ethereal realm, they will not be able to be summoned back until the next Dawn. Additionally, it will not be the same creature you may have bonded with originally.
Level 14: The Lord of Phantasms
At 14th level, you have reached the pinnacle of what an Invoker can do. You gain the ability to bind and summon a Phantasmal Wyrm. It takes nearly all of your will to wrench this creature from the Ethereal realm, but it is a height not many Invokers have ever reached. Most do not dare try.
The Phantasmal Wyrm, once summoned, appears as a Huge wingless dragon, freely floating under its own power. It has a flying speed of 120 feet and can be ridden as a mount. It can also be targeted like the Turtle and Tiger, and has an AC of 18 & 100 hit points. If the Wyrm is destroyed, it may not be summoned for 24 hours. The Phantasmal Wyrm utilizes both Radiant and Necrotic damage in it's attacks, and cannot be summoned with any other Phantasm. It takes 1 action to summon the Wyrm, and utilizes your bonus action for its claw attacks, however it can also utilize your action to use its breath attack.
Its claw attack uses your Charisma modifier for its attacks, and deals 1d10 radiant damage + 1d10 necrotic damage.
Its breath attack spews out a deluge of destructive radiant or necrotic energy in a 30 foot cone in front of it based on its master's choice. When you use the breath attack, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw utilizes your Charisma Modifier. A creature takes 7d8 necrotic or radiant damage on a failed save, and half as much damage on a successful one. This attack can be used twice per long rest.
Additionally, you may choose to summon an additional creature besides your Wyrm at the cost of 1 exhaustion level.







Comments