Cleric
Base Class: Cleric

Invokers are divine agents of judgment—warrior-scholars and battlefield prophets who channel the might of the gods through sacred sigils. Where traditional clerics heal and guide, Invokers bring order through radiant force and supernatural presence, inscribing glowing glyphs that bind, inspire, and punish.

As an Invoker, you carve radiant sigils into the world as declarations of divine law—each one a ward, a weapon, or a warning. These sigils shape the flow of battle: restraining enemies, healing allies, or inspiring awe in those who witness your holy fire. Where an enemy sees a glowing mark, they see their doom etched in light.

The Invoker walks the line between wrath and grace—capable of healing the faithful or scourging the wicked, often both in the same breath. Their power echoes the ancient edicts of justice and order, wielded by inquisitors, seers, and crusaders who serve not only gods of war, but gods of judgment, truth, and radiant light.

Level 3: Sigil of Judgment

As a bonus action, you can create a Sigil of Judgment in a space within 60 feet that you can see. The sigil is a radiant glyph that hovers or is etched into the ground, lasting 1 minute or until you move it or dismiss it (no action).

When a creature of your choice starts its turn within 10 feet of the sigil or enters it for the first time on a turn, it must make a Wisdom saving throw.

On a failed save, the creature is either frightened or slowed until the start of its next turn. You choose the effect when you summon the sigil.

You can use this ability a number of times equal to your Wisdom modifier (minimum 1), regaining all expended uses on a long rest.

Sigil of Restoration

As a bonus action, you summon a Sigil of Restoration at a point within 60 feet.

Whenever an ally starts its turn or ends its turn within 10 feet of the sigil, they regain hit points equal to your Wisdom modifier (minimum 1).

Each creature can benefit from this once per turn. Lasts 1 minute or until dismissed.

Overcharge Sigil

As an action, you can overcharge one of your active sigils. When you do, choose one:

Judgment Sigil Overcharge: Enemies within 10 feet of the sigil must make a Wisdom saving throw. On a failure, they take 4d10 radiant damage and are frightened until the end of their next turn. On a success, they take half damage and are not frightened.

Restoration Sigil Overcharge: Allies within 10 feet of the sigil regain 4d8 hit points and end one condition affecting them (blinded, deafened, frightened, paralyzed, or poisoned).

Sigil of the Heavens

As an action, choose a point within 120 feet. A Sigil of the Heavens appears in a 30-foot-radius area, lasting 1 minute (concentration).

Each enemy that starts its turn in the area takes 4d10 radiant damage and must make a Constitution saving throw or be blinded until the end of their next turn.

Allies in the area regain 1d10 hit points at the start of their turn and gain resistance to all damage from undead and fiends while in the zone.

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