Evoker (MC) (5e Class)

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Evoker (MC)[edit]

Creating an Evoker[edit]


Quick Build

You can make an Evoker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Evoker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Evoker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Evoker level after 1st

Proficiencies

Armor: Light Armor
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather Armor
  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • An explorer's pack

Table: The Evoker

Level Proficiency
Bonus
Fang Damage Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 2d4 Fangs, Frozen Heart
2nd +2 2d4 Spellcasting 2
3rd +2 2d4 Evoker Secret 3
4th +2 2d4 Ability Score Improvement 3
5th +3 2d6 4 2
6th +3 2d6 4 2
7th +3 2d6 4 3
8th +3 2d6 Ability Score Improvement 4 3
9th +4 2d6 4 3 2
10th +4 2d8 4 3 2
11th +4 2d8 4 3 3
12th +4 2d8 Ability Score Improvement 4 3 3
13th +5 2d10 4 3 3 1
14th +5 2d10 4 3 3 1
15th +5 2d10 4 3 3 2
16th +5 2d10 Ability Score Improvement 4 3 3 2
17th +6 3d8 4 3 3 3 1
18th +6 3d8 4 3 3 3 1
19th +6 3d8 Ability Score Improvement 4 3 3 3 2
20th +6 3d8 4 3 3 3 2

Fangs[edit]

Beginning at 1st level, you gain the ability to summon deadly spikes of magical force from the earth. When you do so, all creatures of your choice in a 30-foot line that is 5 feet long must make a Dexterity saving throw or take force damage equal to 2d4 + your Intelligence modifier. These dice change as you gain evoker levels, as shown in the Fang Damage column of the Evoker table. The saving throw DC is calculated as follows:

Fang save DC = 8 + your proficiency bonus + your Intelligence modifier

Frozen Heart[edit]

Your heart has been rendered cold as ice and your body is changing accordingly. At 1st level, you gain resistance to cold damage.

<!-Subclass Feature->[edit]

At 3rd level, you choose a magical secret to research. Choose between Summoner, Elementalist, and Planejumper, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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