Invoker (3.5e Class)

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Psychic artillerist who can augment his blasts with various invocations.

Making an Invoker[edit]

Abilities: Intelligence is the Invoker's most important attribute as it is what governs the damage dealt by his Psychic Bolts. It also grants additional skill points. The majority of invocations use Charisma for determining the degree of effect so this is also important to Invokers. Because Psychic Bolts are ranged touch attacks a high Dexterity helps them to hit more reliably. As with all characters a good Constitution grants the Invoker important additional hit points.

Races: Psychic talent can appear within any race, but amongst the common races humans and halflings have the greatest notoriety for following this route, humans because of their natural ability to follow almost any path successfully, and halflings find their natural agility a boon when bombarding enemies. Of the psionic races Dromites and Xeph have the most success as Invokers.

Alignment: Any.

Starting Gold: 3d4×10 gp (65 gp).

Starting Age: "As rogue".

Table: Invoker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Invocations
Maximum Invocation
Level Known
Fort Ref Will
1st +0 +0 +2 +2 Bonus Feat, Invocations, Psychic Bolt 1d6, Psychic Precision 1 1st
2nd +1 +0 +3 +3 Weapon Focus (Psychic Bolt) 2 1st
3rd +2 +1 +3 +3 Psychic Bolt 2d6 2 1st
4th +3 +1 +4 +4 Power Specialisation (Psychic Bolt) 3 2nd
5th +3 +1 +4 +4 Psychic Bolt 3d6 3 2nd
6th +4 +2 +5 +5 Telepathic Targeting 4 3rd
7th +5 +2 +5 +5 Psychic Bolt 4d6 4 3rd
8th +6/+1 +2 +6 +6 Rapid Fire (Psychic Bolt) 5 4th
9th +6/+1 +3 +6 +6 Psychic Bolt 5d6 5 4th
10th +7/+2 +3 +7 +7 Greater Weapon Focus (Psychic Bolt) 6 5th
11th +8/+3 +3 +7 +7 Psychic Bolt 6d6, Improved Critical (Psychic Bolt) 6 5th
12th +9/+4 +4 +8 +8 7 6th
13th +9/+4 +4 +8 +8 Psychic Bolt 7d6 7 6th
14th +10/+5 +4 +9 +9 Greater Power Specialisation (Psychic Bolt) 8 7th
15th +11/+6/+1 +5 +9 +9 Psychic Bolt 8d6 8 7th
16th +12/+7/+2 +5 +10 +10 9 8th
17th +12/+7/+2 +5 +10 +10 Psychic Bolt 9d6 9 8th
18th +13/+8/+3 +6 +11 +11 10 9th
19th +14/+9/+4 +6 +11 +11 Psychic Bolt 10d6 10 9th
20th +15/+10/+5 +6 +12 +12 11 9th

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Int), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (Psionics) (Int), Move Siletly (Dex), Profession (Int), Psicraft (Int), Search (Int), Sense Motive (Wis) Use Psionic Device (Cha).

Class Features[edit]

All of the following are class features of the Invoker.

Weapon and Armor Proficiency: Invokers are proficient with all simple weapons. They are proficient with light armour but not shields. Armour heavier than light and shields do not, however, interfere with his invocations or other class features.

Spells: An Invoker does not manifest powers as other wielders of psionics do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus his psychic potential. An Invoker can use any invocation he knows at will, with the following qualifications: An Invoker’s invocations are psi-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a power can be ruined during manifesting. An Invoker is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a manifester would be. An Invoker can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Invoker’s invocations are subject to power resistance unless an invocation’s description specifically states otherwise. An Invoker’s manifester level with his invocations is equal to his Invoker level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Invoker’s Charisma modifier. Since psi-like abilities are not actually powers, a warlock cannot benefit from the Power Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metapsionic effects for psi-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

Bonus Feat: If a character has no power points available to him; either from a previous class or a racial trait when he takes his first level in this class, he gain the Wild Talent feat. If he has power points from any class feature, racial trait or other feat he may pick any other psonic feat for which he meets the prerequisites.

Psionic Precision (Ex): An Invoker adds his Intelligence modifier to the damage dealt by his Psionic Bolt class feature.

'' (Sp):



--> :



Epic Invoker[edit]

Table: The Epic

Hit Die: d

Level Special
21st Psychic Bolt 11d6
23rd Psychic Bolt 12d6
25th Psychic Bolt 13d6
27th Psychic Bolt 14d6
29th Psychic Bolt 15d6
+ Int modifier skill points per level.



Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Invoker Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Invoker[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Invokers in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Invoker Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Invokers in the Game[edit]

Adaptation: .

Sample Encounter: .

EL whatever: .

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