Invoker

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INVOKER

THE INVOKER
Level Features Encounter Spells Daily Spells Utility Spells Rituals

1 Spellcasting, Healing Light 1 1 - 1

2 Invocations 1 1 1 1

3 Talisman feature 2 1 1 2

4 Ability score improvement 2 1 1 2

5 Invocation 2 2 1 3

6 Talisman feature 2 2 2 3

7 Invocation 3 2 2 4

8 Ability score improvement 3 2 2 4

9 Invocation 3 3 2 5

10 Talisman feature 3 3 3 5

• a simple weapon
CLASS FEATURES • a talisman
As an invoker, you get the following class • a scholar’s pack or an explorer’s pack
features. • a ritual book

HIT POINTS SPELLCASTING


Hit Dice: 1d8 per invoker level
Hit Points at 1st Level: 8 + your Constitution You have access to the magic of the world from
modifier before the current fifth age.
Hit Points at Higher Levels: 5 + your
Constitution modifier AT-WILL SPELLS
At 1st level, you know two at-will spells, called
PROFICIENCIES sigils, of your choice from the invoker spell list.
Armor: Light armor In addition, you know two runes: midday and
Weapons: Simple weapons midnight.
Tools: None
ENCOUNTER SPELLS
Saving Throws: Wisdom, Charisma At 1st level, you know one encounter spell of
Skills: Choose two skills from Arcana, History, your choice from the invoker spell list.
Investigation, Medicine, Nature, and The Encounter Spells column of the Invoker
Religion table shows when you learn more encounter
spells of your choice of higher levels.
EQUIPMENT You can cast each encounter spell once, and
You start with the following equipment, in you regain all of them after taking a short rest.
addition to the equipment granted by your
background.
DAILY SPELLS
At 1st level, you know one daily spell of your UTILITY MAGIC
choice from the invoker spell list.
The Daily Spells column of the Invoker table At 2nd level, you learn one utility spell of your
shows when you learn more daily spells of your choice from the invoker spell list.
choice of higher levels. The Utility Spells column of the Invoker
You can cast each daily spell once, and you table shows when you learn more utility spells
regain all of them after taking a long rest. of your choice of higher levels.
Each utility spell specifies whether it is
regained after a short or a long rest.
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your
invoker spells, so you use your Charisma UTILITY MAGIC
whenever a spell refers to your spellcasting At 2nd level, you gain two invocations of your
ability. In addition, you use your Charisma choice. When you gain certain invoker levels,
modifier when setting the saving throw DC for you gain additional invocations of your choice,
an invoker spell you cast and when making an as shown in the Invoker table.
attack roll with one.

Spell save DC = 8 + your proficiency bonus + your TALISMAN OF THE SUN AND MOON
Charisma modifier At 3rd level, when you fail an ability check, you
Spell attack modifier = your proficiency bonus + your
can add a d4 to the roll. You can use this feature
Charisma modifier a number of times equal to your proficiency
bonus, and all expended uses are restored when
SPELLCASTING FOCUS you finish a long rest.
You can use your talisman as a spellcasting
focus for your invoker spells. ABILITY SCORE IMPROVEMENT
At 4th level, and again at 8th, 12th, 16th, and
RITUAL CASTING 19th level, you can increase one ability score of
You have a ritual book containing divination your choice by 2. As normal, you can’t increase
rituals. At 1st level, you choose a single ritual. an ability above 20 using this feature.
You learn additional rituals at higher levels, as
shown on the Invoker table.
SOUL OF THE SUN AND MOON
HEALING LIGHT At 6th level, you have resistance to radiant and
shadow damage. In addition, when you cast a
At 1st level, you gain the ability to channel spell that deals radiant or shadow damage, you
astral energy to heal wounds. You have a pool can add your Charisma modifier to the damage
of d6s that you spend to fuel this healing. The roll against one of its targets.
number of dice in the pool is equal to your
invoker level.
As a bonus action, you can heal one creature CELESTIAL RESILIENCE
you can see within 60 feet of you, spending dice At 10th level, you gain temporary hit points
from the pool. The maximum number of dice whenever you finish a short or long rest. Those
you can spend at once equals your Charisma temporary hit points equal your invoker level.
modifier. Roll the dice you spend, add them Additionally, choose a number of creatures you
together, and restore a number of hit points can see equal to your proficiency modifier.
equal to the total. Those creatures each gain temporary hit points
Your pool regains all expended dice when equal to half your invoker level.
you finish a long rest.
New Spells
Flame Seed (at-will): Create a zone in an area burst 1 within 10. Creatures that enter the zone or end their
turn in it take 1d6 damage. The zone lasts until the start of your next turn.
Level 5: The damage increases to 2d6.
Level 11: The damage increases to 3d6.
Level 17: The damage increases to 4d6.
Grasping Shards (at-will): Area burst 1 within 10, Dexterity saving throw, on a failed save the target takes
1d4 damage and moves at half speed until the start of your next turn.
Level 5: The damage increases to 2d4.
Level 11: The damage increases to 3d4.
Level 17: The damage increases to 4d4.
Thunder of Judgement (encounter attack 1): Ranged 10, 3 targets, Constitution saving throw, failed save
take 1d4 damage and has disadvantage on attack rolls until the end of your next turn. If you target only
one creature, the damage increases to 2d4.
Faerie Fire (daily attack 1): 10 ft radius zone, di cult terrain. Creatures in the area when you cast the spell
must succeed on a Dexterity saving throw or become restrained. They can use an action to repeat the
saving throw. Duration of up to 1 minute with concentration.
Color Spray (encounter attack 3): Close blast 3, Wisdom saving throw. On a failed save, target takes 1d6
damage and is dazed until the end of your next turn.
Shadow Veil (encounter utility 2): bonus action, you turn invisible for up to 10 minutes with concentration or
until you attack or cast a spell.

Dazed Condition: as restrained, but can move at half speed.


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