Invoker
Invoker
Invoker
THE INVOKER
Level Features Encounter Spells Daily Spells Utility Spells Rituals
2 Invocations 1 1 1 1
3 Talisman feature 2 1 1 2
5 Invocation 2 2 1 3
6 Talisman feature 2 2 2 3
7 Invocation 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
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.