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Evoker
A man who cries for the dead and the ones they have lost. They raise one hand and summon a field of haze and fog. A battle rages on inside the fog while the man prays for the life of their companions. Hoping not to bury yet another body.
A giggling girl sits in a meadow surrounded by glowing wisps of energy. Chasing and playing as the wisps, seemingly intelligent, make the girl laugh and smile. As they are playing tag, the girl slips down a hill and begins to fall. Before she can hit the ground, a soft gust of wind brings to her to a soft and harmless landing.
A tiefling covered in ash gray tattoos is meditating inside a circle of fire. Out from the fire slithers a serpent seemingly made of pure fire and heat. The serpent wraps itself around the tieflings body adding to their clothing as the tiefling opens their eyes and strokes their new familiar.
Evokers are those that listen to the silence. They speak with the unspeakable and listen to the unhearable. The small spirits that operate on their own every day everywhere around the world guide them with they're knowledge. Each spirit might be small and know little but collected they are strong and wise.
Wisdom from the Small and Many
If you've ever heard the wind blow and thought someone had called your name. You may not have been hearing things. The world is manipulated and controlled by small spirits or motes of energy. Some spirits are alive and thinking. Others are nothing more than raw energy or have no more intelligence than a fruit fly. There is one thing for certain. If you can listen closely enough and if you're patient enough. You can collect what all those spirits know. It's as easy as listening to the silence.
When Silence is Heard
Evokers are the quiet ones in the back of the room talking to the dog at a party. They seem out of place most of the time but once you talk to them you realize they are extremely easy to talk to and awkward in a charming way.
Spirits are attracted to those with nothing better to do. The lonely or lost. The ones who might listen. Evokers are the same way. They crave attention but find it most comforting to be alone. This subtle balance of wishes makes Evokers relatively rare. Requiring both the patience and understanding to listen to the spirits along with little distractions from it.
The desire to meet new spirits or learn more than they could otherwise drives Evokers to adventure into the world. Along with the chance of making new friends or meeting interesting people.
Creating an Evoker
Evokers are beings of patience and struggle. They could have been left to survive the elements as a child, abandoned. They could have been outcasts in their town or village due to some event or even their race. Whatever the means, Evokers are lonely and suspicious of others. Though generally kind hearted due to being subjected to a less than kind life.
Evokers have some kind of connection to the spirits around the world and to the ethereal plane itself. This connection keeps them coming back to the spirits. This could be a lost loved one, a dependence on the spirits guidance, or just a desire for power. These always keep the character tethered to spirits or the spirit world and they always want to enhance their connection to it. Whether thats through brute force or self understanding.
Quick Build
You can make an Evoker with haste by doing the following steps. For ability scores it is recommended that you either have Wisdom or Charisma as your highest stat. Wisdom if you are more spell focused or Charisma if you are more focused on your concentrations. For your background most fitting would be the Hermit. Next choose your spells. For your cantrips choose Conjure Mote, Mage Hand, and Spare the Dying. For your first level spells choose a number of spells equal to your Wisdom modifier + 1. Remember that you can change any of these spells during a long rest, including your cantrips.
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The Evoker
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spirit Sense, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Spirit Concentration (1/long rest) | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Spiritual Tutelage | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Knowledge of the Spirits | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Spirit Concentration (2/long rest) | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Spirit Sense: Sense Aura | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Spiritual Tutelage Feature, Spirit Concentration (3/long rest) | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | ─ | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Spiritual Tutelage Feature | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | ─ | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Spirit Concentration (4/long rest) | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Senses of the Spirits | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Spiritual Tutelage Feature | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Evoker level after 1st
Proficiencies
- Armor: light armor
- Weapons: simple weapons, shortsword, morningstar
- Tools: Choose one of any Artisan Tool or Musical Instrument
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Arcana, Animal Handling, Insight, Perception, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) an explorers pack or (b) a scholars pack
- Leather armor, a dagger, an artisan tool with which you are proficient, and a Evoker focus
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Multiclassing and the Evoker
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose Evoker as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score and Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a Evoker.
Proficiencies Gained. If Evoker isn't your initial class, here are the proficiencies you gain when you take your first level as a Evoker: light armor, simple weapons, shortsword, morningstar
Spellcasting
You have learned to communicate with the spirits to allow for the manipulation of the weave. See the end of this class for the Evoker spell list.
Cantrips
You know three cantrips of your choice from the Evoker spell list. You learn additional Evoker cantrips of your choice at higher levels, learning a 4th at 5th level, a 5th at 9th level, and a 6th at 13th level.
Whenever you finish a long rest, you can replace one cantrip you have already learned from your Evoker spell list with another.
Preparing and Casting Spells
The Evoker table shows how many spell slots you have to cast your Evoker spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Evoker spells that are available for you to cast, choosing from the Evoker spell list. When you do so, choose a number of Evoker spells equal to your Wisdom modifier + half your Evoker level (rounded down, minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing new Evoker spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your Evoker spells since your magic draws upon your guidance from the spirits around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Evoker spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast a Evoker spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
Your Evoker spellcasting focus is an object that bears some importance to you. Examples of this would be a piece of jewelry that was a gift from your parents, a letter from an old friend, a piece of clothing from your sibling. Anything that can resonate with you on a personal level. This is used as a basis to communicate with spirits.
Spirit Sense
A creature's spirit can be a potent and powerful thing. You have learned to sense and communicate with surrounding spirits. You have also gained the ability to sense one's own spirit and glean information about them.
This feature can be used a number of times equal to your Wisdom modifier per long rest. New senses may become apparent to you at later levels. When they do, you may choose to use one of those senses instead of the one listed below.
Whenever you use a sense using this feature, you can choose to concentrate on it for 1 minute as if you were concentrating on a spell. Otherwise, the sense lasts until the end of your turn and does not affect concentration.
Sense Ethereal: As a bonus action you peer into the ethereal plane for a moment. When you do, you can see spirits within a 30ft radius. These spirits can be seen through walls or other solid structures but are obscured by objects that exist in the ethereal plane, such as wall of force. Spirits generally congregate around magic or objects of importance.
Speak with Spirits: As an action, you gain the ability to speak with spirits 10ft around you small or large. Whenever you do, you may expend an additional use of your Spirit Sense feature to use your Sense Ethereal ability. You may speak to the spirits as if you shared a common language. If you attempt to speak with minute spirits or motes. You must make a DC 10 Intelligence check to parse information from the large number of voices around you. You may ask about anything the spirit may have seen or experienced in the area.
Spirit Concentration
Beginning at 2nd level you have gained the will and knowledge to concentrate specific spirit types into a specific area of your choosing. Whenever you choose to do so as an action, choose a point within 60ft of you that you can see or sense with any available special senses. All lesser spirits of all other types are pushes out of the area and the spirits of the type willed by you are concentrated into the area.
You begin with the ability to concentrate Generic Spirits. Though, at later levels, you will gain a Spiritual Tutelage. Which will grant you an additional concentration type.
Whenever you use your Spirit Concentration (SC), you must finish a long rest to use it again.
SCs have saturation levels. This describes how concentrated the SC is. These saturation levels are listed in the SC. Whenever you use your SC you may expend an additional use of your SC to create an area of a higher saturation level. If you are already concentrating on a SC. You may use an action and expend one use of your SC to increase the saturation by one level. When you do, the duration for the increased level is halved (rounded down).
SCs require concentration as if concentrating on a spell. The duration in which you can concentrate on a SC is described in its saturation description.
Each SC saturation level has a radius in which an area is created. This radius is described in its saturation description. Creatures or objects completely encased by 1 foot of stone, 1 inch of common metal, a thing sheet of lead, 3 feet of wood or dirt, or an anti magic field are not effected by the area. However, if at any point the area of concentrated spirits can move around the obstacle, much like water filling an empty space, then the creature or object is effected.
Whenever you are concentrating on a SC you may use your bonus action to move it to another location that you can see or sense with any available special senses. The distance in which you can move a SC each round is described in its saturation description.
Whenever a SC ends. All effects produced by the SC end as well.
Some SC saturations require saving throws or ability checks. When you use such a SC saturation level from this class, the DC equals your Concentration save DC.
Concentration Save DC
Beginning at 6th level, you can use your Spirit Concentration twice between rests, at 10th level, you can use it three times between rests, and at 17th level, you can use it four times between rests. When you finish a long rest, you regain your expended uses.
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Concentrate Generic Spirits
Generic spirits are ones brought on by intent and your will only. Making them slightly volatile and unpredictable. Choose from the following list of saturation 1 concentrations. You will gain a saturation 2 concentration at 6th level, a saturation 3 at 10th level, and a saturation 4 at 17th level.
Feel free to make your own concentrations that may fit more to your characters will. Make sure to speak to your DM about it before hand.
Saturation 1: Perception Deception
- Radius: 30 feet
- Duration: 10 minutes
- Move Speed: 10 feet
A soft haze washes over area.
You or friendly creatures of your choice within this area may add an additional 1d4 on any Wisdom (perception), Wisdom (insight), and Intelligence (investigation) checks.
Creatures that are not friendly towards you within this area must subtract 1d4 on any Wisdom (perception), Wisdom (insight), and Intelligence (investigation) checks.
Saturation 1: Relaxation
- Radius: 30 feet
- Duration: 10 minutes
- Move Speed: 10 feet
A sweet smell and comforting warmth enters the area.
You or creatures of your choice within this area have their emotions suppressed. Any effect that is causing the target creatures to be charmed or frighted is suspended while they are in the area.
Saturation 1: Mischief and Tomfoolery
- Radius: 30 feet
- Duration: 10 minutes
- Move Speed: 10 feet
Faint laughter can be heard as dust is kicked up in the area.
All non-magical objects in the area are pushed and pulled aggressively in random directions.
All creatures except you that begin their turn in the area must make a Strength (athletics) check to hold onto any items that they are holding. On a failure they drop the item they are holding.
All creatures except you that begin their turn in the area must make a Strength saving throw if they are wearing medium armor or something of equal or greater weight such as a backpack full of items. On a failure, the creature is knocked prone.
All other items being warn or carried such as rings or potions are considered to be held down on the creature and are not removed.
All objects not being worn or carried are moved 5ft in a random direction at the beginning of your turn but never leave the area due to this movement.
Saturation 2: Fog of War
- Radius: 15 feet
- Duration: 5 minutes
- Move Speed: 20 feet
A thick fog envelopes the area.
You or friendly creatures of your choice within this area are heavily obscured but can see normally through the fog.
Creatures that are not friendly towards you within this area are blinded and heavily obscured. You can see all creatures within the area normally.
Saturation 2: Personal Protection
- Radius: 15 feet
- Duration: 5 minutes
- Move Speed: 20 feet
The air around the area tightens and seems to get thicker.
You or friendly creatures of your choice that end their turn in this area gain temporary hit points equal to your Charisma modifier.
Saturation 2: Madness of a Genius
- Radius: 30 feet
- Duration: 1 minute
- Move Speed: 30 feet
Audible cackling can be heard in all direction in the area.
All creatures except you that begin their turn in the area must make a Wisdom saving throw. On a failure, the creature is frightened of all other creatures in the area. This effect immediately ends when the creature leaves the area.
You or friendly creatures of your choice within this area have advantage on Wisdom saving throws and against checks made to see through illusions.
Saturation 3: Pure Clarity
- Radius: 15 feet
- Duration: 1 minute
- Move Speed: 15 feet
The air becomes clear and easy to breath and clarity washes over those inside the area.
You or friendly creatures of your choice within this area are unaffected by spells or effects within the area that alter their perception, such as the darkness, fog, or blindness deafness spell and illusions.
If the area is naturally heavily obscured such as natural darkness or fog, then you or the target creatures only experience the area as lightly obscured. In addition, you or the target creatures have advantage against effects that cause the charmed or frightened conditions.
Creatures that are not friendly towards you within this area lose the benefits of invisibility and have disadvantage on stealth checks.
Saturation 3: Guardian Force
- Radius: 15 feet
- Duration: 1 minute
- Move Speed: 20 feet
A large dome of energy surrounds the area seeming to protect those inside.
You or friendly creatures of your choice within the area have resistance to bludgeoning, piercing, and slashing damage. In addition, the creatures have advantage on Dexterity and Strength saving throws.
Creatures that are not friendly towards you within this area are forced out of the area into an unoccupied space. If there is no unoccupied space available, then the creature and any conflicting objects or creatures take force damage equal to your Charisma modifier.
Saturation 3: Glimmering Hideaway
- Radius: 15 feet
- Duration: 30 minutes
- Move Speed: 15 feet
A faint aura surrounds specific items or places.
You or friendly creatures of your choice within this area have advantage on any Wisdom (perception) or Intelligence (investigation) checks made to find hidden objects, creatures, or locations.
All hidden objects or locations within the area glow making them easy to spot even in total darkness or camouflage.
Saturation 4: Prison of Neutrality
- Radius: 10 feet
- Duration: Until Ended
- Move Speed: 0 feet
A cocoon of spiritual magic envelops the area. This shell exists as a white sphere on both the material and ethereal plane.
Whenever you use this saturation level you must be within the area when it is created.
All creatures within the area cannot make any actions, bonus actions, or reactions. No creature can enter or exit the area. Creatures cannot deal or take any damage while in the area. Creatures in the area are required to tell the truth. Creatures in the area are aware of all conditions.
Saturation 4: Righteous Wrath
- Radius: 10 feet
- Duration: 1 minute
- Move Speed: 5 feet
A glowing field surrounds the area and causing the creature inside it to glow.
You or friendly creatures of your choice within the area has resistance to all damage, advantage on all attack rolls and saving throws, and deal additional force damage equal (your Charisma modifier)d6 when they hit with an attack. (minimum of 1d6)
Whenever the creature in the area deals damage to a creature that is not deserving of being attacked or is fighting for a good cause. Then the creature in the area takes twice the amount of damage dealt.
Saturation 4: Puppet Master
- Radius: 5 - 15 feet
- Duration: 1 minute
- Move Speed: 30 feet
A blood red haze overlaps the area and it smells like iron. Blood red chains wrap around the creature inside.
Only one creature can be inside of this area at one time. All other creatures are forced out to an unoccupied space. If more than one creature is inside this area at the beginning of your turn. Then this effect ends immediately. A creature of Gargantuan size or larger cannot fit inside the area and is not effected.
The creature inside this area must make a Charisma saving throw at the beginning of their turn. On a failure, the creature becomes blood thirsty and is unable to non-lethal an attack. The creature gains advantage on all saving throws and attack rolls.
Every round the creature takes 1 point of exhaustion but it ignores the effects of exhaustion until the effect ends. Once the effect ends, the creatures suffers all of the effects of all the points of exhaustion it has incurred.
Any creature inside the area cannot leave the area nor attack you or any creature friendly towards you of your choice until the effect has ended.
Whenever the creature is to move you may use your reaction to move the area with them. If you do not, the effect ends immediately.
Spiritual Tutelage
At 3rd level, you challenge yourself in a tutelage of your choice from the list of available tutelages. Your choice grants you features at 3rd level and again at 10th level, 14th level, and 20th level.
Tutelage Spells
Each tutelage has a list of spells that have been taught to you by the spirits of your tutelage. You gain these spells at the Evoker levels noted in the Tutelages description. Once you gain a spell from your tutelage, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a spell that does not appear on the Evoker spell list, the spell is nonetheless a Evoker spell for you.
Ability Score Improvement
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.
If your DM allows the use of feats, you may instead take a feat.
Knowledge of the Spirits
Starting at 5th level, whenever you cast a spell included in your Spiritual Tutelage. You may cast that spell without material components. Whenever you do so the spells casting time is doubled. If a spell specifically describes and requires a material component for the functionality of a spell then you still require those components. For example summon Greater Demon still requires the blood. Spell component requirements are, as always, up to the DM.
Spirit Sense: Sense Aura
Beginning at 7th level, you can increase your utility with your Spirit Sense feature and have learned to sense other's auras.
Sense Aura: As an action you may look into a target creature's aura within 30ft of you. You gain advantage on insight checks and you gain knowledge of any inflictions, if they may have any such as poisoned, whether or not they are cursed, or under the effects of a spell. You do not learn the nature of the curse or spell.
Senses of the Spirits
Beginning at 18th level, you have become so attuned with the small spirit of the world that you have learned to share their senses and can see more than you ever thought was possible. Whenever you use your Spirit Sense feature you no longer have to expend a use to use a spirit sense ability. The range of all spirit sense abilities gained from this class increases to 200ft.
Evoker Spell List
Cantrips (0 Level)
- Conjure Mote*
- Control Flames
- Dancing Lights
- Friends
- Guidance
- Gust
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Prestidigitation
- Resistance
- Spare the Dying
1st Level
- Alarm
- Absorb Elements
- Charm Person
- Comprehend Languages
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Faerie Fire
- Find Familiar
- Fog Cloud
- Healing Word
- Identify
- Longstrider
- Mage Armor
- Protection from Evil and Good
- Shield
- Shield of Faith
- Silent Image
- Sleep
- Unseen Servant
2nd Level
- Aid
- Blindness Deafness
- Blur
- Continual Flame
- Calm Emotions
- Darkvision
- Detect Thoughts
- Enhance Ability
- Find Steed
- Gentle Repose
- Healing Spirit
- Knock
- Lesser Restoration
- Mirror Image
- Misty Step
- Pass without Trace
- See Invisibility
- Skywrite
- Summon Minor Spirits*
- Zone of Truth
3rd Level
- Blink
- Clairvoyance
- Counterspell
- Create Food and Water
- Dispel Magic
- Find Greater Familiar*
- Haste
- Life Transference
- Magic Circle
- Major Image
- Nondetection
- Phantom Steed
- Protection from Energy
- Revivify
- Sending
- Slow
- Spirit Guardians
- Thunder Step
- Tiny Servant
- Tongues
4th Level
- Arcane Eye
- Banishment
- Confusion
- Conjure Minor Elementals
- Conjure Woodland Beings
- Death Ward
- Dimension Door
- Dominate Beast
- Elemental Bane
- Find Greater Steed
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
5th Level
- Animate Objects
- Awaken
- Contact Other Plane
- Dispel Evil and Good
- Dominate Person
- Dream
- Far Step
- Greater Restoration
- Hold Monster
- Legend Lore
- Mislead
- Modify Memory
- Planar Binding
- Rary's Telepathic Bond
- Scrying
- Seeming
6th Level
- Contingency
- Drawmij's Instant Summons
- Find the Path
- Forbiddance
- Globe of Invulnerability
- Guards and Wards
- Magic Jar
- Primordial Ward
- Programmed Illusion
- Soul Cage
- Tasha's Otherworldly Guise
- True Seeing
- Word of Recall
7th Level
- Dream of the Blue Veil
- Etherealness
- Forcecage
- Mirage Arcane
- Plane Shift
- Project Image
- Regenerate
- Resurrection
- Reverse Gravity
- Simulacrum
8th Level
- Demiplane
- Dominate Monster
- Feeblemind
- Maze
- Mind Blank
- Telepathy
9th Level
- Astral Projection
- Foresight
- Imprisonment
- Time Stop
- True Resurrection
Evoker Spells
Conjure Mote
cantrip conjuration
- Casting Time: 1 action
- Range: 60ft
- Components: V, S
- Duration: Concentration, up to 1 minute
You hold out your hand and gently call out. A small mote spirit appears in your hand. Whenever you cast this spell, choose one willing creature that you can see within range. When you do, choose the spirit type. The target creature gains a bonus to the check or saving throw listed below equal to your Spell Casting modifier.
Clever Spirit: Wisdom and Intelligence checks.
Strong Spirit: Strength checks and Strength saving throws.
Quick Spirit: Dexterity checks and Dexterity saving throws.
The mote is a creature that can be targeted by spells or weapon attacks. The mote has an AC of 10 + your Spell Casting modifier, 1 Hit Point. If the creature is in the area of an area of effect spell such as fireball, then the mote only takes damage if the creature fails the saving throw. Once the mote is destroyed the spell ends.
Summon Minor Spirits
2nd-level conjuration (ritual)
- Casting Time: 1 action
- Range: 30ft
- Components: V, S, M (Burning Incense)
- Duration: Concentration, up to 10 minutes
You call forth the spirits around you to your aid. You create 1d4 minor spirits in an unoccupied space within range.
The creatures are an ally to you and your companions. In combat, the creatures shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates 1d4 more spirits for each slot level above 2nd.
Conjure Companion
3rd-level conjuration (ritual)
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S, M (200 gp worth of
- Duration: Instantaneous
Minor Spirit
Small (undead or elemental), Neutral
- Armor Class 11
- Hit Points 22 (5d6+)
- Speed 0 ft., fly 40ft.
STR DEX CON INT WIS CHA 6 (-2) 12 (1) 12 (1) 8 (-1) 14 (2) 8 (-1)
- Saving Throws wisdom
- Skills insight, survival
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60ft., passive perception 12
- Languages understands sylvan or primordial
- Challenge 1/4 (50 XP)
Magic Resistance. The minor spirit has advantage on saving throws against spells and other magical effects.
Ethereal Jaunt. As a bonus action, the minor spirit can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Actions
Spiritual Force. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4+2) force damage
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Evoker Spiritual Tutelages
Tutelage of Embers
Minute spirits of fire and flames known as Embers inhabit the world in all things. They give warmth, heat, destruction, and creation. They are one of the primal elements of the world and you have decided to learn all you can from them. Embers are mischievous and ravenous. Be careful, you know what they say about playing with fire.
Tutelage Spells
You gain tutelage spells at the Evoker levels listed in the Tutelage of Embers Spells Table. See the Spiritual Tutelage class feature for how tutelage spells work.
Tutelage of Embers spells
Evoker Level | Spells |
---|---|
3rd | Fire Bolt, Produce Flame |
3rd | Burning Hands, Chromatic Orb |
5th | Aganazzar's Scorcher, Flaming Sphere |
7th | Fireball, Protection from Energy |
9th | Summon Elemental, Wall of Fire |
11th | Immolation, Conjure Elemental |
13th | Investiture of Flame |
15th | Fire Storm |
17th | Incendiary Cloud |
Spirit Sense: Sense Heat
Starting at 3rd level, you can use your spirit sense to sense the flames of the world.
Sense Heat: As a bonus action you extend the heat of your soul out to the world. You can sense the location of any magical and nonmagical heat sources within a 60ft radius of you. You know weather it is magical or nonmagical and if it is moving.
Concentrate Fire Spirits
Beginning at 3rd level you gain the ability to concentrate spirits of fire and their raw heat.
Saturation 1: Hot Air
- Radius: 30 feet
- Duration: 10 minutes
- Move Speed: 15 feet
The temperature around the area increases sharply. All fires burn brighter.
You or friendly creatures of your choice within this area have resistance to fire damage.
Whenever a creature not friendly towards you within this area takes fire damage. They take an additional 1d6 fire damage.
Saturation 2: Heat of the Forge
- Radius: 15 feet
- Duration: 30 minutes
- Move Speed: 5 feet
Metal objects in the area start glowing with heat and it feels like a forge.
Whenever you or friendly creatures of you choice deal damage with metal weapons or projectiles, they deal an additional 2d6 fire damage.
Creatures not friendly towards you that end their turns within this area take 1d6 fire damage. If the creature has metal armor or weapons, then the creature takes an additional 1d6 fire damage.
Forging metal, cooking, heating, or drying objects can be performed at twice the speed within this area.
Saturation 3: Ash and Cinders
- Radius: 15 feet
- Duration: 1 minute
- Move Speed: 15 feet
Swirling burning ashes and cinders envelope the area.
Creatures not friendly towards you that enter or start their turn in the area must make a Constitution saving throw. On a failure, they are blinded until the end of their next turn and they take 3d6 fire damage as hot ashes enter their eyes and lungs. Creatures without eyes or lungs aren't effected by being blinded or breathing the ashes respectively.
The area is extremely hot. All creatures except you that enter or start their turn in the area must make a Dexterity saving throw. The creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
Saturation 4: Vortex Inferno
- Radius: 10ft radius X 100ft cylinder
- Duration: 1 minute
- Move Speed: 15 feet
A swirling inferno erupts and fills the area.
All creatures except you that are within 10ft of the area must make a Dexterity saving throw. On a failure they take 12d6 fire damage or half as much damage on a success. Friendly creatures of you choice have advantage on this save.
All creatures except you that enter the area must make a Dexterity saving throw. On a failure they take 24d6 fire damage or half as much damage on a success.
The fire ignites objects in the area and completely burns flammable objects that aren't being worn or carried.
Imbued With Embers
Beginning at 10th level, the spirits of fire have infused themselves with you. You are immune to fire damage from non-magical sources.
As a reaction to taking fire damage you may choose to become immune to fire damage until the beginning of your next turn.
Hearing of the Hearth
At 14th level your body and mind have become accustomed and attuned to the fire. You gain perceptions that you wouldn't otherwise have.
Perception of Heat
You can sense any magical and nonmagical heat sources within a 120ft radius of you.
Posses Flames
Whenever you choose to use your Sense Heat feature you may choose to see through the point of view of the flames. If you sense nonmagical fire, you gain blind sense out to a range of 30ft and can hear as if you were at the source of the fire. If you expend another use of your spirit sense. You may see and hear through another fire source within 60ft of the fire source you are currently seeing through.
If the fire source moves outside the range of sense heat of you or another fire source you have chained from. Then you lose the ability to see and hear through it.
While using this feature you are blinded and deafened.
Embodiment of Ignis
At 20th level you have embodied the very spirits of fire. Becoming one with their power and flames.
You are immune to all fire damage.
Whenever you or your SC deals fire damage. You ignore resistances and treat immunity as resistance.
Whenever you use your Concentrate Fire Spirits feature. You have complete control over them. You may choose to have any creatures in the areas be effected or not effected by any effects in the concentration. In addition, you may choose to have the radius of your concentrations from your Concentrate Fire Spirits feature be double that of normal when you use them.
Tutelage of Droplets
Droplets are minute water spirits that live in everything. Primarily, they inhabit bodies of water big and small. Droplets are calm and fun loving. They're either full of energy or lethargic they never really hit a middle ground. Interacting with water spirits can be difficult because they can never seem to make up their mind. However, they have very good memory and can be a good source of information if asked the right questions.
Tutelage of Droplets spells
Evoker Level | Spells |
---|---|
3rd | Shape Water, Ray of Frost |
3rd | Create or Destroy Water, Fog Cloud |
5th | Snilloc's Snowball Swarm, Moonbeam |
7th | Water Walk, Tidal Wave |
9th | Control Water, Watery Sphere |
11th | Cone of Cold, Conjure Elemental |
13th | Wall of Ice |
15th | Regenerate |
17th | Tsunami |
Spirit Sense: Sense Fluids
Starting at 3rd level, you can use your spirit sense to feel through the water of the world.
Sense Fluids: As a bonus action, you steady your mind and body and sense the creatures around you. You know the location of all water based creatures within 30ft of you. You are also aware of their exact number of hit points.
NOTE: Not all creatures of all types would be considered water based such as undead. Example creature types that are primarily water based would be beasts, plants, and oozes. Many creatures are water based, but not all. It is up to the DM to make this determination.
Concentrate Water Spirits
Saturation 1: Tidal Forces
- Radius: 30 feet
- Duration: 10 minutes
- Move Speed: 10 feet
The the soft sound of waves can be heard as the area becomes more humid.
Enemy creatures of your choice that begin their turn in the area or enter the area must make a Strength saving throw or be knocked prone.
Enemy creatures of your choice within this area have disadvantage on Dexterity saving throws as they are moved and pushed by the spirits of the waves.
Saturation 2: Arctic Waters
- Radius: 15 feet
- Duration: 1 minute
- Move Speed: 15 feet
The air becomes freezing and objects in the area become damp or wet.
Enemy creatures of your choice in the area have their movement speed reduced by half while in the area.
Enemy creatures of your choice that end their turn in the area or enter the area must make a Constitution saving throw on a failure the creatures movement speed is reduced to 0 and has disadvantage on all attack rolls until. The creature can make this check again to end the condition.
Whenever an enemy creature of your choice takes cold damage in this area. They take an additional 1d6 cold damage and must make a Constitution saving throw for the above effect.
Saturation 3: Water Vines
- Radius: 15 feet
- Duration: 10 minutes
- Move Speed: 10 feet
Tendrils of water manifest in all directions in the area.
Enemy creatures that enter the area or begin their turn inside the area must make a Dexterity saving throw. On a failure the creature is ensnared by the watery vines and is restrained.
You can choose to have the tendrils attempt to suffocate the creature by forcing water into their lungs. If a creature is restrained by the tendrils they must make a Constitution saving throw at the end of their turns. On a failure their breath is forced out of them begin suffocating.
A creature that is suffocating can survive a number of rounds equal to their Constitution modifier (minimum of 1).
The tendrils can be used to lift creatures or objects 30 feet into the air with total a maximum lifting capacity equal to (30 * your charisma modifier). This carry capacity is split between the objects being lifted.
Saturation 4: Frozen Fracture
- Radius: Target Creature
- Duration: 1 minute
- Move Speed: 0 feet
The air becomes cold and sharp.
The target creatures is paralyzed. At the beginning of the creatures turn the creature takes 4d8 cold damage and must make a Constitution saving throw. On a failure the creature become petrified as it is frozen and encased in ice. This has no effect on creatures immune to the paralyzed or petrified condition.
Once the target creature is petrified you may choose to have water flow through the icy shell to keep them alive. Or you may shatter the ice around them reducing their health to 0. If the creature has resistance to cold damage then their health is reduced to 1 and if they are immune to cold damage then their health is reduced by half their current HP.
After being petrified the creature takes 8d8 cold damage at the beginning of their turn. If you choose to keep the creature alive and the creature is reduced to 0 HP. The creature is knocked unconscious and is stabilized.
Hydroscope
Beginning at 10th level the droplets favor you more allowing you to move through and around water with ease. You are able to walk on water as if it were normal terrain. You may swim through water at normal speed. You may choose you and items on your person to not become wet. You can breath underwater.
You may choose one creature you are touching to gain these benefits while you are touching them.
Water Blood
At 14th level your blood runs like water and you can see hear it moving all around you.
Hydro Sense
You can the location of all water based creatures within 100ft of you.
Improved Sense Fluids
Water is in and around everything and it all speaks to you. Sense Fluids: As an bonus action, you steady your mind and body and sense the creatures around you. You know the location of all creatures within 30ft of you. You are also aware of their exact number of hit points, their creature type, and if they posses a poison or disease.
Embodiment of Aqua
At 20th level you have embodied the water of the world and can control your own body more easily as a result.
You are immune to cold and poison damage, the poisoned condition, and the blood cannot be removed from your body.
Whenever your SC calls for a saving throw. You can choose to have that creature automatically fail the saving through. That creature is immune to this feature for 24 hours.
Whenever you use you Concentrate Water Spirits feature you are able to pull spirits from a greater distance. You may choose to have the radius of your concentrations be double that of normal when you use them.
Tutelage of Pebbles
Pebbles are small earth spirits that exist anywhere and everywhere in some fashion. They are strong and sturdy and generally like to relax or be at peace. Some earth spirits love to make things or are very curious. Being low energy and patient they are some of the easiest to talk to.
Tutelage of Pebbles spells
Evoker Level | Spells |
---|---|
3rd | Magic Stone, Mold Earth |
3rd | Earth Tremor, Shield of Faith |
5th | Maximilian's Earthen Grasp, Enlarge/Reduce |
7th | Meld into Stone, Erupting Earth |
9th | Stone Shape, Otiluke's Resilient Sphere |
11th | Conjure Elemental, Wall of Stone |
13th | Flesh to Stone |
15th | Forcecage |
17th | Mighty Fortress |
Spirit Sense: Sense Vibrations
Starting at 3rd level, you can use your spirit sense to hear the earth and the lore it contains.
Sense Ground: As an action you plant yourself in the earth around you and concentrate on the vibrations in it. You gain tremor sense out to a range 15 feet.
Concentrate Earth Spirits
Shifting ground
- Radius: 30 feet
- Duration: 10 minutes
- Move Speed: 15 feet
The earth around you seems to bend to your whim as the ground seems to shift and shudder.
The area is considered difficult terrain for creatures of your choice touching the ground.
As a bonus action instead of of moving the area. You may choose to move a creature touching the ground inside the area. An unwilling creature must make a Dexterity saving throw or be moved 15ft in a single direction of you choice. This movement does not invoke attacks of opportunity.
Solitude
- Radius: 5-15 feet
- Duration: 10 minutes
- Move Speed: 30 feet
The smell of dust and dirt can be smelled in the area.
A large 1 foot thick earth sphere wraps around the area sealing any creatures inside. The sphere has an AC of 10 + your Charisma modifier. The sphere has an amount of health equal to (your Evoker level * your Charisma modifier).
Whenever you move the area the sphere rolls along the surface. Any creature inside of the sphere must make a dexterity saving throw whenever the area is moved. On a failure, the creature is knocked prone and takes 1d6 non-magical bludgeoning damage.
Polyhedral Army
- Radius: 30 feet
- Duration: 1 minute
- Move Speed: 0 feet
The ground shakes and the air trembles as chunks of the earth release from the ground.
A number of cubes of earth equal to your charisma modifier (minimum of 1) 5 feet on a side remove themselves from the earth and begin floating around the area. You and creatures of your choice can use can use these cubes as full cover. You and creatures of your choice may also choose to grab and move these cubes as an object interaction.
As a bonus action you can choose to move the cubes around the area with a movement speed of 30 feet. When you do the cubes must move in a straight line and cannot change directions. You can choose to move the cubes through ally creatures spaces freely. The cubes cannot pass through an enemy creatures space.
The cubes can be used to strike a creature of your choice. Whenever you are moving the cubes you can choose for the cubes to hit a creature with it's movement. Whenever they do, the creature must make a dexterity saving throw. The creature takes damage based on the distance the cube has moved (1d6 for every 10 feet moved.) bludgeoning damage on a failure and half as much on a success.
Planetary Ward
- Radius: 10 feet
- Duration: Until ended
- Move Speed: 0 feet
An array of glowing spirits fills the area wrapping around the creatures inside.
Creatures of your choice other than you within the area are protected and cannot be harmed. The creatures affected by this area are immune to all damage, cannot leave the area, and are instantly stabilized.
All projectiles or flying creatures inside the area are instantly grounded.
Objects inside the area cannot be damaged, including terrain.
The area is considered to be an antimagic field.
Earth Glide
At 10th level you have gained an understanding of the more solid structure of the earth spirits. You are able to concentrate on the earth spirits around you and move through them as if they were air. As a bonus action you can move through nonmagical, unworked earth and stone at a speed of 15ft. When you do so you do not disturb the material you move through.
While you are in the earth you are blinded and cannot breath. You can hear sound but all Wisdom (perception) checks to hear sound are made at disadvantage.
This feature requires concentration as if concentrating on a spell and is ended as soon as you completely exit the earth or 1 hour has passed. Whenever this ability is ended while you are in the earth you are forced into the nearest unoccupied space, including the middle of the air, and take force damage equal to 1d6 for every 5ft you are forcefully moved (minimum of 1d6).
You can use this feature a number of time equal to your Wisdom modifier. You regain all uses at the end of a long rest.
Hearing the World
At 14th level your ability to see and hear through the earth has become a part of your normal senses. You gain tremorsense out to a range of 30ft. Whenever you use your Sense Ground spirit sense ability. You become more aware of your surroundings than any other. Gaining blindsight out to a range of 60ft as a result of your increased concentration.
Embodiment of Terra
Beginning at 20th level you have amassed a large amount of earth spirits and can manipulate them easily and coolly.
Whenever you finish a long rest, you may choose between bludgeoning, piercing, or slashing damage. When you do so you become immune to the chosen damage type until you choose a different damage type.
You gain the ability to move through the earth more freely than any other. Whenever you use you Earth Glide feature you may move at a speed of 60 feet instead of 15 feet. You may also move at 15 feet without requiring concentration. This choice is made whenever you enter the earth and cannot be changed until you leave.
Whenever you use your Concentrate Earth Spirits feature and the concentration calls for your Charisma modifier that isn't used in a saving throw. You may choose to use double your Charisma modifier or 5, whichever is higher.
Tutelage of Puffs
Tutelage of Puffs spells
Evoker Level | Spells |
---|---|
3rd | Gust, Thunderclap |
3rd | Feather Fall, Thunderwave |
5th | Gust of Wind, Warding Wind |
7th | Wind Wall, Gaseous Form |
9th | Freedom of Movement, Storm Sphere |
11th | Conjure Elemental, Control Winds |
13th | Wind Walk |
15th | Whirlwind |
17th | Control Weather |
Concentrate Wind Spirits
Starting at 3rd level, you have gained the ability to sense pressure and atmospheric differences in environments. Sense Atmosphere: As a bonus action you sense the atmospheric conditions in the environment within 30 feet of you. You know the amount of pressure in an area (high or low), if the atmosphere is breathable or dangerous, and the direction of airflow. This can be used to sense atmosphere through walls or inside containers such as barrels, pockets of air in the cave, or a firearm.
Spirit Sense:
Helpful Winds
- Radius: 30 feet
- Duration: 1 minute
- Move Speed: 15 feet
Saturation 2
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 3
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 4
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
6th Level
10th level
14th level
20th level
Tutelage of Specks
Specks are shadow spirits that lurk in the darkness. Not only in the physical world but in the darkness of people as well. Those who embrace specks usually having something to gain or are dilusioned in some way.
Tutelage of Specks spells
Evoker Level | Spells |
---|---|
3rd | Mind Sliver, Minor Illusion |
3rd | Cause Fear, Silent Image |
5th | Darkness, Silence |
7th | Fear, Summon Shadowspawn |
9th | Shadow of Moil, Phantasmal Killer |
11th | Mislead, Enervation |
13th | Mass Suggestion |
15th | Simulacrum |
17th | Feeblemind |
Spirit Sense: Sense Will
Starting at 3rd level, you can sense the fear and will in someones spirit with the guidance of the shadows.
Sense Will: As an action you sense the foundation of a creature. Choose one creature within 30ft of you. Then choose between Intelligence, Wisdom, or Charisma. You then learn the ability score of that creature of the chosen type.
You may also instead learn weather or not the target creature is immune to being charmed or if they are immune to being frightened.
You may repeat this effect every round you are concentrating on this sense as a bonus action.
Concentrate Shadow Spirits
Suffering Darkness
- Radius: 30 feet
- Duration: 1 minute
- Move Speed: 30 feet
The area dims as darkness encroaches upon it. Tendrils of darkness wrap around the creatures inside.
All creatures except you that enter the area or begin their turns in the area are wrapped in black veins. Whenever a creature in the area makes an attack roll, ability check, or saving throw. You may choose to use your reaction to strain the veins around them. When you do, the target creature must make a Wisdom saving throw or automatically fail the attack roll, ability check, or saving throw.
Encroaching Shadows
- Radius: 15 feet
- Duration: 1 minute
- Move Speed: 10 feet
The area becomes dark and the air becomes heavy and cold.
The area becomes magical dim light.
Any creature that ends their turn inside the area must succeed a Wisdom saving throw or become "Lost". A creature who is lost cannot leave the area or see outside of it. Even if a creature thinks that they are moving straight forward they will move around in circles or turn around entirely.
A creature who is lost will perceive any creature inside the area as horrid monsters. Whenever a creature who is lost sees another creature they must succeed a Wisdom saving throw or become frightened of the creature. They may make this saving throw again at the end of their turns.
Saturation 3
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 4
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Adapted to Shadows
Beginning at 10th level, you have learned to live with shadows and darkness. Whenever you are inside dim light or darkness you gain darkvision out to a range of 60 feet. If you already have darkvision your range is increased by 60 feet instead. This darkvision works inside regular and magical darkness.
In addition, whenever you are inside dim light or darkness your movement speed is doubled and you do not provoke attacks of opportunity.
14th level
20th level
Tutelage of Flickers
Tutelage of Flickers spells
Evoker Level | Spells |
---|---|
3rd | Dancing Lights, Create Bonfire |
3rd | Faerie Fire, Guiding Bolt |
5th | See Invisibility, Find Traps |
7th | Daylight, Clairvoyance |
9th | Locate Creature, Sickening Radiance |
11th | 5th level 1, 5th level 2 |
13th | 6th level |
15th | 7th level |
17th | 8th level |
Concentrate Light Spirits
Saturation 1
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 2
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 3
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 4
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
10th level
14th level
20th level
Template Tutelage
Tutelage Spells
You gain tutelage spells at the Evoker levels listed in the Template Tutelage Spells Table. See the Spiritual Tutelage class feature for how domain spells work.
Tutelage of Points spells
Evoker Level | Spells |
---|---|
3rd | Cantrip 1, Cantrip 2 |
3rd | 1st level 1, 1st level 2 |
5th | 2nd level 1, 2nd level 2 |
7th | 3rd level 1, 3rd level 2 |
9th | 4th level 1, 4th level 2 |
11th | 5th level 1, 5th level 2 |
13th | 6th level |
15th | 7th level |
17th | 8th level |
Spirit Sense: Sense Template (3rd level)
Concentrate Aberrant Spirits
Saturation 1
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 2
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 3
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 4
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
10th level
14th level
20th level
Template Tutelage
Tutelage Spells
You gain tutelage spells at the Evoker levels listed in the Template Tutelage Spells Table. See the Spiritual Tutelage class feature for how domain spells work.
Template Tutelage spells
Evoker Level | Spells |
---|---|
3rd | Cantrip 1, Cantrip 2 |
3rd | 1st level 1, 1st level 2 |
5th | 2nd level 1, 2nd level 2 |
7th | 3rd level 1, 3rd level 2 |
9th | 4th level 1, 4th level 2 |
11th | 5th level 1, 5th level 2 |
13th | 6th level |
15th | 7th level |
17th | 8th level |
Spirit Sense: Sense Template (3rd level)
Concentrate Template Spirits
Saturation 1
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 2
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 3
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
Saturation 4
- Radius: 0 feet
- Duration: 0 minutes
- Move Speed: 0 feet
10th level
14th level
20th level
Living
In a World
Of Noise
When I originally started creating this class I wanted to create a much more functional Summoner type class. One that is very usable and can be thrown into any D&D game. I quickly became more and more interested in the unexplained phenomenon in D&D like spirits. We know they exist but who talks to them.
I had just gotten finished watching the second season of Re:Zero. And I was inspired by the spirit magic used in that world and how you can talk to the various spirits around you. I used these spirits to explain some things in D&D and to help give a class to that character who was always alone.
I really hope you enjoy this class. Use it however you like. And if you make a subclass for it I would love to hear about it!
Remember to listen to your surrounding because it might just know more than you do.
Cover Art: 半精霊