Evoker Class (WoW 5e) v2

by Iriazi

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Evoker

A lone dracthyr stands atop of a snow covered hill, overlooking an approaching horde of scourge. He takes in a deep breath and exhales an arcane torrent of raw magic, reducing the horde to shimmering essence in the air.

A party of adventurers are on their back foot against a towering infernal. Battered and injured, a draenei sprouts spectral dragon wings and soars across the battlefield, breathing life back into her allies.

An armored blood elf summons the might of the black dragonflight, encasing this body in stone. He lets out a fearsome roar, sending his enemies to flee in terror.

Evokers channel the raw power of the dragon aspects. Each of the dragonflight's have their leader, or aspect, and since their return have seen fit to bless certain mortals with their awesome power. Able to fill a variety of rolls within a band of adventurers, evokers unleash powerful draconic evocations in order to turn the tides of battle.

The Powerful Few

Evokers are new to Azeroth. They first saw soil foreign to the Dragon Isles recently, and nobody is quite sure why they are here. Since their arrival, stories have spread like wildfire about their power, and many aspiring adventurers have wished to hold some of that power for their own. Even more recently has that become possible.

For reasons beyond anyone's understanding, the aspects have reached out to certain individuals and gifted them a spark of power. This spark awakens something in ones soul. Power as old as time itself begins to course through their very being, and the power and wisdom of the dragonflights becomes theirs to wield.

Power of the Aspects

Long ago, the titans saw fit to bless one of each of the dragonflights with tremendous power. These dragons were called the aspects, and each held domain over certain aspects of the world.

Neltharion, the earth-warder, was the aspect of the black dragonflight. King of the earth and stone, he stood for ages as a great protector of Azeroth before his corruption.

Kalecgos is the leader of the blue dragonflight. His brood commands control over the arcane weave of Azeroth.

Nozdormu, the master of time is the aspect of the bronze dragonflight. He is able to warp time and reality itself as he presides and safeguards the timelines of the world.

Ysera the Awakened is the aspect of the green dragonflight. She oversees the Emerald Dream, a mirror realm to reality that is populated by the dreams of Azeroth. Her flight commands powerful magic that can mend bones and heal the most grievous wounds.

Finally, there is Alexstrasza the Life-Binder. she is the aspect of the red dragonflight and is in command of fire and everything it symbolizes. Both the destructive flames and the spark of life in all of creation.

Creating an Evoker

As you create your evoker, try and think about what caused the aspects to take notice of you. It need not be something grand or heroic, but perhaps a dream or aspiration with the drive to achieve it. Has your personality attracted one or more of the dragonflights to you?

Also try to come up with what this power now means to you. What purpose are you now filled with? Is there some grand motivation or goal you now wish to accomplish? Surely a life of adventure now awaits you.

Evoker
Level Proficiency Bonus Features Evocations Known
1st +2 Ancient Blessing, Chromatic Visage
2nd +2 Draconic Evocations (d6), Chromatic Affinity 3
3rd +2 Draconic Aspect 3
4th +2 Ability Score Improvement 3
5th +3 Draconic Aspect Feature, Draconic Evocations (d8) 4
6th +3 Prismatic Scales 4
7th +3 Empowered Evocations (one use) 4
8th +3 Ability Score Improvement 5
9th +4 Draconic Aspect Feature 5
10th +4 Draconic Evocations (d10), Hover 5
11th +4 Resplendent Essence 6
12th +4 Ability Score Improvement 6
13th +5 Empowered Evocations (two uses) 6
14th +5 Draconic Evocations (d12), Zephyr 7
15th +5 Draconic Aspect Feature 7
16th +5 Ability Score Improvement 7
17th +6 Ever Flowing Power 8
18th +6 Empowered Evocations (three uses) 8
19th +6 Ability Score Improvement 8
20th +6 Fury of the Aspects 9

Quick Build

You can make an evoker quickly by following these suggestions. First make Intelligence your highest ability score. Make Constitution your next highest for survivability, or Dexterity or Strength if you want to follow the Aspect of the Warden.

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, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Intimidation, Medicine, Nature, Religion, Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a quarterstaff or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Ancient Blessing

Beginning at 1st level, you have gained a deep and powerful blessing from Ancient Dragonflights. You take on a more draconic appearance. You might grow small patches of chromatic scales, or perhaps your eyes become more dragon-like. You choose what this change is, but it must be one that is noticeable to those around you.

Additionally, you learn the prismatic strike✦ cantrip. Intelligence is your spellcasting ability for this spell. Whenever you deal damage with it, you can add your Intelligence modifier to the damage.


this spell appears after this class description.

Chromatic Visage

Also at 1st level, you are able to take on an appearance showing some of the traits and colors of the different Dragonflights. When you finish a short or long rest, choose one of the Dragonflights which will provide you the following benefits depending on the Dragonflight you choose. Intelligence is your spellcasting ability for any spells you learn from this class.

Black. You gain resistance to bludgeoning damage. Additionally, you can cast the entangle spell. Once you do so, you must finish a short or long rest before you can do so again.

Blue. You gain resistance to force damage. Additionally, you can cast the magic missile spell. Once you do so, you must finish a short or long rest before you can do so again.

Bronze. You gain resistance to psychic damage. Additionally, you can cast the silvery barbs spell. Once you do so, you must finish a short or long rest before you can do so again.

Green. You gain resistance to radiant damage. Additionally, you can cast the cure wounds spell. Once you do so, you must finish a short or long rest before you can do so again.

Red. You gain resistance to fire damage. Additionally, you can cast the burning hands spell. Once you do so, you must finish a short or long rest before you can do so again.

Saving Throws. Some of your abilities require your target to make a saving throw to resist the abilities effects. The saving throw DC is calculated as follows:

Save DC = 8 + you proficiency bonus + you Intelligence modifier

Draconic Evocations

Starting at 2nd level, you are able to channel powerful magic from the different Dragonflights. You gain two Draconic Evocations of your choice. Your evocation options are detailed at the end of the class description. When you gain certain Evoker levels, you gain additional evocations of your choice, as shown in the Evocations Known column of the Evoker table.

Additionally, when you gain a level in this class, you can choose one of the evocations you know and replace it with another evocation that you could learn at that level.

You can use a number of evocations equal to your Intelligence modifier (minimum of 1). You regain any expended uses when you finish a long rest.

When using an evocation that requires dice to be rolled, those dice are equal to your Draconic Evocation die, which is a d6. Your Draconic Evocation die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 14th level.

Draconic Aspect

When you reach 3rd level, you are able to gain a connection to specific Dragonflights as you gain a Draconic Aspect.

You can choose from the Devastation, Preservation, or Warden Aspects.

Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Prismatic Scales

At 6th level, hardened dragon scales have begun to manifest across your body. When you take damage that you are have resistance to, a creature of your choice within 10 feet of you takes damage equal to your Intelligence modifier of the same type.

Empowered Evocations

Starting at 7th level, you are able to channel the full might of the Dragonflight when you use your evocations. When you use an evocation, you can choose to empower that evocation, granting it benefits detailed in the evocations listed at the end of the class description. Once you empower an evocation, you cannot do so again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Hover

Starting at 10th level, you are able to channel some of the Dragonflight's power to escape harm. When a creature moves within 5 feet of you, you can use your reaction to manifest spectral dragon wings and float up to half your speed to an unoccupied space you can see within range. This movement does not provoke attacks of opportunity.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Resplendent Essence

Starting at 11th level, you are able to channel the Dragonflight's might with more efficiency. When you finish a short rest, you regain up to 2 uses of your Draconic Evocations. Additionally, whenever you roll initiative, if you have no uses of your Draconic Evocations, you regain one use of them.

Zephyr

At 14th level, you are able to conjure up protective winds to aid your allies. As an action, you can cause a torrent of wind within 30 feet of you that lasts until the start of your next turn. You and creatures of your choice within the area gain resistance to bludgeoning, piercing, and slashing damage. If a creature benefiting from this feature is dealt damage, it is further reduced by an amount equal to your Draconic Evocation die plus your Intelligence modifier.

Once you use this feature, you cannot use it again until you finish a long rest.

Ever Flowing Power

At 17th level, you can now wield the magic of the Dragonflights with terrifying power. Whenever you empower an evocation, roll a d20. On a result of a 11 or higher, the empowered evocation doesn't expend a use of your Draconic Evocations. If you roll a 20, you do not expend a use of your Empowered Evocations feature.

Fury of the Aspects

At 20th level, you are able to channel the fury of the Dragonflights. As an action, you call upon the might and speed of the Dragonflights. Until the end of your next turn, you and creatures of your choice within 30 feet of you gain the benefits of the haste spell (with no lethargy).

Once you use this feature, you cannot use it again until you finish a long rest.

Aspect of Devastation

Evokers who channel the Aspect of Devastation are closely tied to the Red and Blue Dragonflights. They are able to channel destructive power and manipulate the very essence of the arcane.

Destructive Power

Beginning when you choose this aspect at 3rd level, you gain the arcane bolt✦ and fire bolt cantrips. You can add your intelligence modifier to the damage of these spells and they count as Dragonflight spells (blue and red respectively).

Essence Burst

Additionally at 3rd level, you are able to channel destructive wrath with ease. Whenever you deal damage with an evocation or a spell, you gain one Essence. You can have a number of Essence up to your Intelligence modifier (minimum of one) and they last until you finish a short or long rest. You can spend Essence on the following abilities:

Volatility. Whenever you deal damage with an evocation or a spell granted by one of the Dragonflights, you can spend 1 Essence to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

Terrifying Swiftness. When you use an evocation or cast a spell granted by one of the Dragonflights with your action, you can spend 3 Essence to instead use that evocation or cast that spell using your bonus action.

Power Swell. Whenever you deal damage with an evocation or a spell granted by one of the Dragonflights, you can spend 4 Essence to cause a power swell. A number of the damage dice up to your Intelligence modifier (minimum of one) that rolled their maximum result can be rolled again and added
to the damage total. Each die can only be rerolled once.

Dragonrage

At 5th level, you are able to send yourself into a draconic
rage and channel the overwhelming might of the
Red and Blue Dragonflights. As an action, you erupt
into a draconic rage for a number of rounds equal
to your Intelligence modifier (minimum of one).
When you begin this rage, you gain 2 Essence
and exhale a fiery torrent, sending three bolts of
molten slag at up to three creatures within
30 feet of you. Make a ranged attack roll for
each bolt. On a hit, a target takes fire damage
equal to one of your Draconic Evocation dice.

Until your rage ends, the Essence you spend for
abilities is reduced by one (to a minimum of 0).

Once you use this feature, you cannot use it again
until you finish a long rest.

Titanic Wrath

At 9th level, you are able to extend your rages through the magic of the Dragonflights. Whenever you empower an evocation of either the Blue or Red dragonflights, you gain two Essence instead of one and if you are currently in a Dragonrage, you extend the duration of your Dragonrage by one round.

Hoarded Power

At 15h level, you have learned how to tap into overwhelming power from the Dragonflights. The maximum amount of Essence you can have increases by two (to a maximum of two plus your Intelligence modifier). You also gain the following abilities which you can spend Essence on:

Iridescence. When you use a Draconic Evocation, you can spend 3 Essence and cause the next Draconic Evocation you use before the end of your next turn to critically hit on a roll of 18, 19, or 20 on the d20 as long it is of the same Dragonflight at the triggering evocation.

Honed Aggression. When you empower an evocation that targets one creature, you can spend 5 Essence to duplicate the empowered evocation and cause it to target a different target within range. You gain Essence as normal for the copied evocation.

Aspect of Preservation

Evokers who channel the Aspect of Preservation are closely tied to the Bronze and Green Dragonflights. They are able to mend wounds and reverse harm.

Spark of Insight

Beginning when you choose this aspect at 3rd level, you gain the guidance and thorn whip cantrips. You can add your intelligence modifier to the damage of thorn whip and they count as Dragonflight spells (bronze and green respectively).

Emerald Communion

Additionally at 3rd level, you have become a wellspring of soothing and restorative magic from the Green Dragonflight. You have a pool of restorative energy represented by a number of d6s equal to 5 + your evoker level.

As a bonus action, you can choose one creature you can see within 60 feet of you and spend a number of those dice equal to your Itelligence modifier (minimum of one). Roll the spent dice and add them together. The target regains a number of hit points equal to the total.

You regain all expended dice when you finish a long
rest.

Attuned to the Dream

At 5th level, your connection to the green Dragonflight
allows you to better protect yourself. Whenever you take damage, the first time you use an evocation, spell, or your Emerald Communion feature to restore hit points before the end of your next turn, you can roll one additional die and add it to the result.

Lifeforce Mender

At 9th level, you are able to call upon Ysera to heighten your connection to life. As an action, you enter a dreamlike trance for a number of rounds equal to your Intelligence modifier (minimum of one). While under the effects of this feature, when you would normally roll one or more dice to
restore hit points with an evocation or your Emerald Communion feature, you instead use the highest
number possible for each die.

Once you use this feature, you cannot use it again
until you finish a long rest.

Temporal Anomaly

At 15th level, you are able to twist your evocations with the power of the bronze Dragonflight. Whenever you empower an evocation of the bronze or green Dragonflights, you can use your bonus action to duplicate the evocation.

Once you use this feature, you cannot use it again until you finish a long rest.

Aspect of the Warden

Evokers who channel the Aspect of the Warden draw their power from the Black Dragonflight. They use their power to protect others and stand directly in the face of some of Azeroth's most fearsome dangers.

Wrath of Stone

Beginning when you choose this aspect at 3rd level, you grow obsidian claws that you can use to attack your foes. Your claws counts as a simple melee weapon for you, and you add your Strength or Dexterity modifier (your choice) to the attack and damage rolls when you attack with them. Attacks with your claws deal 1d6 slashing damage. If you take the attack action to make an attack with your claws, you can use your bonus action to make an additional attack with them.

Forger of Mountains

Additionally at 3rd level, your body has become hardened with the earthen scales of the Black Dragonflight. Your hit point maximum increases by 3, and it increases by 1 every time you gain a level in this class.

Additionally, while you aren't wearing armor, your AC equals 12 + your Dexterity modifier + your Constitution modifier.

Protracted Talons

At 5th level, your claws have become even deadlier weapons. Attacks with your claws now deal 1d8 damage and you can attack twice, instead of once, whenever you take the Attack action on your turn to make an attack with your claws.

Overawe

At 9th level, you are able to better control the battlefield using your terrifying presence. Creatures of your choice within 10 feet of you have disadvantage to attack creatures other than you. Additionally, whenever you empower an evocation of the Black Dragonflight, you gain resistance to all damage until the start of your next turn.

Unravel

             At 15th level, you are able to channel the full might of                  the Black Dragonflight to unleash a catastrophic                   attack against your foes. When you hit a creature                   with an attack using your claws, you can cause the                attack to tear apart the defenses of the target. The         target takes additional damage equal to your evoker level       and until the start of your next turn the target deals half   damage to you and takes additional damage equal to your Draconic Evocation die from all attacks.

Once you use this feature, you can't use it again until you finish a long rest.

Draconic Evocations

If a Draconic Evocation has prerequisites, you must meet them to learn it. You can learn the evocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Your Draconic Evocation dice are referred to as D in this section (such as 4D for four Draconic Evocation dice)

Level 2 Evocations

Earthen Bulwark

Dragonflight: Black


  • Activation Time: 1 Reaction (when you take acid, cold, fire, lightning, or thunder damage)
  • Range: Self
  • Duration: 1 Round

You summon a barrier of black volcanic rock to protect you from harm and empower you. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you deal damage on your next turn, the target takes an extra 2D damage of the triggering type.

Empowered: If you empower this evocation, you are immune to the triggering damage and the next time you deal damage deals an extra 4D damage of the triggering type.

Landslide

Dragonflight: Black


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: 1 Minute (Concentration)

You conjure a patch of shifting earth in a 20-foot square starting from a point within range. A creature in the area when you use this evocation must make a Strength saving throw. On a failed save, a creature takes 2D bludgeoning damage and is restrained for the duration. A creature takes half as much damage and is not restrained on a successful save. A restrained creature can use an action on their turn to make a Strength check against your Evocation DC to escape.

Empowered: If you empower this evocation, the shifting earth covers a 40-foot square and deals 4D bludgeoning damage.

Azure Strike

Dragonflight: Blue


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You call down a bolt of shimmering arcane force onto a creature. As an action, make a ranged attack roll against a creature you can see within 60 feet of you. On a hit, the creature takes force damage equal to 4D + your Intelligence modifier.

Empowered: If you empower this evocation, a second bolt is called down. It can target the same or a different creature.

Permeating Chill

Dragonflight: Blue


  • Activation Time: 1 Action
  • Range: Self
  • Duration: 1 Hour

You conjure a protective layer of ice to surround yourself with. You gain temporary hit points equal to 2D + your Intelligence modifier. While you have these temporary hit points, if you are hit by a melee weapon attack, the attacker takes 1D cold damage and can't take reactions until the start of their next turn.

Empowered: If you empower this evocation, you gain additional temporary hit points equal to your evoker level and you can add your Intelligence modifier to the damage creatures take from attacking you.

Deja-Vu

Dragonflight: Bronze


  • Activation Time: 1 Reaction (when a creature you can see takes damage)
  • Range: 30 Feet
  • Duration: Instantaneous

You twist time around a creature you can see within range. The target must succeed on a Wisdom saving throw or take the triggering damage a second time, up to a maximum of twice your evoker level.

Empowered: If you empower this evocation, there is no maximum for the damage a creature takes on a failed save.

Temporal Blessing

Dragonflight: Bronze


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: 1 Minute (Concentration)

You call upon the magic of the Bronze Dragonflight to empower you and your allies, giving them small glimpses of possible futures. Choose up to three creatures of your choice within range. Each creature gains temporary hit points equal to 2D and whenever they make an attack roll or a saving throw before the evocation ends, they can roll a d4 and add the number rolled to the attack roll or saving throw.

Empowered: If you empower this evocation, effected creatures can now add your Draconic Evocation die to attack rolls and saving throws they make instead of a d4.

Verdant Embrace

Dragonflight: Green


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: Instantaneous

You summon a stream of restorative magic from the Emerald Dream. Choose a creature you can see within range. The target regain hit points equal to 2D + your Intelligence modifier.

Empowered: If you empower this evocation, the target regains hit points equal to 4D + your Intelligence modifier and another creature you can see within 20 feet of the target regains half as many hit points.

Dream Trance

Dragonflight: Green


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: 1 Minute

You summon sleep inducing magic from the Emerald Dream. Roll 7D; the total is how many hit points of creatures this evocation can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the evocation ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Empowered: If you empower this evocation, you roll 14D and creatures must succeed on a Wisdom saving throw in order to wake up if another creature uses their action to shake them awake.

Flame Breath

Dragonflight: Red


  • Activation Time: 1 Action
  • Range: Self
  • Duration: Instantaneous

You exhale a torrent of fiery destruction. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes fire damage equal to 3D + your Intelligence modifier on a failed save, or half as much damage on a success.

Empowered: If you empower this evocation, the fire erupts in a 40-foot cone and does damage equal to 5D + your Intelligence modifier.

Pyre

Dragonflight: Red


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You summon a fiery bolt and launch it at a creature you can see within range. Make a ranged attack roll. On a hit, a creature takes fire damage equal to 4D + your Intelligence modifier. Creatures within 5 feet of the target take fire damage equal to your Intelligence modifier.

Empowered: If you empower this evocation, the bolt deals fire damage equal to 6D + your Intelligence modifier and creatures within 5 feet of the target take fire damage equal to 2D + your Intelligence modifier.

Level 5 Evocations

Oppressive Roar

Prerequisite: Warden Aspect
Dragonflight: Black


  • Activation Time: 1 Action
  • Range: Self
  • Duration: 1 Minute (Concentration)

You release a terrifying roar. Creatures of your choice in a 30-Foot cone take 2D psychic damage and must succeed on a Wisdom saving throw or drop anything they are carrying and become Frightened of you for the duration.

While Frightened by this evocation, a creature must take the Dash action to move as far away from you as possible. A creature can repeat their saving throw at the end of their turn as long as they can't see you.

Empowered: If you empower this evocation, creatures take 3D psychic damage and a creature that fails their saving throw by 7 or more now becomes Paralyzed for the duration. A Paralyzed creature can repeat their saving throw at the end of their turn.

Protective Sacrifice

Dragonflight: Black


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: Instantaneous

You sacrifice some of your health in order to bolster an ally. You take 4D necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

Empowered: If you empower this evocation, the target regains hit points equal to 3 times the damage you took. Additionally, you and the target gain temporary hit points equal to the necrotic damage you took.

Chaos Surge

Prerequisite: Devastation Aspect
Dragonflight: Blue


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You summon a bolt of arcane chaos to strike a creature you can see within range. Make a ranged attack roll. On a hit, a creature takes force damage equal to 4D + your Intelligence modifier and must succeed on a Wisdom saving throw. On a failed save, roll 1d100 and consult the Wild Magic Surge table. The creature is the target of the effect if it requires one.

Empowered: If you empower this evocation, it deals force damage equal to 6D and you roll 2d100s on a failed save and choose which result to use.

Quell

Dragonflight: Blue


  • Activation Time: 1 Reaction (when you see a creature within 60 feet of you casting a spell)
  • Range: 60 Feet
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Empowered: If you empower this evocation, it works against spells of up to 5th level and successfully interrupting a spell causes 2D force damage to the caster of the spell.

Time Dilation

Dragonflight: Bronze


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: 1 Minute (Concentration)

You alter time around up to 2 creatures of your choice within range. Each target takes 2D psychic damage and must succeed on a Wisdom saving throw or be affected by this evocation for the duration.

An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Empowered: If you empower this evocation, you can target one additional creature and the range extends to 60 feet. Each creature also takes 4D psychic damage.

Time Transference

Dragonflight: Bronze


  • Activation Time: 1 Reaction (at the start of your turn)
  • Range: 30 Feet
  • Duration: Instantaneous

You call upon the bronze dragonflight in order to divert the flow of time around yourself towards an ally. Choose a creature you can see within range. The target can act on your turn as though it was their own. You become Petrified until the end of your turn.

Empowered: If you empower this evocation, the target gains an additional action they can use during your turn. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Dream Breath

Prerequisite: Preservation Aspect
Dragonflight: Green


  • Activation Time: 1 Action
  • Range: Self
  • Duration: Instantaneous

You exhale a flowing wave of resplendent magic. You and creatures of your choice within a 20-Foot cone recover hit points equal to 3D + your Intelligence modifier. A creature that recovers hit points from this evocation also recovers hit points equal to 1D at the start of their next turn.

Empowered: If you empower this evocation, the initial healing is increased to 5D + your Intelligence modifier and the additional healing increases to 2D.

Expunge

Dragonflight: Green


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You channel the restorative powers of the green Dragonflight in order to revitalize an ally. You end one magical effect currently effecting a creature within range and cause the target to gain temporary hit points equal to 2D + your Intelligence modifier.

If the effect was caused by a spell of 3rd level or lower, it ends. If it was caused by a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the status ends.

Empowered: If you empower this evocation, it's activation time becomes 1 Bonus Action and it works against effects created by spells of up to 5th level.

Engulfing Blaze

Dragonflight: Red


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: Instantaneous

You call down a white hot pillar of flames at a location you can see within range. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 6D fire damage on a failed save, or half as much damage on a success.

Empowered: If you empower this evocation, creatures take 8D fire damage on a failed save. You can also exclude a number of creatures from the effects of this evocation up to your Intelligence modifier (minimum of one).

Ruby Steps

Dragonflight: Red


  • Activation Time: 1 Bonus Action
  • Range: Self
  • Duration: 1 Minute (Concentration)

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.

When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1D fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

Empowered: If you empower this evocation, you no longer need to concentrate to maintain it's effect and it deals 2D fire damage to creatures and objects within 5 feet of your movements.

Level 10 Evocations

Crushing Force

Prerequisite: Warden Aspect
Dragonflight: Black


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: Instantaneous

You conjure a heavy mass of earth and stone and send it flying at a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4D bludgeoning damage and is Stunned until the end of your next turn. A creature takes half as much damage on a successful save and is not Stunned.

Empowered: If you empower this evocation, you can target one additional creature within range.

Earthen Breath

Dragonflight: Black


  • Activation Time: 1 Action
  • Range: Self
  • Duration: Instantaneous

You exhale a blast of molten earth. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 4D bludgeoning damage plus 4D fire damage or half as much damage on a success.

Empowered: If you empower this evocation, it deals 5D bludgeoning and fire damage and creatures who fail their save have the speed reduced to 0 until the start of your next turn.

Arcane Ward

Dragonflight: Blue


  • Activation Time: 1 Action
  • Range: Self
  • Duration: 10 Minutes (Concentration)

Arcane abjurations radiate from you, distorting and diffusing magical energy within 30 feet of you. Until the evocation ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. At the start of your turns while under the effects of this evocation, creatures within its area gain 2D temporary hit points.

Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Empowered: If you empower this evocation, if a creature succeeds on a saving throw while affected by this evocation the evocation deals 2D force damage to the creature who cast the spell or caused the magical effect (if possible).

Disintegrating Blast

Dragonflight: Blue


  • Activation Time: 1 Action
  • Range: Self
  • Duration: Instantaneous

You exhale a blast of raw arcane force in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6D force damage on a failed save, or half as much on a success.

Empowered: If you empower this evocation, creatures who fail their saving throw are also Paralyzed until the end of your next turn and creatures who succeed on their save have their movement speed halved until the end of your next turn.

Instant Respite

Dragonflight: Bronze


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

A wave of temporal magic washes out from a point you can see within range. Choose up to 5 creatures in a 30-Foot radius sphere centered on that point. Each target may use its reaction to spend hit dice and recover hit points as though it had finished a short rest. Each target then gains 2D temporary hit points. A creature can only benefit from this evocation once between long rests.

Empowered: If you empower this evocation, each target gains 4D temporary hit points and has advantage on the next saving throw they make.

Reversal

Dragonflight: Bronze


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You cause time to flow strangely around a creature you can see within range. The target regains the use of a feature or ability that they would normally have to complete a short rest before using again. The creature can only benefit from this evocations once between long rests.

Empowered: If you empower this evocation, you can target a second creature within range.

Emerald Blossom

Prerequisite: Preservation Aspect
Dragonflight: Green


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: 1 Round

You conjure a verdant flower in a space you can see within range. At the start of your next turn, the flower blooms. When the flower blooms, creatures within 10 feet of the flower recover hit points equal to 4D + your Intelligence modifier. Before the flower blooms, if you restore hit points to a creature, some of that magic is stored in the flower, increasing the healing it does when it blooms by 1D.

Empowered: If you empower this evocation, you can place the flower as a Bonus Action and creatures within 20 feet of the flower recover hit points when it blooms. Additionally, any time you restore hit points before the flower blooms, the healing it does is increased by 2D.

Return

Dragonflight: Green


  • Activation Time: 1 Action
  • Range: Touch
  • Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life and regains hit points equal to 2D + your Intelligence modifier.

Empowered: If you empower this evocation, the creature could have died within the last day and regains hit points equal to 4D + your Intelligence modifier.

Cauterizing Flame

Dragonflight: Red


  • Activation Time: 1 Action
  • Range: 30 Feet
  • Duration: Instantaneous

You send a spark of the Life-Bender's fire out in an arc. Make a ranged attack roll against a creature you can see within range. On a hit, the target takes fire damage equal to 4D + your Intelligence modifier. Creatures of your choice within 5 feet of the target recover 1D hit points.

Empowered: If you empower this evocation, the target takes an additional 2D fire damage, and creatures of your choice within 5 feet recover an additional 1D hit points.

Molten Storm

Prerequisite: Devastation Aspect
Dragonflight: Red


  • Activation Time: 1 Action
  • Range: 120 Feet
  • Duration: 1 Minute (Concentration)

You call forth a dark mass of clouds that crackle with red lightning. The clouds fill a 60-Foot radius space originating from a space you can see within range above you. When you use this evocation, you call down a fiery mass of molten slag on a space you can see under the clouds. Creatures within 10 feet of the space must make a Dexterity saving throw. A creature takes 4D fire damage on a failed save, or half as much on a success. A creature that fails their save also continues to burn for the duration of the evocation. A burning creature takes 1D fire damage at the end of their turn. They or another creature can use their action to make a Dexterity check against your Evocation DC to put out the flames.

On each of your turns until the evocation ends, you can use your action to call down fire in this way again, targeting the same point or a different one.

Empowered: If you empower this evocation, you call down molten slag in two spaces instead of one.

Level 14 Evocations

Evocations of this level are difficult to channel due to the shear amount of magic that you must conjure. Each of these evocations can only be used once between long rests.

Earthen Ring

Prerequisite: Warden Aspect
Dragonflight: Black


  • Activation Time: 1 Reaction (when one or more creatures you can see takes damage)
  • Range: 30 Feet
  • Duration: 1 Round

You call upon the protective power of the Black Dragonflight and cause the skin of your allies to harden with stone scales. Choose a number of creatures that you can see, up to your Intelligence modifier within range (this can include you). The next time a target takes damage before the start of your next turn, that damage is reduced by 6D.

Empowered: If you empower this evocation, one creature you can see within range must make a Constitution saving throw, taking 6D damage of the same type as the triggering damage on a failed save, or half as much on a success.

Shattering Star

Prerequisite: Devastation Aspect
Dragonflight: Blue


  • Activation Time: 1 Action
  • Range: 90 Feet
  • Duration: 1 Round

You fire a bolt of concentrated arcane essence at a creature within range. Make a ranged attack roll. On a hit, the target takes 6D force damage. Until the end of your next turn, the target loses any resistances they have, and any immunities are instead treated as resistances.

Empowered: If you empower this evocation, the next attack against the target before the end of your next turn, critically hits on a roll of 15 or higher on the D20.

Stasis

Dragonflight: Bronze


  • Activation Time: 1 Reaction (when a creatures you can see takes damage)
  • Range: 60 Feet
  • Duration: Instantaneous

You channel the power of the Bronze Dragonflight to pull a creature out of time in order to protect them. The target is removed from time for a moment, causing any of the triggering damage they would have taken to be ignored. The creature then reappears and gains temporary hit points equal to 4D.

Empowered: If you empower this evocation, you cause the triggering damage to be reflected back onto the creature that caused it on a failed Wisdom saving throw, or half as much damage on a success.

Dream Flight

Prerequisite: Preservation Aspect
Dragonflight: Green


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: 1 Round

You take a deep breath and fly to a space you can see within range. As you do, you exhale a flowing mist of restorative magic. Creatures within 5 feet of the path you take to your destination (including yourself) recover hit points equal to 5D and gain a stack of Renewing Breath. If a creature with Renewing Breath takes damage before the start of your next turn, Renewing Breath is consumed and they recover hit points equal to 2D.

Empowered: If you empower this evocation, Renewing Breath lasts an additional round and triggers whenever an affected creature takes damage before the evocation ends, not just the first time.

Avatar of the Dragonqueen

Dragonflight: Red


  • Activation Time: 1 Bonus Action
  • Range: Self
  • Duration: 1 Minute (Concentration)

With a roar, you draw on the magic of the Red Dragonflight to transform yourself, taking on draconic features. You gain the following benefits until the evocation ends:

Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.

Breath Weapon. When you use this evocation, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 4D fire damage on a failed save, or half as much damage on a successful one.

Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

Empowered: If you empower this evocation, you gain temporary hit points equal to 4D and creatures of your choice within 60 feet that can see you must make a Wisdom saving throw or become Frightened of you. A creature can repeat the saving throw at the end of their turn as long as they can no longer see you.

Level 17 Evocations

Evocations of this level are nearly impossible to channel. You can only use one of these evocations and must finish a long rest before you can use any of them again. These evocations cannot be empowered.

Image of Neltharion

Prerequisite: Warden Aspect
Dragonflight: Black


  • Activation Time: 1 Action
  • Range: Self
  • Duration: 1 Minute (Concentration)

With a tremor, you draw on the full might of the Black Dragonflight to transform yourself, taking on draconic features. You gain the following benefits until the evocation ends:

Stone Scales. Your AC increases by 5 and you gain resistance to all damage.

Tyrannical Presence. Creatures of your choice that can see you when you use this evocation must succeed on a Wisdom saving throw or become Stunned until the end of your next turn. If a creature would attack you or cast a spell that targets you, they must first succeed on a Wisdom saving throw. On a failed save, the action is lost as the creature becomes too afraid to act. This does not affect creatures who are immune to the frightened condition.

Obsidian Claws. Your claws grow and become more fearsome. Your claws now deal 1d12 slashing damage on a hit and you can make one additional attack when you take the Attack action on your turn.

Earth-Warder. When you use this evocation and at the start of subsequent turns, you and allies within 20 feet of you gain temporary hit points equal to 2D and you regain 5 hit points.

Wrath of Malygos

Dragonflight: Blue


  • Activation Time: 1 Action
  • Range: Self
  • Duration: Instantaneous

You conjure the full might of the Blue Dragonflight in order to shape the very essence of magic into a weapon. You unleash a swirling torrent of arcane force and send it rushing forward in a line that is 100 feet long and 20 feet wide. Each creature in the line must make a Constitution saving throw. A creature takes 8D force damage on a failed save, or half as much on a success.

You can choose a number of creatures up to your Intelligence modifier that are in the line. These targets are not damaged by the evocation and instead regain an expended spell slot that is no higher than 3rd level.

Nozdormu's Blessing

Dragonflight: Bronze


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous

You reach out and distort the flow of time around up to 3 creatures within range. Each target benefits from the effects of a short rest.

Ysera's Gift

Prerequisite: Preservation Aspect
Dragonflight: Green


  • Activation Time: 1 Action
  • Range: 60 Feet
  • Duration: 1 Minute (Concentration)

You channel Ysera's will, summoning forth a verdant mist that heals your allies. Choose a creature you can see within range. The target regains 8D hit points. At the start of the target's turn, they regain 3D hit points and the mist travels to another creature of your choice within range. The mist continues to travel from creature to creature for he duration of the evocation. The initial healing from this evocation is not repeated when the mists travel to a new target.

Alexstrasza's Fury

Prerequisite: Devastation Aspect
Dragonflight: Red


  • Activation Time: 1 Action
  • Range: Self
  • Duration: Instantaneous

You breath deep and conjure the fury of the Dragonqueen herself. You exhale a truly magnificent torrent of the Dragonqueen's essence in a 90-Foot cone. This evocation has two effects:

  • Creatures of your choice within the area must make a Dexterity saving throw. A creature takes 8D fire damage on a failed saving throw, or half as much on a success. This damage ignores resistances and immunities to fire damage.
  • Creatures of your choice within the area regain 4D hit points.

Additional Spells

Arcane Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create a dart-like bolt of magical force which you launch at a target. Choose a creature or object you can see within range and make a ranged spell attack. On a hit, the target takes 2d4 force damage.

This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Prismatic Strike

Evocation cantrip


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

You fire a bolt of prismatic energy at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d6 force damage and is pushed 10 feet away from you.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Talents

Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.

Vengeful Defenses

Prerequisite: 5th level
If an attack would reduce temporary hit points that you have to 0, the attacking creature takes damage equal to your proficiency bonus of a type your Chromatic Visage feature has granted you resistance to.

Overflowing Power

Prerequisite: 5th level, Aspect of Devastation
When you finish a short or long rest, you gain one Essence. When you spend Essence, you gain 2 temporary hit points per Essence you spent.

Echoing Resplendence

Prerequisite: 5th level, Aspect of Preservation
When you use your Attuned to the Dream feature to restore additional hit points, you and creatures of your choice within 5 feet of you regain hit points equal to your Intelligence modifier.

Chromatic Talons

Prerequisite: 5th level, Aspect of the Warden
While you have temporary hit points, your claws deal an additional 1d4 damage of a type your Chromatic Visage feature has granted you resistance to.

Inspiring Presence

Prerequisite: 10th level
You and friendly creatures within 10 feet of you gain immunity to the charmed and frightened conditions.

Seething Rage

Prerequisite: 10th level, Aspect of Devastation
When you extend the duration of your Dragonrage with your Titanic Wrath feature, you gain temporary hit points equal to half your evoker level and creatures of your choice within 10 feet of you take force or fire damage (depending on the empowered evocation) equal to your Intelligence modifier.

Ancient Blessings

Prerequisite: 10th level, Aspect of Preservation
While under the effects of your Lifeforce Mender feature, you and creatures of your choice within 10 feet of you have advantage on saving throws to resist spells and other magical effects and gain resistance to the damage of spells and other magical effects.

Obsidian Aura

Prerequisite: 10th level, Aspect of the Warden
If a creature within 10 feet of you makes an attack against a creature other than you, you can use your reaction to cause the attacking creature to take force damage equal to your Intelligence modifier. Additionally, when you empower an evocation of the Black Dragonflight, friendly creatures within 10 feet of you (not including you) gain temporary hit points equal to half of your evoker level.

Primordial Winds

Prerequisite: 15th level
When a creature under the effects of your Zephyr feature makes an attack roll or saving throw, they can add your Intelligence modifier to the roll. Additionally, when a creature under the effects of your Zephyr feature takes damage, a creature of your choice within the area takes slashing damage equal to your Draconic Evocation die.

Scorching Winds

Prerequisite: 15th level, Aspect of Devastation
When you use your Zephyr feature, you gain 2 Essence and you can choose a number of creatures in the area up to your Intelligence modifier. A target must make a Constitution saving throw or take 3D fire damage. A creature takes half as much damage on a success.

Enfeebling Winds

Prerequisite: 15th level, Aspect of Preservation
When you use your Zephyr feature, you can choose a number of creatures in the area up to your Intelligence modifier. Each creature must succeed on a Wisdom saving throw or be effected by the slow spell until the beginning of your next turn.

Crushing Winds

Prerequisite: 15th level, Aspect of the Warden
When you use your Zephyr feature, the winds carry earthen debris. Ranged attacks that target a creature within the area or are made from within the area automatically miss their target and when a creature starts their turn within the area they take 2D bludgeoning damage. You can choose a number of creatures up to your Intelligence modifier that are unaffected by these winds.