Class - Invoker

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1
Art by Magali Villeneuve
Invoker
Level Proficiency
Bonus
Features Conduit
Die
Mystic
Points
Maximum
Spell Level
1st +2 Invoker Source, Rapid Reflexivity, Telekinetics - - -
2nd +2 Conduit, Mystic Casting d4 4 1st
3rd +2 Manifestation, Mystic Expressions (2) d4 6 1st
4th +2 Ability Score Improvement d4 6 1st
5th +3 Extra Attack, Mystic Expressions (3) d6 9 2nd
6th +3 Manifestation Feature d6 9 2nd
7th +3 Evasion d6 12 2nd
8th +3 Ability Score Improvement d6 12 2nd
9th +4 Mystic Expressions (4) d6 16 3rd
10th +4 Manifestation Feature d6 16 3rd
11th +4 Improved Psionic Strike d8 20 3rd
12th +4 Ability Score Improvement d8 20 3rd
13th +5 Mystic Expressions (5) d8 25 4th
14th +5 Ability Score Improvement d8 25 4th
15th +5 Still Cognition d8 30 4th
16th +5 Ability Score Improvement d8 30 4th
17th +6 Mystic Expressions (6) d10 36 5th
18th +6 Manifestation Feature d10 36 5th
19th +6 Ability Score Improvement d10 42 5th
20th +6 Mindfulness d12 42 5th
2

Invoker

A man swings his sword toward a large dragon. About to only graze its scales, in an instant he mentally controls the blade to plunge into an opening in its shoulder. The dragon rears back and goes for an easy bite on the man. Again, he opens his body mind connection to quickly step out of rage of the creature's toothy maw.

A dwarf with only a shortsword stands across from a mercenary with a heavy crossbow at the ready. Seemingly at a range disadvantage, the dwarf takes a defensive stance, slicing the first shot in half with their blade before quickly throwing it towards the mercenary and telekinetically pulling it back to their hand for another attack.

These are all invoker, those who have forged a mental connection between their body and mind. Able to invoke telekinetic and telepathic powers into the world.

Masters of Body and Mind

Invoker are masters of the mind and body, able to perform amazing feats through sheer force of their own will. Through strict meditation and dedication, they have unlocked a mystical power within themselves. With this power they can enhance their physical fortitude, read emotions, seize control of physical material, and alter the world.

This power comes from the understanding of one's own heart, mind, mentality, and emotions. From this deep understanding they take control of their full self, able to use their mind and spirit as no other can.

Calm Disposition

Having such aptitude over their full self takes patience and dedication to control. Invoker keep a calm mind whenever possible, always thinking about what could come, yet open to any possibility. They often spend much time focusing their mind in solitude.

Way of Life

Invoker tend to keep their powers to themselves, not wanting to attract attention by using their unusual skills in the public eye. Because their power comes from their own will, it is most common for an invoker to want to use their power to change the world to match their ideals. This is most often in an attempt to change the world for the better, wanting to help those in need, or eviscerate evils, but it can also be sought through by elevation of one's self, attempting to gain as much power as possible without regard to much else.

Creating an Invoker

When creating an invoker, consider how you unlocked your powers. Were you taught these ways by another? Or perhaps you accidentally uncovered your powers in a troubling situation.

Quick Build

You can make an invoker quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. Second, choose Intelligence as you invoker ability. Third, choose the hermit background.

Class Features

As an invoker, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Invoker level
Hit Points: at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Invoker level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial melee weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, History, Perception, Persuasion, and Religion

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two simple weapons or (b) a martial weapon
  • (a) a quarter staff or (b) a shortsword
  • (a) a dungeoneer's pack or (b) an explorer's pack

Invoker Source

1st-level Invoker feature


Each invoker draws their mental power through a different aspect of their life. Choose either Intelligence, Wisdom, or Charisma as your invoker ability. This choice determines your spellcasting ability at 2nd level, as well as other features later in this class.

When you gain this feature, you learn 2 of the following cantrips of your choice: control flames, friends, gust, message, prestidigitation, shape water, or thaumaturgy. Your invoker ability is your spellcasting ability for these spells.

Rapid Reflexivity

1st-level Invoker feature


You have the following benefits while you aren't wearing heavy armor, wielding a shield, or wielding a weapon with the heavy property.

  • You have a 5-foot bonus to your speed.
  • Opportunity attack against you have disadvantage.
  • You can use Dexterity instead of Strength for the attack and damage rolls you make with simple weapons, longswords, and shortswords.

Multiclassing

Prerequisite. A Strength or Dexterity score of at least 13 and a score of at least 13 in your chosen invoker ability.


Proficiencies. When you multiclass into invoker from another class, you gain proficiency in light armor and simple weapons.

3
Art by Christopher Moeller

Telekinetics

1st-level Invoker feature


You can interact with an object that isn't being worn or carried that you can see within 10 feet of you as if you were holding it. You must have a free hand to do so, and the object must weigh no more than 10 pounds, and attacks can't be made with it more than 5 feet from you. This ability can't pass through any wall or object more than 1 foot thick.

Conduit

2nd-level Invoker feature


Your own body acts as a conduit between your mind and the outer world. This is represented by your conduit die, which is a d4. You can use your conduit die in various ways, you start with two such ways: Psionic Strike, and Psionic Protection.

Psionic Strike. Once per turn, when you hit with a weapon attack with a melee weapon, you can focus your psychic energy on the attack altering its movements slightly, roll your conduit die and add it to the damage.

Psionic Protection. As a reaction to an attack hitting you, you can roll your conduit die. You gain a bonus to your AC equal to the result against the triggering attack, possibly changing it to a miss.

Your conduit die changes as you gain levels in this class, as shown on the conduit Die column of the Invoker table.

Mystic Casting

2nd-level Invoker feature


Your understanding of your heart, mind, and mentality allows you to harness mental power within yourself to cast spells and create other effects.

Mystic Points

You have an internal reservoir of energy that can be used to cast spells. This energy is represented by mystic points. The numbre of mystic points you have is determined by your invoker level, as shown in the Mystic Points column of the Invoker table. A mystic point is expended when you use it, and is unavailable until you finish a long rest, at the end of which you regain all your expended mystic points. To cast an invoker spell of 1st level or higher you know, you must expend a number of mystic points equal to 1 plus the level of the spell. You don't need to provide the material components for spells you cast this way.

You can expend additional mystic points to increase the level of an invoker spell you cast, provided it has an effect at higher levels. The spell's level is increased by 1 for each additional mystic point you expend. The maximum level that you can cast an invoker spell at this way is shown in the Maximum Spell Level column of the Invoker table.

Preparing Spells

You prepare the list of invoker spells that are available for you to cast, choosing from the invoker spell list (shown at the bottom of this class description). When you do so, choose a number of invoker spells equal to your invoker ability modifier + half your Invoker level (minimum of one spell). The spells must be of a level no higher than what is shown in the Maximum Spell Level column of the Invoker table.

Spellcasting Ability

Your invoker ability is your spellcasting ability for your invoker spells. You use your invoker ability modifier when setting the saving throw DC for an invoker spell or when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your invoker ability modifier

Spell attack modifier = your proficiency bonus +

your invoker ability modifier

Mystic Expressions

3rd-level Invoker feature


A mystic expression is a set of mental abilities that allow the manifestation of unique techniques.

You know two Mystic Expressions of your choice. Each mystic expression is detailed at the end of this class description. Whenever you gain a level in this class, you can replace one Mystic Expression you know with a different Mystic Expression of your choice.

You learn an additional Mystic Expression of your choice at 5th level, 9th level, 13th level, and 18th level in this class.

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Art by Chase Stone

Manifestation

3rd-level Invoker feature


Choose an invoker manifestation. Each of which is detailed at the end of this class description. Each manifestation specializes in a specific way the invoker attempts to alter the world. Your choice grants you features at 3rd level, and again at 6th, 10th, and 18th levels.

Ability Score Improvement

4th, 8th, 12th, 14th, 16th, and 19th-level Invoker feature


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.

Extra Attack

5th-level Invoker feature


You can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

7th-level Invoker feature


You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Improved Psionic Strike

11th-level Invoker feature


You can use your Psionic Strike ability on each weapon attack you hit with a melee weapon on your turn.

Still Cognition

15th-level Invoker feature


You are in complete control of your mind. You gain resistance to psychic damage. You are immune to any spell or effect that would read your mind, such as read thoughts, unless you wish to be affected. When you make a saving throw to resist being charmed or frightened, you can roll your conduit die and add it to the result.

Mindfulness

20th-level Invoker feature


When your conduit die rolls less than your invoker ability modifier, treat it as if it rolled your invoker ability modifier instead.






























Invoker Spell List

1st-Level Spells

  • alarm
  • faerie fire
  • command
  • catapult
  • Psionic BlastNEW
  • charm person
  • chromatic orb
  • color spray
  • disguise self
  • detect magic
  • dissonant whispers
  • lightning waveNEW
  • magic missile

2nd-Level Spells

  • staticNEW
  • heat metal
  • calm emotions
  • suggestion
  • scorching ray
  • see invisibility
  • levitate
  • hold person
  • blur
  • silence
  • detect thoughts
  • mind spike

3rd-Level Spells

  • counterspell
  • haste
  • enemies abound
  • hypnotic pattern
  • lightning bolt
  • protection from energy
  • water walk
  • wind wall
  • fear
  • major image
  • dispel magic
  • sending

4th-Level Spells

  • blight
  • charm monster
  • freedom of movement
  • locate creature
  • phantasmal killer

5th-Level Spells

  • dominate person
  • geas
  • hold monster
  • modify memory
  • steel wind strike
  • synaptic static
  • telekinesis
  • wall of force
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Manifestations

As an invoker, you choose to specialize your skills to ensure you are able to alter the world the way you see fit. Each invoker manifestation option is shown below.

Wayfarer

Wayfarer are invoker that have trained their skill in solitude, honing their body and mind to perfection. They believe that to help the world, they must destroy all evil that comes in their path, and the key to doing this comes from mastery of physical skill in addition to mental skill.

Master of Force

3rd-level Wayfarer feature


When you choose this archetype, you learn the Expression of Force. If you already know it, you learn a different expression of your choice. You can't replace the Expression of Force when you gain a level in this class.

Fighting Style

3rd-level Wayfarer feature


Choose one of the Fighting Style options below. You can't take a Fighting Style option more than once, even if you later get to choose again.

Because of your psionic prowess, you gain an additional Psionic Benefit for the Fighting Style you choose with this feature, as noted in its description.


Versatile. When you are wielding a melee weapon with the versatile property in one hand, you gain a +1 bonus to attack rolls with that weapon. When you are wielding a melee weapon with the versatile property in two hands, you gain a +1 bonus to damage rolls with that weapon.

Psionic Benefit. You can't be disarmed of a versatile weapon you are holding, unless you are willing. You can draw a weapon that has the versatile property as part of the attack you make with the weapon.


Throwing. When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Psionic Benefit. After you make a ranged attack using a thrown weapon, you can immediately psychically pull that weapon back to you if it is not being worn or carried. Weapons with the light property have the thrown (range 30/60) property for you.


Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Psionic Benefit. You can preform the somatic components of an invoker spell you cast with a hand that is holding a weapon that has the light property.

Leap

3rd-level Wayfarer feature


You can expend 1 mystic point as a bonus action to gain a 15-foot bonus to your speed this turn, and double your jump distance this turn.

Adept

6th-level Wayfarer feature


When you roll your conduit die, you gain a +1 bonus to the roll.

Redirect

10th-level Wayfarer feature


Once per turn, when you miss with a weapon attack, you can roll your conduit die and add it to the attack roll, potentially changing it to a hit. When you do so, you can't use your Psionic Strike feature on that attack.

Leaping Strikes

18th-level Wayfarer feature


As an action, you can make a number of weapon attacks equal to your invoker ability modifier (minimum of 1 attack). On a hit, each attack pushes the target up to 10 feet in a direction of your choice. You regain all of your expended movement after each attack.

Once you use this feature, you can't do so again until you finish a long rest, or until you expend 4 mystic points to do so.

6

Avatar

Invoker of the Avatar delve into the world of mental emotion. Their power is utilized to directly manipulate and amplify the emotions of others in attempt to bend the ideals of the world to their own.

These invoker can range from ruthless tyrants who always look for the upper hand, to inspiring leaders who want to bring out positive emotions in their followers.

Master of Emotions

3rd-level Avatar feature


When you choose this archetype, you learn the Expression of Emotions. If you already know it, you learn a different expression of your choice. You can't replace the Expression of Emotions when you gain a level in this class.

Avatar of Battle

3rd-level Avatar feature


Your presence can inspire or hinder. When you roll initiative, you can roll your conduit die and add or subtract the result to the initiative roll of another creature of your choice that you can see.

Avatar's Aura

3rd-level Avatar feature


You emanate a powerful psychic field 15 feet around yourself. Once on each of your turns, you can force one creature you can see inside your psychic field to make an Intelligence saving throw against your spell save DC (no action required), taking psychic damage equal to one roll of your conduit die on a failed save, or half as much damage on a successful save.

At any point on you turn (no action required), you can expend 1 mystic point to increase the range of your psychic filed by 15 feet for the next minute.

Protective Thought

6th-level Avatar feature


As a reaction to a creature you can see within your psychic field making a saving throw, you can expend 1 mystic point to roll you conduit die and add the result to that creature's saving throw. You can use this feature without using your reaction by expending 2 mystic points instead.

Enhanced Aura

10th-level Avatar feature


When you deal damage to a creature with your Avatar's Aura feature, you can choose one of the following.

  • Your attacks don't have disadvantage against that creature this turn.
  • You teleport to an unoccupied space you can see within 5 feet of that creature.
  • You reroll your conduit die and use either result of your choice for the damage.

Crippling Aura

18th-level Avatar feature


As a bonus action, you can increase the the range of your psychic field by 30 feet for the next minute. During this time, you can target one additional creature with your Avatar's Aura feature.

Once you use this feature, you can't do so again until you finish a long rest, or until you expend 4 mystic points to do so.

Arcane Mind

Those that follow this path choose to focus their efforts on their mental capacity more so than any other invoker archetype. They are unparalleled in their mental energy manipulation.

Master of Expressions

3rd-level Arcane Mind feature


You learn one additional mystic expression of your choice.

Psionic Pump

3rd-level Arcane Mind feature


When you finish a short rest, you can regain a number of your expended mystic points up to one half of your invoker level (rounded up).

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

Redress

3rd-level Arcane Mind feature


When you roll your conduit die, you can expend 1 mystic point to roll it again and add it to the result. You can do so only once per roll.

Flexible Expression

6th-level Arcane Mind feature


Choose two spells that appear on any mystic expression of a level no higher than your maximum spell level. You know those spells and they are invoker spells for you.

When you finish a long rest, you can swap one or both of these spells with another spell that appears on any mystic expression of a level no higher than your maximum spell level.

Psionic Pump Plus

10th-level Arcane Mind feature


You can use your Psionic Pump feature as an action. When you finish a short rest and don't use your Psionic Pump feature on that short rest, you regain up to 2 of your expended mystic points.

Mystic Mind Plus

18th-level Arcane Mind feature


Your maximum spell level is considered to be 6th level.

You can cast one of the following 6th level spells once without expending any mystic points as if it were an invoker spell.: contingency, disintegrate, find the path, globe of invulnerability, mass suggestion, programmed illusion, or true seeing. You regain the ability to do so when you finish a long rest.

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Art by James Zapata

Divine Mind

Invoker that follow the path of the divine mind have a mystical connection with gods, deities, and celestials through their very mind. This almost psychic link to the divine drives them to want to change the world to how they think would best be fit for the gods.

Master of Divine

3rd-level Divine Mind feature


When you choose this archetype, you learn the Expression of Divinity, detailed at the end of this archetype description. You can't replace the Expression of Divinity when you gain a level in this class.

Celestial Thoughts

3rd-level Divine Mind feature


You learn celestial. When you speak celestial, you can choose to have any creature you can see not be able to understand you, even if it understands celestial.

Judgment

3rd-level Divine Mind feature


As an action, you can choose a creature you can see within 30 feet of you to be judged by the divine. Roll your conduit die twice. The target either regains hit points equal to the result, or takes radiant damage equal to the result (your choice). You can do so as a bonus action by expending 1 mystic point.

You can use this feature 3 times, and regain all expended uses when you finish a long rest.

Keeper

6th-level Divine Mind feature


When you restore hit points to a creature that is above half its hit point maximum, it regains additional hit points equal to your invoker ability modifier (minimum of 1 hit point).

Improved Judgment

10-level Divine Mind feature


When you use your Judgment feature, you can choose one of the following.

  • You reroll one of the die and use either result of your choice.
  • The target ends one condition on itself causing it to be blinded, charmed, deafened, or frightened.
  • The target's speed is halved until the end of its next turn.

Mass Divinity

18-level Divine Mind feature


By 18th level, you can call upon judgment whenever you need. As an action, you can target up to 5 creatures of your choice you can see within 30 feet of you with your Judgment feature, with no regard to your number of uses.

Once you use this feature, you can't do so again until you finish a long rest, or until you expend 4 mystic points to do so.

Expression of Divinity

The expression of divinity was discovered in attempt to forge the link divine minds have with gods and celestials. It focuses on replicating techniques and magics used by clerics, priests, and paladins.

Expression of Divinity Spells

Invoker Level Ability
2nd bless, guiding bolt
5th blindness/deafness, zone of truth
9th blinding smite, tongues

While you know this expression, you know the ceremony and augury spells, and they are invoker spell for you. You can cast either of these spells without expending any mystic points by increasing the casting time by 10 minutes.

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Invoker Spells

Listed here are all invoker spells of 1st level and higher.

1st-Level Spells

  • alarm
  • faerie fire
  • command
  • catapult
  • Psionic BlastNEW
  • charm person
  • chromatic orb
  • color spray
  • disguise self
  • detect magic
  • dissonant whispers
  • lightning waveNEW
  • magic missile

2nd-Level Spells

  • staticNEW
  • heat metal
  • calm emotions
  • suggestion
  • scorching ray
  • see invisibility
  • levitate
  • hold person
  • blur
  • silence
  • detect thoughts
  • mind spike

3rd-Level Spells

  • counterspell
  • haste
  • enemies abound
  • hypnotic pattern
  • lightning bolt
  • protection from energy
  • water walk
  • wind wall
  • fear
  • major image
  • dispel magic
  • sending

4th-Level Spells

  • blight
  • charm monster
  • freedom of movement
  • locate creature
  • phantasmal killer

5th-Level Spells

  • dominate person
  • geas
  • hold monster
  • modify memory
  • steel wind strike
  • synaptic static
  • telekinesis
  • wall of force

Mystic Expressions

Mystic expressions are the physical expression of psionic power in the world. Mystic expressions were each discovered by different parties and tend to reflect their creator's specialties and interests.

Expression of Arcane

You learn two cantrips of your choice from the wizard spell list, they are considered invoker spells for you. Whenever you gain a level in this class, you can replace one or both of these cantrips with another wizard cantrip of your choice.

Expression of Body

You can add your invoker ability modifier to Acrobatics and Athletics checks you make instead of Dexterity or Strength. You can grapple creatures within the range of your Telekinetics feature as long as you have a free hand.

Expression of Energy

You have a 5-foot bonus to your walking speed.

Expression of Elements

When you cast an invoker spell that has a casting time of 1 action, you can expend additional mystic points equal to the level of the spell to change the casting time to 1 bonus action for this casting.

Expression of Emotions

When a creature succeeds on its initial saving throw against one of your invoker spells, you can expend 2 mystic points to deal 1d6 pychic damage to it for each level of the spell.

Expression of Focus

Whenever you make a Constitution saving throw to maintain your concentration on an invoker spell, you can roll your conduit die and add it to the result.

Expression of Force

When you take the Attack action on your turn, you can forgo making one of the attacks you would make as part of that action to instead do one of the following of your choice:

  • Jumble. One creature of your choice that you can see that is concentrating must make a concentration check against your spell save DC.
  • Push. Make a melee spell attack against a creature within 15 feet of you. On a hit, the target takes force damage equal to one roll of your Conduit die and you can push it up to 10 feet directly away from you or towards you.

Expression of Illusions

You know the silent image spell and it is an invoker spell for you. You can cast this spell once without expending any mystic points. You regain the ability to do so when you finish a long rest.

Expression of Mind

The range of your Telekinetics feature increases to 15 feet, and you can use it to interact with objects up to 50 pounds instead of 10.

Expression of Prognosis

You know the identify spell and it is an invoker spell for you. You can cast any invoker spell you know that has the ritual tag without expending any mystic points by increasing the casting time by 10 minutes.

Expression of Self

When you prepare invoker spells at the end of a long rest, you can prepare an additional number of spells equal to your proficiency bonus.

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New Spells

1st-level Spells

Psionic Blast

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: S
  • Duration: Instantaneous

You unleash a destructive wave of mental power in a 15-foot cone. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 2d6 force damage, and is pushed up to 10 feet directly away from you. On a successful save, a creature takes half as much damage and isn't pushed. If a creature rolls a 1 on the d20 for its save, you can choose to knock it prone as well.

At higher levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d6, and the distance a creature is pushed increases by 5 feet for each slot level above 1st.

Lightning Wave

1st-level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V S
  • Duration: Instantaneous

You manifest a burst of lighting that arcs toward a creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 2d10 lightning damage, and has disadvantage on the next attack it makes before the start of your next turn.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

2nd-level

Static

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S
  • Duration: Concentration, up to 1 minute

You attempt to alter the mind energy of a creature. Choose a creature within range, when it makes a Wisdom or Intelligence saving throw, you can use your reaction to give it disadvantage on the saving throw and this spell ends.

If the target is ever out of range, the spell ends.



Fan Content Policy

Invoker is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.