The Energon Evoker
Energon Evokers are a rare kind of sorcerers whose magic has an enigmatic origin that manifest itself as an overwhelming affinity for a primal elemental energy, called Energon. As they learn to reign there Energon powers, they become unparalleled elemancers.
Energon Evoker Features
| Sorcerer Level |
Origin Feature |
|---|---|
| 1st | Embodied Conduit, Energy Conversion |
| 3rd | Metamagic: Destructive Spell |
| 6th | Energon Inoculation |
| 14th | Energy Mastery |
| 17th | Energon Incursion |
Embodied Conduit
Your being acts as a conduit through which Energon energy leaks into the material plane. As an Energon Evoker, you choose a primal energy type from among cold, fire and lightning. The chosen type becomes your Energon affinity type, which has the following effects on your spell casting and Sorcerer spells known:
- For each spell level you learn, you must include at least one spell that deals damage of your affinity type.
- As you gain access to cantrips, or 1st, 2nd, 3rd, 4th and 5th level Sorcerer spells, you may choose and learn a bonus affinity spell of up to the respective level.
- You are unable to learn spells that deal damage types other than your affinity type.
- You may learn spells that inherently deal damage matching your affinity type from any class’s spell list. Spells learned this way are Sorcerer spells for you.
- Spells you cast ignore resistance to damage of your affinity type.
Energy Conversion
You are able to transform spells to match your energy affinity. Once per spell level, when you learn new spells known, you may choose a damage dealing spell from the sorcerer spell list and permanently convert the damage to match your affinity type. Any secondary affects that are associated with the original spell’s damage type may be lost (DMs discretion).
Metamagic: Destructive Spell
At 3rd level, all Sorcerers gain excess to Metamagic. However, as an Energon Evoker you gain excess to an additional metamagic option:
Destructive Spell
When you roll damage for a spell that deals damage of your affinity type, you may spend 2 sorcery points to change a number of damage dice equal to your Charisma modifier to their maximum value.
Energon Inoculation
At 6th level, your body adepts itself to the constant strain of energon being channeled through it. You become resistant to damage matching your affinity type. In addition, an ability associated with your affinity type manifests itself:
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Frostwalker: Whenever you deal cold damage with one of your spells to a creature, the creatures speed is reduced by 10 feet until the start of your next turn.
Secondly, from now on you ignore difficult terrain imposed by ice, sleet or snow, and your sight is unaffected by cold weather effects. -
Spontaneous Combustion: On your turn, when a fire spell you cast reduces a creature to 0 hit points, you may use your Bonus Action to have the creatures body combust in a fiery blast. The explosion deals fire damage based on the creature’s size. Each creature within a 10-foot radius must make a Dexterity saving throw. The explosion deals 1d8 points of fire damage per size category above tiny, or half as much on a successful saving throw.
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Overcharge: When you cast a lightning spell during combat, you may use your Bonus Action to harness its power and gain an Overcharge, to a maximum of three. Any number of Overcharges may be expended as a Bonus Action to immediately cast that many lightning cantrips. If you are at maximum Overcharges, you may instead expend all three to cast Lightning Bolt as an Action without using a spell slot. Overcharges dissipate after 1 minute.
Energy Mastery
At 14th level, whenever you deal energon damage with a spell that is enhanced with Empower Spell or Destructive Spell metamagic, or when you scored a critical hit with the spell, the spell treats immunity as resistance and imposes an elemental ailment unique to the energy type. Elemental creatures are unaffected by this ability.
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Flash-Freeze: Your cold spells instantly freeze your enemies in place. Creatures affected must make a Strength saving throw or become encaged in ice. If it fails, the creature is Restrained until it breaks free. On a successful save it has its movement speed halved for 1 round instead. At the end of each of its turns, the creature may make a Strength check against your spell DC. If it succeeds, it breaks free and is no longer Restrained. A creature may instead spend its Action to gain advantage on this roll.
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Immolate: Your fire spells engulf their targets with consuming flames, reducing all to ashes. A creature must make a Dexterity saving throw or become immolated. While immolated, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of its turns, the target takes 3d6 fire damage. It may then repeat the Dexterity saving throw. On a successful save the immolation ends. A creature may spend its action to gain advantage on this roll.
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Electrocute: As your lightning spells course through your victims, nerves are ravaged, while muscles spasm and convulge. Creatures affected must make a Constitution saving throw. On a failed save, a creature is Blinded and suffers disadvantage on all Strength and Dexterity based checks. Each round thereafter, at the end of an affected creatures’ turn, it must make a Constitution saving throw. If it succeeds, the effects end.
In addition, your resistance to your affinity type is replaced by immunity.
Energon Incursion
Beginning at 18th level, you can violently channel your raw energy to breach the surrounding world, temporarily changing the elemental traits of the world around you. As an action, you can exude an up to 60-foot radius domain within a 100 feet, that lasts for 1 minute. When a creature enters the incursion area for the first time on a turn or starts its turn inside, it take 5d6 points of damage of the associated type. Furthermore, within the area, spells that deal damage matching the incursions type are treated as metamagically Empowered. Finally, an effect is instilled based on the domain’s energy type:
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Frozen Core: As the temperature plummets to abyssal levels, all water instantly freezes over while a blizzard of snow, hail and sleet erupts within the area. The sphere is treated as difficult and heavily obscured terrain.
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Scorching Cataclysm: A wave of hot rippling air bursts outward. As ash starts to dwindle from the sky, the world is filled with an unnatural scorching heat. While you are inside the domain area, and a creature within would be reduced to 0 hit points by fire damage, you may freely activate Spontaneous Combustion to detonate it instantly.
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Ionic Gyre: Within a split second, an ominous gyre of dark crackling clouds whirls into existence, and a strong field of static energy envelops the area. Attack rolls made with lightning spells against creatures within the area are made with advantage, while Reflex saving throws made against lightnings spells are made with Disadvantage. At the end of each of your tuns, if you are within the domain area, you gain an Overcharge.
Maintaining the incursion requires your concentration. Once you use this feature, you can't do so again until you finish a long rest, or you spend 6 sorcery points to use it again.