The Invocate

by kingstarman

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The Invocate

Invocate

An elder approaches the spirit of a fallen warrior inquisitively beckoning it for a conversation. Confused and frightened by the situation he has found himself in the spirit charges the man but finds himself unable to move as a small bird lands on his shoulder unnaturally calmed by its presence. A soft chuckle rings out from the old man who still casually approaches the now pacified spirit and begins to converse.

In the world of Errsalt invocate have found themselves in a very important roll. The gods of old sealed away by the Black Curtain and new gods forming from powerful mortals and spirits they serve as the gatekeepers of nature and divinity.

Wardens of the life cycle

Invocate mainly deal with the lost spirits who have yet to pass onto the next plane. They can serve as both Shepard's for said spirits or exercises if such spirits pose a threat the natural balance of the world.

Creed of Heaven

Invocate view on the comic balance sees both the divine and nature as one. Through rigorus meditation the path through chaos is revealed and this knowledge is refered to as the Creed of Heaven.

Creating a Invocate

Quick Build

You can make a Invocate quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Constitution. Second, choose the Sage background from the Player's Handbook.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Invocate as one of your classes.

Ability Score Minimum. In order to multiclass, you must have at least a 13 in Wisdom to take a level in this class, or to take a level in another class if you are already a Invocate.

Proficiencies Gained. If Invocate isn't your initial class, you gain two skill proficiencies from the Invocate list when you take your first level in this class.

The Invocate
Level Proficiency Bonus Features Cantrips Known Spell Slots Spell Level Virtues Known
1st +2 Foundation, Third Eye, Spirit Magic 2
2nd +2 Aura Projection, Prayer Staff, Natural Law 3 2 1st
3rd +2 Virtues 3 2 1st 2
4th +2 Ability Score Improvement 4 2 2nd 2
5th +3 Third Eye Improvement, Tongue of the Ancients 4 3 2nd 2
6th +3 Natural Law Feature 4 3 2nd 3
7th +3 Something 4 3 2nd 3
8th +3 Ability Score Improvement 4 3 2nd 3
9th +4 4 4 3rd 4
10th +4 Natural Law Feature 5 4 3rd 4
11th +4 Something 5 4 3rd 5
12th +4 Ability Score Improvement 5 4 3rd 5
13th +5 5 5 4th 6
14th +5 Natural Law Feature 5 5 4th 6
15th +5 Something 6 5 4th 7
16th +5 Ability Score Improvement 6 5 4th 7
17th +6 6 6 5th 8
18th +6 Something 7 6 5th 8
19th +6 Ability Score Improvement 7 6 5th 8
20th +6 Something 7 6 5th 8

Class Features

As a Invocate, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Invocate level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Invocate level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons
  • Tools: Calligrapher's Supplies, Carpenter’s tools

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Religion, and Persuasion.

Equipment

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

  • (a) a item1 or (b) item2

Foundation

Starting at 1st level, your eyes have seen the Creed of Heaven allowing you to walk the true path from chaos. This foresight acts first as a defence as the wills of the world warn you of coming threats. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Third Eye

Also, at 1st level, your eyes having been truly opened allows you to peer into the emotions of a creature. this can take the form of a literal third eye or an enchantment of your existing eyes. As a bonus action, you can look at a creature within 30ft and magically knows the creature's current emotional state. If the target fails a Charisma saving throw against your spell save DC, you also learn the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. A creature that succeeds this saving throw is immune to the effects of this feature for the next 24 hours.

Spirit Magic

Your connection to the Creed of Heaven has gifted you insight to the manipulation of the weave.

Cantrips

You know two cantrips of your choice from the invocate spell list. You learn additional invocate cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Invocate table.

Spells Known of 1st Level and Higher

At 2nd level, you know the spells provided from your chosen natural law.

When you you gain further levels in this class you will learn more spells through class features and can cast any spells you qualify for at the spell level show in the invocate class table.

You regain all expended spell slots when you finish a short or long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your invocate spells, so 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 invocate spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Ritual Casting

You can cast a invocate spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy Symbol (see "Equipment") as a Spellcasting Focus for your invocate Spells.

Aura Projection

At 2nd level, you have learned how to exude the your natural life force to influence the material world, this life force is known as an aura. You can project your aura as a bonus action for 1 minute. When your aura is projected, it can be targeted at a single creature within 30 feet, or make a sphere around you with a radius of 5 feet. When you exude your aura you can choose one of the following effects.

Influence. You have advantage on either Persuasion or Intimidation (you choose when you use this feature) checks against creatures affected by your aura.

Suppression. Creatures within your aura have their movements speed reduced by half.

If a targeted creature moves more than 30ft away from you or if creatures leave the area of effect of your aura they are freed from your auras effects. You can use this feature once and regain all uses of this feature when you finish a long rest.

Prayer Staff

Also at 2nd level, your training has lead you to craft a more suitable medium for your power. Using carpenters tool's or another set of artisans tools in which you are proficient and are applicable you can forge a Prayer Staff over the course of a long rest.

This Prayer Staff takes the form of a weapon or a small object. While you are wielding the Prayer Staff it counts as a spell casting focus and can be used as a weapon that is magical for the purpose of overcoming resistance to non magical damage.

Natural Law

Finally, at 2nd level, those who have opened their eyes to the Creed of Heaven and with to continue their path of the invocate must align themselves with a Natural Law. This alignment is a permanent decision and reflects a invocate's wisdom and dedication. Your choice grants you features at 2nd level and then again at 6th, 10th, and 14th level.

Virtues

At 3rd level, In your path of the Creed of Heaven, you have witnessed the natural virtues of the world, fragments of knowledge that imbue you with magical ability.

You gain two Virtues of your choice. Your virtue options are detailed at the end of the class description. When you gain certain invocate levels, you gain additional virtues of your choice, as shown in the virtues Known column of the Invocate table.

If a Virtue has prerequisites, you must meet them to learn it. You can learn the virtue at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Ability Score Improvement

At 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

Third Eye Improvement

At 5th level, your Third Eye has improved from the cultivation your your efforts. You can project your eye using your aura, you can see out of the eyes of any creature that is being affected by your aura.

Additionally, you gain advantage on attack rolls against any creature that fails a saving throw against your Third Eye feature for the next hour.

Tongue of the Ancients

Also at 5th level, as one who has seen the Creed of Heaven your path demands you be involved with all parts of life. You can cast either of the spells speak with dead or speak with plants without expending a spell slot. You regain a use of this ability after finishing a long rest.

Additionally, both spells are added to your spell list.

Something

At 7th level,

Something

At 11th level

Something

At 15th level,

Something

At 18th level,

Something

At 20th level,

Natural Law

Artifact Soul Refinement Law

Expanded Spell List

Spell Level Spell
1 detect magic, identify
2 detect thoughts, spiritual weapon
3 life Transference, protection from energy
4 fabricate, Otiluke's resilient sphere
5 awaken, creation

Artificial Mind

Starting at 2nd level, you have studied from the natural mind of the universe and seek to an intelligence of your own. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically bestow an intelligence within a Tiny, non magical object on which you write mystical symbols.

The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates. The magic item has the following properties:

Telepathic Advisor. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice.

Entomb consciousness

Also, at 2nd level, you can conjure magic to forcibly restrict a creatures ability to think and focus. As an action, you can choose 1 creature within 30 feet and force that creature to make an Intelligence saving throw against your spell DC. On a failed save, the creatures mind is partially sealed away from itself. The creatures movement speed becomes 0 and that creature cannot make reactions until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier and regain all uses upon finishing a long rest.

6th level

At 6th level,

10th level

At 10th level,

14th level

At 14th level,

Natural Law

Heavenly Ghosts Gate Law

Expanded Spell List

Spell Level Spell
1
2
3
4
5

2nd level

Starting at 2nd level,

6th level

At 6th level,

10th level

At 10th level,

14th level

At 14th level,

Natural Law

Five Grasses Alchemy Law

Expanded Spell List

Spell Level Spell
1
2
3
4
5

2nd level

Starting at 2nd level,

6th level

At 6th level,

10th level

At 10th level,

14th level

At 14th level,

Natural Law

Nine Relms Reincarnation Law

Expanded Spell List

Spell Level Spell
1
2
3
4
5

2nd level

Starting at 2nd level,

6th level

At 6th level,

10th level

At 10th level,

14th level

At 14th level,

Natural Law

Profane Spirit Embodiment Law

Expanded Spell List

Spell Level Spell
1
2
3
4
5

2nd level

Starting at 2nd level,

6th level

At 6th level,

10th level

At 10th level,

14th level

At 14th level,

Virtues

Virtue of the Fox

Expanded Spell List

Spell Level Spell
1 charm person
2 phantasmal force
3 tiny servant

Vulpes Guise

Upon attaining this virtue you have observed the grace and conduct of foxes. You can as an action, transform yourself into a fox under the rules of the druid's Wild Shape feature. You can do this once per long rest.

Virtue of the Stone

Expanded Spell List

Spell Level Spell
1 earth tremor
2 earthbind
3 erupting earth

Ageless Stone Meditation

Upon attaining this virtue you have observed the stillness and beauty of natural stone. When you take a short or long rest you can enter a deep meditation for the duration of the rest during which your body changes to match the appearance of the natural stone of the area around you if there is any. Creatures have disadvantage on any Perception checks to spot you. This effect ends if you move or take any actions.

Virtue of the Flame

Expanded Spell List

Spell Level Spell
1 faerie fire
2 flame blade
3 fireball

Upon attaining this virtue you have observed

Virtue of the Tide

Expanded Spell List

Spell Level Spell
1 fog cloud
2 Snilloc's snowball storm
3 tidal wave

A Fish to Water

Upon attaining this virtue you have observed the shores and depths of waters blue.

Virtue of the Wind

Expanded Spell List

Spell Level Spell
1 zephyr strike
2 dust devil
3 fly

9th level

Upon attaining this virtue you have observed

Virtue of Prophecy

Expanded Spell List

Spell Level Spell
1 detect evil and good
2 augury
3 clairvoyance

9th level

Upon attaining this virtue you have observed

Cantrip List

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Gust
  • Light
  • Mage Hand
  • Magic Stone
  • Message
  • Minor Illusion
  • Mold Earth
  • Produce Flame
  • Ray of Frost
  • Spare the Dying
  • Thaumaturgy
  • Thorn Whip
  • Thunderclap
  • Toll the Dead
 

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