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Evoker v1.3
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\pagebreak # Evoker A man who cries for the dead and the ones they have lost. They raise one hand and summon a field of haze and fog. A battle rages on inside the fog while the man prays for the life of their companions. Hoping not to bury yet another body. ___ A giggling girl sits in a meadow surrounded by glowing wisps of energy. Chasing and playing as the wisps, seemingly intelligent, make the girl laugh and smile. As they are playing tag, the girl slips down a hill and begins to fall. Before she can hit the ground, a soft gust of wind brings to her to a soft and harmless landing. ___ A tiefling covered in ash gray tattoos is meditating inside a circle of fire. Out from the fire slithers a serpent seemingly made of pure fire and heat. The serpent wraps itself around the tieflings body adding to their clothing as the tiefling opens their eyes and strokes their new familiar. ___ Evokers are those that experience the silence. They speak with the unspeakable and listen to the unhearable. The small spirits that operate on their own every day everywhere around the world guide them with they're knowledge. Each spirit might be small and know little but collected they are strong and wise. ### Wisdom from the Small and Many If you've ever heard the wind blow and thought someone had called your name. You may not have been hearing things. The world is manipulated and controlled by small spirits or motes of energy. Some spirits are alive and thinking. Others are nothing more than raw energy or have no more intelligence than a fruit fly. There is one thing for certain. If you can listen closely enough and if you're patient enough. You can collect what all those spirits know. It's as easy as listening to the silence. ### When Silence is Heard Evokers are the quiet ones in the back of the room talking to the dog at a party. They seem out of place most of the time but once you talk to them you realize they are extremely easy to talk to and awkward in a charming way. ___ Spirits are attracted to those with nothing better to do. The lonely or lost. The ones who might listen. Evokers are the same way. They crave attention but find it most comforting to be alone. This subtle balance of wishes makes Evokers relatively rare. Requiring both the patience and understanding to listen to the spirits along with little distractions from it. ___ The desire to meet new spirits or learn more than they could otherwise drives Evokers to adventure into the world. Along with the chance of making new friends or meeting interesting people. \columnbreak ### Creating an Evoker Evokers are beings of patience and struggle. They could have been left to survive the elements as a child, abandoned. They could have been outcasts in their town or village due to some event or even their race. Whatever the means, Evokers are lonely and suspicious of others. Though generally kind hearted due to being subjected to a less than kind life. Evokers have some kind of connection to the spirits around the world and to the ethereal plane itself. This connection keeps them coming back to the spirits. This could be a lost loved one, a dependence on the spirits guidance, or just a desire for power. These always keep the character tethered to spirits or the spirit world and they always want to enhance their connection to it. Whether thats through brute force or self understanding. ### Defining Spirits What are spirits and how do they interact with the world? Generally spirits are the life force of a creature and the projected will of that creature. A spirit separated from its living form is exiled to the ethereal plane and eventually brought to its final end. Some creatures choose not to end this way however, and manage to survive in the ethereal plane. These spirits end up either becoming independent and powerful on their own, or are recycled into motes. A general definition of a spirit is fully or semi-ethereal being that is a creature of pure will, energy, or both. ##### Motes Motes are a special type of spirit. They are essentially the bacteria or plankton of the spiritual world. Insignificant on their own but powerful or essential in large groups. Motes are everywhere there is magic or large amounts of energy. Some motes become strong enough to gain will or become a more tangible being such as a Will-o'-Wisp.
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### The Evoker | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Spirit Senses | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Spiritual Tutelage | 2 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Concentrate Motes (1/long rest), Base Concentrations | 2 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Ritual Guidance | 3 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Spiritual Tutelage Feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | ─ | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement, Concentrate Motes (2/long rest) | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | Spirit Senses Improvement | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Directed Concentration, Spiritual Tutelage Feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | ─ | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement, Concentrate Motes (3/long rest) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | Ritual Mastery | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Spiritual Tutelage Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement, Concentrate Motes (4/long rest) | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | ─ | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Honed Senses | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Perfect Concentration | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As an Evoker, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Evoker level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Evoker level after 1st #### Proficiencies ___ - **Armor:** light armor - **Weapons:** simple weapons, longbows, morningstars, rapiers - **Tools:** Choose one of any Artisan Tool or Musical Instrument ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from Arcana, Animal Handling, Insight, Perception, and Persuasion \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon - *(a)* an explorers pack or *(b)* a scholars pack - Leather armor, a dagger, an artisan tool or instrument with which you are proficient, and an Evoker focus Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. \pagebreakNum > ##### Multiclassing and the Evoker > If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose Evoker as one of your classes. > >**Ability Score Minimum.** As a multiclass character, you must have at least a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already an Evoker. ### Spellcasting 1st-level ___ You have learned to communicate with the spirits around you have they help with your manipulation of the weave. See the Evoker spell list at the end of this class description. #### Cantrips You know two cantrips of your choice from the Evoker spell list. You learn additional Evoker cantrips of your choice at higher levels, learning a 3rd at 4th level, a 4th at 8th level, a 5th at 12th level, and a 6th at 16th level. Whenever you finish a long rest, you can replace one cantrip you have already learned from your Evoker spell list with another. #### Preparing and Casting Spells The Evoker table shows how many spell slots you have to cast your Evoker spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Evoker spells that are available for you to cast, choosing from the Evoker spell list. When you do so, choose a number of Evoker spells equal to your Wisdom modifier + your Evoker level (minimum of one). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing new Evoker spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. \columnbreak #### Spellcasting Ability Wisdom is your spellcasting ability for your Evoker spells since your magic draws upon your guidance from the spirits around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Evoker 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 an Evoker spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus Your Evoker spellcasting focus is an object that bears some importance to you. Examples of this would be a piece of jewelry that was a gift from your parents, a letter from an old friend, a piece of clothing from your sibling. Anything that can resonate with you on a personal level. This is used as a basis to communicate with spirits.
\pagebreakNum ### Spirit Senses 1st-Level ___ Spirits are ever abundant in the world. Whether they be small and harmless or big and powerful. You have learned to communicate and see these spirits clearly. Though not without effort. As a bonus action, you can elevate your senses into the ethereal plane. Whenever you use this feature, you choose from the available Spirit Sights or Spirit Speaks. In addition, whenever you use a Spirit Sight, you may concentrate on the accompanying Spirit Speak at the same time. Spirit sights and speaks can be concentrated on, as if you were concentrating on a spell, for 1 minute during use. If you do not choose to concentrate on the spirit sense or speak it lasts until the end of your turn. Spirit Senses can only be used a number of times equal to your proficiency bonus per long rest. However, Spirit Speaks have no such limit. ##### Spirit Sight: Ethereal You see into the ethereal plane out to a range of 30 feet. You can see creatures inside the ethereal plane, including motes, around you within this range. Motes can be seen through walls or other solid structures but are obscured by objects that exist in the ethereal plane, such as wall of force. Motes spend large amounts of time around magic items, spiritual persons, or high concentrations of energy. ##### Spirit Speak: Ethereal You gain the ability to communicate telepathically with any spirit you can see. You do not need to share a language. While using this sense, you may choose to communicate with nearby motes to try and gain information. When you do, make a DC 15 intelligence saving throw to make sense of the information. You may ask one question per round when used this way. \columnbreak ### Spiritual Tutelage 2nd-Level ___ You communicate with and are taught by the spirits around you that you personally align with. Your choice grants you features at 2nd level and again at 6th level, 10th level, and 14th level. #### Tutelage Spells Each tutelage has a list of spells that have been taught to you by the spirits of your tutelage. You gain these spells at the Evoker levels noted in the Tutelages description. Once you gain a spell from your tutelage, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a spell that does not appear on the Evoker spell list, the spell is nonetheless an Evoker spell for you. ### Concentrate Motes 3rd-Level ___ You have learned to evoke your will on the motes around you to concentrate them into a certain area giving you various effects. As an action, you can concentrate motes into a *magical* sphere, that spreads around corners, centralized around a point within 60 feet of you that you can see, gaining a number of focus points equal to half your proficiency bonus (rounded down). When you do so, you choose which concentration effect to use from your available concentrations (see **Base Concentrations**). Then choose the number of points to put into the effect, at least one point is required for each effect. Concentration effects with 1 focus point have a 30 foot radius, but each focus point spent beyond the first reduces the radius by 5 feet. No more than 6 focus points can be spent on a concentration. All unspent focus points are lost. As a bonus action, you may move the point of the concentration to another point you can see within 60 feet of you. The concentration ends after 1 minute, if you lose concentration, as if you were concentrating on a spell, or lose line of sight on the chosen point. You regain the ability to use this feature after finishing a long rest. In addition, beginning at 8th level, you can use this feature twice between long rests, at 12th level, you can use this feature three times between long rests, and at 16th level, you can use this feature four times between long rests. Whenever you use this feature. You may choose to consume any number additional uses at the same time. Doing so will allow you to either add a concentration effect to the concentration or gain number of focus points equal to half your proficiency bonus (rounded down). Focus points must be split between the additional effects on creation. Motes are potent when concentrated this way and may interact with objects and the world and not just creatures.
\pagebreakNum ### Base Concentrations 3rd-Level ___ Motes are raw energy in a chaotic state. Using this untamed living energy might be a little dangerous. You gain access to the following concentration effects. ##### Destructive Area Whenever a creature enters the area for the first time or ends their turn inside the area. The creature takes 1d4 (bludgeoning, piercing, or slashing) damage for every focus point spent. You choose the damage type when you choose this effect. ##### Constructive Area Whenever a creature enters the area for the first time or begins their turn inside the area, they gain 1d4 temporary hit points for every focus point spent. ##### Kinetic Area Whenever a creature enters the area for the first time ends their turn inside the area, they must roll 1d6 (1 Up, 2 North, 3 East, 4 South, 5 West, 6 Down), the creature is then pushed 5 feet in the rolled direction for every focus point spent. If a creature is pushed in a direction that would force them into another creature, object, or terrain. The creature and what the creature was forced into takes 1d4 bludgeoning damage for every focus point spent. The creature is knocked prone if the creature is moved into the ground and at least 1 focus point is spent for every creature size medium and above. ##### Absorbing Area Creatures inside the area have their movement speed reduced by 5ft for every focus point spent. This effect applies before effects like difficult terrain. Additionally, projectiles inside the area count as traveling an additional 10ft, for the sake of weapon range, for every focus point spent. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. \columnbreak ### Ritual Guidance 5th-Level ___ Your patience and willingness to listen to the spirits around you have taught you much in the art of ritual magic. Whenever you cast an Evoker spell that can normally be cast as a ritual. You may cast the spell with an additional 5 minutes instead of 10. In addition, you may cast Evoker spells that are not normally ritual spells, as rituals. Whenever you cast a spell this way that is 5th or 6th level you gain 1 point of exhaustion, 7th and 8th level spells cause you to gain 2 points of exhaustion, and 9th level spells cause you to gain 3 points of exhaustion. ### Spirit Senses Improvement 9th-Level ___ You have become more mentally pliable and are able to extend the abilities of your senses. ##### Spirit Sight: Material You may look into the aura of a creature you can see within 30ft of you. You gain advantage on insight checks against the target creature and you gain knowledge of any inflictions on the creature, such as being poisoned, whether or not they are cursed, or under the effects of a spell. You may learn the nature of the affliction or spell. ##### Spirit Speak: Material You gain the ability to communicate telepathically to one creature of your choice that you can see, you do not need to share a language. Due to your experience with extremely low intelligence creatures you may use this feature on creatures of lower intelligence, such as animals. However, this feature does not allow to you speak telepathically to things that do not normally think. Such as ordinary plants. ### Directed Concentration 10th-Level ___ Whenever you use **Concentrate Motes**. You may choose which creatures inside the area are effected by the concentration rather than all creatures.
\pagebreakNum ### Ritual Mastery 13th-Level ___ With the help of spirits and your own patience. You have gained an invaluable amount of knowledge into magical processes and ritual arts. Whenever you cast a spell as a ritual, you may choose to double the total casting time of the spell. When you do so, you may ignore any material components required by the spell. This cannot be performed on spells that use or mention the components in the spells description such as Summon Greater Demon, Magic Jar, and Soul Cage. \columnbreak ### Honed Senses 18th-Level ___ Using your spirit senses has become as easy as breathing. You can now use any spirit sense available to you at will as a free action and they no longer require concentration. ### Perfect Concentration 20th-Level ___ Your ability to concentrate and maintain complicated rituals and spells has reached the limits of mortal potential. You now respect the following effects when it comes to concentration. - You may concentrate on two effects at once. Instead of one. - You have advantage on saving throws to maintain concentration.
\pagebreakNum ## Evoker Spell List
##### Cantrips (0 Level) - Conjure Motes* - Dancing Lights - Friends - Guidance - Mage Hand - Mending - Message - Mind Sliver - Minor Illusion - Spare the Dying ##### 1st Level - Absorb Elements - Alarm - Bane - Bless - Comprehend Languages - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Faerie Fire - Find Familiar - Fog Cloud - Healing Word - Heroism - Identify - Magic Missile - Sanctuary - Shield - Silent Image - Sleep - Unseen Servant \columnbreak ##### 2nd Level - Aid - Borrowed Knowledge - Calm Emotions - Darkness - Darkvision - Detect Thoughts - Enhance Ability - Find Traps - Gentle Repose - Gust of Wind - Healing Spirit - Knock - Lesser Restoration - Levitate - Locate Animals or Plants - Locate Object - Mirror Image - Nystul's Magic Aura - Pass without Trace - Phantasmal Force - See Invisibility - Shatter - Silence - Suggestion - Summon Beast - Summon Lesser Spirits* - Zone of Truth ##### 3rd Level - Animate Dead - Blink - Catnap - Conjure Animals - Dispel Magic - Enemies Abound - Haste - Leomund's Tiny Hut - Major Image - Mass Healing Word - Nondetection - Protection from Energy - Revivify - Sending - Slow - Speak with Dead - Speak with Plants - Spirit Shroud - Summon Fey - Summon Lesser Demons - Summon Shadowspawn - Tongues \columnbreak ##### 4th Level - Arcane Eye - Banishment - Blight - Confusion - Conjure Minor Elementals - Conjure Woodland Beings - Freedom of Movement - Hallucinatory Terrain - Leomund's Secret Chest - Mordenkainen's Private Sanctum - Summon Aberration - Summon Elemental - Summon Greater Demon - Summon Greater Spirit* ##### 5th Level - Animate Objects - Awaken - Conjure Elemental - Contact Other Plane - Dream - Geas - Greater Restoration - Legend Lore - Modify Memory - Planar Binding - Scrying - Skill Empowerment - Summon Celestial - Telekinesis - Teleportation Circle ##### 6th Level - Arcane Gate - Circle of Death - Conjure Fey - Contingency - Find the Path - Forbiddance - Magic Jar - Mass Suggestion - Mental Prison - Soul Cage - Summon Fiend - Tasha's Otherworldly Guise - True Seeing \columnbreak ##### 7th Level - Dream of the Blue Veil - Resurrection - Conjure Celestial - Displace Spirit* - Plane Shift - Teleport - Mordenkainen's Magnificent Mansion - Forcecage - Etherealness - Reverse Gravity ##### 8th Level - Abi-Dalzim's Horrid Wilting - Antimagic Field - Antipathy/Sympathy - Clone - Control Weather - Demiplane - Maddening Darkness ##### 9th Level - Astral Projection - Imprisonment - Gate - True Resurrection - Foresight
\pagebreakNum ## Evoker Spells #### Conjure Motes *cantrip conjuration* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You conjure untamed and wild motes into the material plane. Bending to your will you may have them perform one of the following effects within range: - Light or snuff out a candle, a torch, or a small campfire. - Create a small ball of light of any color within range, providing bright light in a 10-foot radius and dim light for an additional 10 feet. - Create a harmless sensory effect within range, such as temperature changes, pressure, tingling sensations, or sounds. - Move an object not being worn or carried, no heavier than 5lbs, 5 feet in a straight line. - Cause a creature to perform a minor emotional, instinctual, or subconscious impulse, such as to take a sip of a drink, move a couple of steps backward, sigh, or any subtle emotional or inflection changes. ___ You may have the motes perform the effect repeatedly during the duration with no action or change the effect during the duration as a bonus action. ___ #### Summon Lesser Spirits *2nd-level conjuration (ritual)* ___ - **Casting Time:** 1 action - **Range:** 90ft - **Components:** V, S, M (A piece of gold jewelry with a diamond worth at least 200 gp) - **Duration:** Concentration, up to 1 hour ___ You bring 1d4+1 nearby spirits into the material plane, giving them power. They manifest into unoccupied spaces within range. This corporeal form uses the **Lesser Spirit** stat block. When you cast the spell, choose Good, Neutral, or Evil. Your choice determines the creature's traits in the stat block for all creatures summoned. The creatures disappear when they drop to 0 hit points or when the spell ends. ___ The spirits can be as detailed or abstract as you wish them to be. They will always been slightly see through and cannot be larger or smaller than a small creature. ___ The creatures are allies to you and your companions. In combat, the creatures share your initiative count, but they take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, they take the Dodge action and uses their move to avoid danger. ___ **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you manifest an additional **Lesser Spirit**. \columnbreak #### Summon Greater Spirit *4th-level conjuration (ritual)* ___ - **Casting Time:** 1 action - **Range:** 90ft - **Components:** V, S, M (A container with your blood and a diamond worth at least 400 gp inside) - **Duration:** Concentration, up to 1 hour ___ You call forth a greater spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Greater Spirit stat block. When you cast the spell, choose Good, Neutral, or Evil. Your choice determines the creature's traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. ___ The spirit can be as detailed or abstract as you wish it to be. It will always been slightly see through and cannot be larger or smaller than a medium creature. ___ The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. ___ At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block. #### Displace Spirit *7th-level transmutation (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Up to 8 hours ___ You touch a creature and force their spirit out of their body. The creature must succeed a charisma saving throw or have their spirit separated from their physical body, leaving them unconscious. A spirit can attempt to re-enter its physical body at the beginning of its turn by touching their physical body and succeeding a charisma saving throw. Returning to their physical body and ending the spell on a success. ___ The spirit can move normally in any direction and can shift between the ethereal plane and the plane it originated from as a bonus action. ___ While on the ethereal plane the spirit is under the effects as described in the spell **Etherealness**. ___ While on the plane they originated from. The spirit can be seen normally but slightly transparent and only in shades of a single color. The spirit takes the form and appearance of however the creature perceives themselves. The spirit is effected by objects and effects while in the plane. The spirit can take damage but is immune to non-magical damage. ___ If the creature is reduced to 0 hit points by having its spirit damaged instead of its body. The spell ends and the spirit returns to the creatures body. The creature remains at 0 hit points but is considered stable. \pagebreakNum ## Evoker Spell Stat Blocks ___ > ## Lesser Spirit >*Small undead, good, evil, or neutral* > ___ > - **Armor Class** 8 (Evil and Good only) 13 (Neutral Only) (Natural Armor) > - **Hit Points** 5 (Evil and Good only) 10 (Neutral Only) > - **Speed** 30 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|7 (-2)|10 (0)|10 (0)|11 (0)|12 (+1)| >___ > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** understands the languages you speak > - **Challenge** - > ___ > ***Weakening Aura (Evil Only).*** Creatures, other than Lesser Spirits, have -1 to attack rolls and saving throws for every two Lesser Spirits with this feature within 5 feet of them. > > ***Strengthening Aura (Good Only).*** Creatures, other than Lesser Spirits, have +1 to attack rolls and saving throws for every two Lesser Spirits with this feature within 5 feet of them. >___ > ### Actions > ***Force Pulse.*** *Melee Weapon Attack:* *your spell attack modifier* to hit, reach 5ft., one target. *Hit:* 1+*your spell attack modifier* Force damage. \columnbreak ___ > ## Greater Spirit >*Medium undead, good, evil, or neutral* > ___ > - **Armor Class** 11 + the level of the spell (Natural Armor) > - **Hit Points** 30 + 10 for each spell level above 4th > - **Speed** 40 ft., fly 40 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|14 (+2)|14 (+2)|15 (+2)|18 (+4)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** speaks the languages you speak > - **Challenge** - >___ > ***Bolstering Aura (Good Only).*** Ally creatures within (5 + 5 for each spell level above 4th) feet of the spirit gain a bonus to attack rolls and saving throws equal to half the spell's level (rounded down) > > ***Sapping Aura (Evil Only).*** Non-ally creatures within (5 + 5 for each spell level above 4th) feet of the spirit have a penalty to attack rolls and saving throws equal to half the spell's level (rounded down) > > ***Ethereal Shielding (Neutral Only).*** At the end of each of the spirits turns, the spirit gains temporary hit points equal to the spell's level. > > ***Ethereal Jaunt.*** As a bonus aciton, the spirit can shift from the Material Plane to the Ethereal Plane, or vice versa. >___ > ### Actions > ***Multiattack.*** The spirit makes a number of attacks equal to half this spell's level (rounded down). > > ***Force Smash.*** *Melee Weapon Attack:* *your spell attack modifier* to hit, reach 5ft., one target. *Hit:* 1d8 + 4 + *the spell's level* Force damage. The target must succeed a Strength saving throw against *your spell save DC* or be knocked back 5ft and knocked prone. \pagebreakNum ## Additional Creatures ___ > ## Mini Will-O'-Wisp >*Tiny undead, Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 1 (1d4-1) > - **Speed** 0 ft., fly 50 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|16 (+3)|9 (-1)|12 (+1)|13 (+1)|10 (0)| >___ > - **Damage Immunities** poison > - **Damage Resistances** lightning; bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** - > - **Challenge** 0 > ___ > ***Ephemeral.*** The will-o'-wisp can't wear or carry anything. > > ***Incorporeal Movement.*** The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. > > ***Variable Illumination.*** The will-o'-wisp sheds bright light in a 5 to 10-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. > ___ > > ### Actions > ***Shock.*** Melee Spell Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 lightning damage. > > ***Invisibility.*** The will-o'-wisp and its light magically become invisible until it attacks or until its concentration ends (as if concentrating on a spell). > \columnbreak ___ > ## Minor Will-O'-Wisp >*Tiny undead, Unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 15 (6d4) > - **Speed** 0 ft., fly 50 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|20 (+5)|10 (0)|12 (+1)|14 (+2)|10 (0)| >___ > - **Damage Immunities** poison, lightning > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious > - **Senses** darkvision 120 ft., passive Perception 12 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > ***Ephemeral.*** The will-o'-wisp can't wear or carry anything. > > ***Incorporeal Movement.*** The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. > > ***Variable Illumination.*** The will-o'-wisp sheds bright light in a 5 to 15-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. > ___ > > ### Actions > ***Shock.*** Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. > > ***Invisibility.*** The will-o'-wisp and its light magically become invisible until it attacks or until its concentration ends (as if concentrating on a spell). > \pagebreakNum # Evoker Spiritual Tutelages Tutelages are subtle teachings of the spirits that you regularly interact with. The spirits that most align to you. What spirits teach you the ways of magic heavily depends on your personality and moral values. It usually takes time to grow a relationship and understanding with these spirits. So make sure to be patient and when the time is right you might learn something amazing. ___ **(NOT CURRENTLY IN A-Z ORDER)** ## Tutelage of Elementals Elemental spirits are angry wrathful beings but when given the right place or person they become playful and mischievous. Motes doubly so. ### Tutelage Spells You gain tutelage spells at the Evoker levels listed in the Tutelage of Elementals Spells Table. See the Spiritual Tutelage class feature for how tutelage spells work. #### Tutelage of Elementals spells | Evoker Level | Spells | |:---:|:-----------:| | 2nd | Thaumaturgy, Choose Between (Produce Flame, Shape Water, Mold Earth, or Gust) | | 3rd | Absorb Elements, Chaos Bolt| | 5th | Dragons Breath, Dust Devil | | 7th | Elemental Weapon, Protection from Energy| | 9th | Conjure Minor Elementals, Elemental Bane| | 11th | Conjure Elemental, Bigby's Hand | | 13th | Primordial Ward | | 15th | Prismatic Spray | ### Unarmored Defense 2nd-Level ___ You shield yourself in elemental energy. ___ While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. ### Speak with Elementals 2nd-Level ___ Whenever you use your **Spirit Speak: Ethereal** to speak with elemental spirits. You do not need to make an intelligence check to speak to elemental motes. In addition you gain proficiency with the Primordial language. If you already have this proficiency, you gain proficiency with one other language of your choice. \columnbreak ### Concentrate Elemental Motes 6th-Level ___ You have learned to harness the power of the elemental spirits around you and have gained access to the following concentration effects: ##### Elemental Chaos Whenever a creature enters or ends their turn inside this area, roll 1d8 on the **Elemental Table**. The creature takes 1d4 damage of the damage type rolled for every focus point spent. ##### Elemental Protection Roll 1d8 on the **Elemental Table**. Creatures inside the area gain resistance to the damage type rolled. For every saturation level above 1, roll again for an additional damage type. If an element has already been rolled, roll again. #### Elemental Table | d8 | Damage Type | |:---:|:-----------:| | 1 | Acid | | 2 | Bludgeoning | | 3 | Cold | | 4 | Fire | | 5 | Lightning | | 6 | Piercing | | 7 | Slashing | | 8 | Thunder | ### Elemental Control 10th-Level ___ You have learned to focus the energy of elementals to use their different types to your advantage. Instead of rolling on the **Elemental Table** for your **Concentrate Elemental Motes** you may choose the damage type instead. ### Elemental Defenses 14th-Level ___ Your exposure to elementals has given you the ability to surround yourself with them to defend yourself further than before. ___ Whenever you finish a long rest. You may choose one damage type from the **Elemental Table**. When you do, you gain resistance to that damage type. \pagebreakNum ## Tutelage of Undead Spirits of the undead are those that have decayed and have been rot by time. Undead spirits are usually husks of their original form and generally feature shadows of their past. ### Tutelage Spells You gain tutelage spells at the Evoker levels listed in the Tutelage of Undead Spells Table. See the Spiritual Tutelage class feature for how domain spells work. #### Tutelage of Undead spells | Evoker Level | Spells | |:---:|:-----------:| | 2nd | Chill Touch, Toll the Dead | | 3rd | Comprehend Languages, Cause Fear | | 5th | Gentle Repose, Calm Emotions | | 7th | Summon Undead, Feign Death | | 9th | Death Ward, Locate Creature | | 11th | Danse Macabre, Raise Dead | | 13th | Create Undead | | 15th | Finger of Death | ### Whispers of the Fractured 2nd-Level ___ The fractured undead spirits speak to you in your unconscious mind. Filling you with constant dread and intrusive thoughts. You are immune to the frightened condition. In addition, whenever you attempt to speak to motes or creatures of lower intelligence, you do not need to make an intelligence check to understand them, even being able to acquire meaning from non-verbal communication. \columnbreak ### Concentrate Undead Motes 6th-Level ___ You have learned to channel the primal and broken nature of motes that have been recycled continually. You have gained access to the following concentration effects: ##### ##### Undead Curse Creatures inside this have a -1 to Dexterity saving throws and AC for every point of focus used. In addition, whenever a creature inside this area dies they cannot be returned to life with anything less than the **True Resurrection** or **Wish** spell. ##### Undead Fortitude Whenever a creature inside this area takes damage that would reduce the creature to 0 hit points, it may make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit, for every focus point used. On a success, the creature drops to 1 hit point instead. ### Curse of Life 10th-Level ___ Whenever a creature within 30ft of you takes damage that would reduce them to 0 hit points, you may use your reaction to cause them to drop to 1 hit point instead. ### Mortal Coil 14th-Level ___ You have learned to fill the minds of others with the whispers and screams of the undead instead of just your own. Whenever a creature is inside a concentration with one of the effects from **Concentrate Undead Motes** you may use your bonus action to have all creatures inside the area become frightened of you.
\pagebreakNum ## Tutelage of Humanoids Spirits of adventurers, sailors, merchants, the wise, the old, and the young. You speak and know the names of many, passing down wisdom as you meet good and bad alike. ### Tutelage Spells You gain tutelage spells at the Evoker levels listed in the Tutelage of Humanoids Spells Table. See the Spiritual Tutelage class feature for how domain spells work. #### Tutelage of Humanoids spells | Evoker Level | Spells | |:---:|:-----------:| | 2nd | Spare the Dying, Guidance | | 3rd | Comprehend Languages, Identify | | 5th | Find Traps, Calm Emotions | | 7th | Tongues, Counterspell | | 9th | Arcane Eye, Locate Creature | | 11th | Skill Empowerment, Modify Memory | | 13th | Find the Path | | 15th | Etherealness | ### Wisdom of the Lost 2nd-Level ___ You have heard many stories and learned much from many people lost to time and life. You have decided to carry on that knowledge with you into the future. Whenever you make an Intelligence, Wisdom, or Charisma ability check. You may use your reaction to roll the ability check again. You may do so after you roll the die, but before the outcome is determined. You must use the new result of the new roll. You may use this feature a number of times equal to your Wisdom modifier (minimum of once). All expended uses are regained after finishing a long rest. ### Concentrate Humanoid Motes 6th-Level ___ Humanoids come in many different forms and are lost information. You have learned to concentrate the lost into the following concentration effects: ##### Collective Insight Whenever a creature inside this area makes an Intelligence, Wisdom, or Charisma ability check or saving throw. The creature may add 1d4 to the roll for every focus point spent. ##### Adventurers Skill Whenever a creature inside this area makes an attack roll, that creature adds 1d4 to their attack roll for every focus point spent. Additionally, if the creature were to critically hit, then that creature rolls 1 additional damage die for every focus point spent. \columnbreak ### Guided Spirit 10th-Level ___ With will and wisdom you have learned to turn the wild nature of spirits in your favor. As a reaction, whenever a creature inside one of your concentrations makes a roll from a concentration effect, you may choose the value of a single die rolled. ### Possession 14th-Level ___ You have learned to embody the essence and spirit of the lost people of the world. As an action you summon a lost spirit, giving your body for possession, you gain the following effects. The possession ends after 1 minute or if you lose concentration, as if you were concentrating on a spell. You may use this feature again after you finish a long rest. - Choose between Strength, Dexterity, Intelligence, Wisdom, or Charisma. You gain advantage on ability checks and saving throws using the chosen ability. - Choose between blinded, charmed, deafened, frightened, or stunned. You are immune to the chosen condition. - Choose between melee weapon attacks, ranged weapon attacks, or spell attacks. You have advantage on attack rolls with the chosen type. In addition to the features chosen. The spirit that possess you may speak through you or take actions you may not normally take. You may make a DC 15 Charisma check to resist these actions. When you use this feature, you may choose a willing spirit that you had known in life or death; rather than a random spirit from the ethereal.
\pagebreakNum ## Tutelage of Dragons ### Tutelage Spells You gain tutelage spells at the Evoker levels listed in the Tutelage of Dragons Spells Table. See the Spiritual Tutelage class feature for how domain spells work. #### Tutelage of Dragons spells | Evoker Level | Spells | |:---:|:-----------:| | 2nd | Cantrip 1, Cantrip 2 | | 3rd | 1st level 1, 1st level 2 | | 5th | 2nd level 1, 2nd level 2 | | 7th | 3rd level 1, 3rd level 2 | | 9th | 4th level 1, 4th level 2 | | 11th | 5th level 1, 5th level 2 | | 13th | 6th level | | 15th | 7th level | ### 2nd Level 2nd-Level ___ Minor Feature ### 2nd Level 2nd-Level ___ ### Concentration 6th-Level ___ Concentration \columnbreak ### 14th Level 14th-Level ___ \pagebreakNum ## Tutelage of Fey ### Tutelage Spells You gain tutelage spells at the Evoker levels listed in the Tutelage of Fey Spells Table. See the Spiritual Tutelage class feature for how domain spells work. #### Tutelage of Fey spells | Evoker Level | Spells | |:---:|:-----------:| | 2nd | Cantrip 1, Cantrip 2 | | 3rd | 1st level 1, 1st level 2 | | 5th | 2nd level 1, 2nd level 2 | | 7th | 3rd level 1, 3rd level 2 | | 9th | 4th level 1, 4th level 2 | | 11th | 5th level 1, 5th level 2 | | 13th | 6th level | | 15th | 7th level | ### 2nd Level 2nd-Level ___ Minor Feature ### 2nd Level 2nd-Level ___ ### Concentration 6th-Level ___ Concentration \columnbreak ### 14th Level 14th-Level ___ \pagebreakNum ## Tutelage of - ### Tutelage Spells You gain tutelage spells at the Evoker levels listed in the Tutelage of - Spells Table. See the Spiritual Tutelage class feature for how domain spells work. #### Tutelage of - spells | Evoker Level | Spells | |:---:|:-----------:| | 2nd | Cantrip 1, Cantrip 2 | | 3rd | 1st level 1, 1st level 2 | | 5th | 2nd level 1, 2nd level 2 | | 7th | 3rd level 1, 3rd level 2 | | 9th | 4th level 1, 4th level 2 | | 11th | 5th level 1, 5th level 2 | | 13th | 6th level | | 15th | 7th level | ### 2nd Level 2nd-Level ___ Minor Feature ### 2nd Level 2nd-Level ___ ### Concentration 6th-Level ___ Concentration \columnbreak ### 14th Level 14th-Level ___ \pagebreakNum ## Change-log: Version 1.3 Gently simplified Concentrations Changed base concentrations after play testing Rewrote adventurers wisdom -> adventurers skill Some Grammar Modified Tutelage of Undead ___ Version 1.2 Modified Ritual Knowledge -> Ritual Guidance Clarified Spirit Speak Fixed Concentrate Motes Added Kenetic Energy and Absorbing Energy to Base Concentrations Modified Destructive Energy in Base Concentrations Added CR 1 wisp just because Reworked Tutelage of Undead ___ Version: 1.1 Clarified Mortal Coil Added 10th level control feature for subclasses Added Guided Spirits to Tutelage of Humanoids Reworked concentrations with inspiration/help from u/KaiTries5 Made spirit senses make sense ___ Version: 1.0.5 Nerfed Perfect Concentration Gave Ritual Mastery examples Fixed last part of Possession Removed proficiencies from Multiclassing Added Charisma to Wisdom of the Lost \columnbreak ### Plans ___ Plans for the future: Create Tutelage of Dragons Create Tutelage of Fey More playtesting \pagebreakNum
My Longest Project
When I originally started creating this class I wanted to create a much more functional *Summoner* type class. One that is very usable and can be thrown into any D&D game. I quickly became more and more interested in the unexplained phenomenon in D&D like spirits. We know they exist but who talks to them? I have spent an ungodly amount of time developing this class and its features. I have grown a lot in writing and in developmental practices. There were three rewrites and many things to inspire my writing along the way. So I really do hope you enjoy it and use it on your adventures. I will be slowly adding more subclasses in the future as I feel inspired to do so. But if you get ahead of me on that feel free to let me know! Have a wonderful game and remember to listen to your surroundings, because it might just know more than you do. Cover Art by 久城すずり: [半精霊](https://www.pixiv.net/en/artworks/60860510)
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##### Art Credits: ___ 久城すずり: [Semi-spirit](https://www.pixiv.net/en/artworks/60860510) ___ Chris Nelson: [Dancing Lights](https://www.inprnt.com/gallery/nelm/dancing-lights/) ___ ver0nicka: [Glowing Forest](https://www.shutterstock.com/image-photo/fireflies-wild-forest-famous-romantic-place-1092543869) ___ zestydoesthings: [Will-o-wisp](https://zestydoesthings.tumblr.com/post/69103469321/someone-asked-if-i-could-make-a-print-of-my) ___ rtil: [Little Spirits](https://www.deviantart.com/rtil/art/little-spirits-491745435) ___ robsonphoto: [Magical Foggy Forest](https://stock.adobe.com/images/magical-foggy-forest-trees-with-artistic-fireflies-light-background-magic-cyan-blue-colored-fairytale-woodland/123613730) ___ Michael Sugianto: [Possession of the Possessed](https://www.artstation.com/artwork/3k2DA) ___ space gooose: [Cliffside Ritual](https://www.artstation.com/artwork/XGvOD)