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## Wizard School of Magic ## School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. ##### School of Abjuration features
| Wizard Level | Features | |:----:|:-------------| | 3rd | Evocation Savant, Sculpt Spells | | 6th | Potent Cantrip | | 10th | Empowered Evocation | | 14th | Overchannel | #### Evocation Savant Beginning when you select this school at 3rd level, the gold and time you must spend to copy an evocation spell into your spell book is halved. You may choose one evocation spell for each spell level you can use from your spell book to be always prepared; these spells do not count against the number of spells you can prepare each day. #### Sculpt Spells Beginning at 3rd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + your proficiency bonus. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. #### Potent Cantrip Starting at 6th level, you can add your Intelligence modifier to the damage roll of any cantrip that you cast that is an evocation ranged or melee spell attack. These ranged and melee spell attacks include *firebolt*, *ray of frost* and *shocking grasp*. #### Empowered Evocation Beginning at 10th level, your elemental evocation spells that deal damage tend to be more potent. When you roll a 1 or a 2 on a damage die for an elemental evocation spell you cast, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Elemental spells include the following damage types: Acid, Cold, Fire, Lightning, Poison and Thunder.
#### Overchannel Starting at 14th level, you can unleash an incredible amount of power when casting your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can choose to deal maximum damage with that spell. If you use this feature a second time before you finish a long rest, you take 2d10 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d10. This damage ignores resistance and immunity.