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# Those who set the Definitions; The Invoker. ## What is an Invoker? Invokers are scholars of reality, perceiving the world as a complex puzzle composed of countless pieces within the Natural Order. Unlike others who see nature as mere life and abundance, Invokers delve into the subtleties and nuances of existence, breaking down and redefining these pieces with a unique perspective. This deep understanding and redefinition may seem trivial to some, but within the intricacies of these definitions lies the Invoker's true power. By manipulating the fundamental laws of the Natural Order through their intellectual prowess, Invokers can invoke divine and arcane phenomena, bending reality to their will. Driven by the belief that the world is a tapestry of definitions waiting to be rewritten, Invokers wield their knowledge like a weapon, invoking forces that others can only dream of comprehending.
##### The Power of Definition ### The Manifestation of will and Understanding An Invoker’s power to redefine the world is rooted in their extraordinary connection to the Natural Order, a hidden framework that governs all existence. Through rigorous study and an innate attunement to this framework, Invokers gain the ability to perceive the underlying definitions that shape reality. Unlike others who passively accept the world as it is, Invokers challenge these definitions, recognizing that they are not absolute but can be altered. This ability to redefine reality is not just intellectual but almost mystical. Invokers learn to tap into the raw essence of the Natural Order, which allows them to rewrite the rules that govern nature, magic, and even the fabric of existence itself. By altering these definitions, they can invoke new phenomena—whether divine miracles or arcane wonders—manifesting their will into the world. At the core of their power is the belief that reality is not fixed but fluid, shaped by the perspective and definitions imposed upon it. Through sheer intellect and a profound understanding of the universe's hidden mechanics, Invokers can change the very nature of things, creating new truths that bend reality to their will.
### The Manifestation of will and Understanding An Invoker’s power to redefine the world is rooted in their extraordinary connection to the Natural Order, a hidden framework that governs all existence. Through rigorous study and an innate attunement to this framework, Invokers gain the ability to perceive the underlying definitions that shape reality. Unlike others who passively accept the world as it is, Invokers challenge these definitions, recognizing that they are not absolute but can be altered. This ability to redefine reality is not just intellectual but almost mystical. Invokers learn to tap into the raw essence of the Natural Order, which allows them to rewrite the rules that govern nature, magic, and even the fabric of existence itself. By altering these definitions, they can invoke new phenomena—whether divine miracles or arcane wonders—manifesting their will into the world. At the core of their power is the belief that reality is not fixed but fluid, shaped by the perspective and definitions imposed upon it. Through sheer intellect and a profound understanding of the universe's hidden mechanics, Invokers can change the very nature of things, creating new truths that bend reality to their will. ### What Drives an Invoker? The driving force behind an Invoker is their insatiable curiosity and a deep-seated belief that reality is not set in stone. They are compelled by the notion that the world’s definitions—of life, death, magic, and nature—are mutable, and they seek to explore the limits of these definitions. For some Invokers, this might stem from a desire to perfect the world or restore a perceived imbalance in the Natural Order. Others might be driven by a quest for knowledge, eager to uncover the secrets of the universe and rewrite the rules of existence itself. Some Invokers are motivated by a sense of responsibility, believing that their unique understanding of reality obligates them to protect the world from those who would abuse its laws. Others might seek to impose their own vision of order, crafting a world that aligns with their ideals. No matter their personal motivation, all Invokers share a common drive: to explore, redefine, and control the very essence of existence, pushing the boundaries of what is possible and challenging the very nature of reality. \pagebreakNum
##### Invoker Table | Level | Proficiency Bonus | Features | Invocations Known | Invest Max | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Invoke: Bolt, Invocations, Invest | 1 | 4 | — | — | — | — | — | — | — | — | — | | 2nd | +2 | Manifest | 2 | 4 | — | — | | — | — | — | — | — | — | | 3rd | +2 | Natural Order (Subclass) | 2 | 6 | ─ | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 6 | ─ | — | — | — | — | — | — | — | — | | 5th | +3 | Invoke: Duality | 3 | 6 | ─ | — | — | — | — | — | — | — | — | | 6th | +3 | Natural Order Feature | 3 | 8 | ─ | — | — | — | — | — | — | — | — | | 7th | +3 | ─ | 4 | 8 | ─ | — | — | — | | — | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 10 | ─ | — | — | — | — | — | — | — | — | | 9th | +4 | ─ | 4 | 12 | ─ | — | — | — | — | — | — | — | — | | 10th | +4 | Natural Order Feature | 5 | 14 | ─ | — | — | — | — | — | — | — | — | | 11th | +4 | Greater Manifestation | 5 | 15 | ─ | — | — | — | — | — | — | — | — | | 12th | +4 | Ability Score Improvement | 5 | 16 | ─ | — | — | — | — | — | — | — | — | | 13th | +5 | ─ | 6 | 16 | ─ | — | — | — | — | — | — | — | — | | 14th | +5 | Natural Order Feature | 6 | 16 | ─ | — | — | — | — | — | — | — | — | | 15th | +5 | Manifest: Incarnate | 6 | 17 | | — | — | — | — | — | — | — | — | | 16th | +5 | Ability Score Improvement | 6 | 17| ─ | — | — | — | — | — | — | — | — | | 17th | +6 | Invoke: Perfection | 7 | 18 | ─ | | — | — | — | — | — | — | — | | 18th | +6 | ─ | 7 | 18 | ─ | — | — | — | — | — | — | — | — | | 19th | +6 | Embodiment of Natural Order | 7 | 18 | ─ | — | — | — | — | — | — | — | — | | 20th | +6 | Natural Order Capstone | 8 | 18 | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
## Class Features As an Invoker, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Invoker level - **Hit Points at 1st Level:** 10 + Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Invoker level after 1st #### Proficiencies ___ - **Armor:** Light Armor, Medium Armor, Shields - **Weapons:** Simple Weapons, Finesse Weapons - **Tools:** None ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two skills from Arcana, Insight, Nature, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: Light Armor Option: Leather Armor Medium Armor Option: Scale Mail Shield: A standard shield Weapons: Quarterstaff or Dagger and Rapier or Shortsword Adventurer’s Pack: Backpack, Bedroll, Mess Kit, Rations (1 week’s worth), Rope (50 feet of hempen rope), Torches (10), Waterskin, Arcane or Scholarly Item: A set of scholar’s tools or a small, ornate book that represents their study of the Natural Order Pouch: A pouch containing 10 gp Personal Item: An item of personal significance or a token related to their quest or background \pagebreakNum ### Invoke: Bolt/Strike As an Action you Invoke raw energy that redefines reality. The Impact can fuel your ability to Invest, or you may Invest in this attack to enhance its effects. Ranged Attack, 30/60ft Range, 1 Target(**Bolt**) *or* Melee Attack, 5ft range, 1 Target(**Strike**); (d20 + Int +Prof) A surge of crackling energy tears through a creature within range. On hit, target takes 2d6 force damage. Gain Invest equal to half the damage dealt ((rounded down) No Bag of Rats/Chain damaging low CR Creatures that pose no threat..). You may spend Invest to increase the potency of your attack; You may spend Invest (Max of 12) to give your **Invoke: Bolt/Strike** +1 force Damage and increase its range by 5ft per Invest spent. (Strike may only be increased by 5ft). ### Invocations. Invocations are Features that define and influence the playstyle of an Invoker. You can have a number of Invocations learned as shown on the **Invoker Table**. You may switch out 2 Invocations whenever you gain a Invoker level. DC is 8 + Int + Proficiency bonus for all Invocations. Invocations may be counter spelled or Dispelled if the spell lvl is at least half the Invest Cost. **You may spend additional Invest to enhance the properties of your Invocations;** You may double the Invest cost to increase the number of damage die by 2. You may double the Invest cost to double the Range/Radius. You may double the Invest cost to target an additional Creature ### Invest Invest is the special resource that fuels the Invoker's Reality bending playstyle. The Invoker uses Invest as a fluid resource, always gaining and spending it as they journey. The maximum Invest you can have increases as you level up, as shown on the Invoker Table. Once you complete a long rest, your current amount of Invest becomes ****HALF**** of your maximum. (IE. If your max is 10, your Invest becomes 5 after a long rest in completed.) **Once per Short Rest you regain Invest equal to your Proficiency bonus.** ### Manifest **Twice per day**, you can Manifest control over reality. For the next 30 seconds, you gain the following abilities: Teleportation: As a bonus action, you can teleport to an unoccupied space within 30 feet that you can see. Reactive Strike: After teleporting using this feature, you can use your reaction to make an additional attack. Duration: The Manifestation lasts for 30 seconds or until you are magically contained by effects such as Wall of Force, Forcecage, or similar containment spells. \columnbreak ### Natural Order (Subclass) Starting at 3rd Level, Invokers dedicate to one aspect of the **Natural Order**. ### Invoke: Duality **Once per Day** you may bend the outcome of moments of great Success and Failure. When **anyone** rolls a 20 on any d20 roll, you gain a charge of Postive Duality. You can spend this charge to give an ally Advantage on the next d20 roll they choose. When **anyone** rolls a 1 on any d20 roll, you gain a charge of Negative Duality. You can spend this charge to give any enemy Disadvantage on one d20 roll you choose. You can only use these effects **once each per day**, all effects and charges are lost on long rest. .................................................................................................... ****As a byproduct of this dual nature of reality, *Invoke: Bolt* Gains an Additional Target that uses a seperate attack roll.**** ### Greater Manifestation Your manifest now gives you a **flying speed** of 30 ft Your **Invoke: Bolt/Strike** increases by 2d6. ### Manifest: Incarnate Your Manifestation has become Manifest: Incarnate. While Manifest: Incarnate is active, you gain the following effects, as well as all previous benefits. **Infinite Horizon**: While Manifest: Incarnate is active, your teleportation range increases to 120 feet, and you are no longer limited by line of sight. You can teleport to any location within range that you have seen before. **Temporal Acceleration**: Time bends to your will. You gain the ability to take two bonus actions on each of your turns while Manifest: Incarnate is active. **Duration: Manifest: Incarnate lasts for 1 minute** ### Invoke: Perfection At 17th level, your **mastery** over the Natural Order allows you to achieve a state of eternal perfection, transcending the limits of mortal existence. **Perfected**: You stop aging entirely, and you are immune to any effect that would cause you to age. You no longer require food, water to survive. Additionally, you cannot be magically aged, and your lifespan becomes indefinite. **Perfected Form**: You can choose to increase any two of your ability scores by 2, up to a maximum of 24. Alternatively, you may choose to increase one ability score by 4. ### Embodiment of Natural Order You gain one **boon** of your choosing, at your **DM's Discretion** \pagebreakNum # Invocations. Invocations are abilities that define an Invoker. You can have a number of Invocations learned as shown on the Invoker Table. > ##### They're not the same as a Warlock's > I promise........ ### Reality Shift Invest Cost: 2-4. 1 Action Effect: The Invoker can subtly alter the fabric of reality within a 10-foot radius. For each Invest spent, the Invoker can shift the terrain, change environmental conditions (like dim light to bright light), or slightly alter an object’s properties (such as turning wood into metal). The changes are temporary, lasting for a number of minutes equal to the Invest spent. Regain Invest: You regain 1 Invest when the effect ends. ### Essence Reclamation 1 Action. Twice Per Long Rest Effect: The Invoker draws on the raw essence of the Natural Order, recovering 2d4 Invest. Additionally, all allies within 30 feet regain 1d6 hit points. Regain Invest: None; this feature is primarily for regaining Invest. ### Immutable Law Invest Cost: 12, 1 Action. Concentration. Requires lvl 9 Invoker The Invoker creates a new, temporary law within a 15-foot radius centered on you. For the next minute, creatures in this area must follow a specific rule you declare from the following: 1. Silent Zone: No sounds can be made or heard in the area. 2. Teleportation Ban: Creatures cannot teleport or use teleportation magic within the area. 3. No Physical Interaction: Creatures cannot interact with objects or perform physical actions such as opening doors or picking up items. 4. Reduced Speed: Creatures' speed is halved within the area. 5. Compulsory Speech: Creatures must speak in a specific language or cannot speak at all. 6. Weightless: All creatures and objects within the area have zero weight, making them float freely. 7. Obscured Zone: The area is filled with a specific obscuring effect (e.g., fog, mist, smoke) that imposes disadvantage on perception checks and attacks. \columnbreak ### Natural Reversion Invest Cost: 5 for minor effect, 10 for greater effect. 1 Action Effect: The Invoker restores a creature or object to its natural, unaltered state. This can remove curses, dispel magical effects(minor), or even reverse physical changes ((like petrification or polymorph) Greater). The effect’s potency depends on the amount of Invest spent. Regain Invest: Regain 5 Invest if you restore an object. ### Arcane Convergence Invest Cost: 15 Invest, 1 Action and Bonus Action. Concentration. Requires Lvl 11 Invoker Effect: The Invoker draws upon the ambient arcane energy in the environment, creating a surge of power. For the next 1 minute, all spellcasters within a 30-foot radius of the Invoker cast spells as if they were 1 level higher (e.g., a 3rd-level spell slot is treated as a 4th-level slot). Regain Invest: None; this feature represents a significant expenditure of Invest. ### Reality Rend Invest Cost: 4, 1 Action Effect: The Invoker tears through the fabric of reality, creating a rift that deals 4d6 force damage to all creatures in a 20-foot line. The rift remains for one round, dealing an additional 2d6 force damage to any creature that enters or ends its turn in the rift. Regain Invest: You regain 4 Invest if the rift affects three or more creatures. ### Dual Impact Invest Cost: 4, Reaction Effect: The Invoker redefines a melee or ranged attack within 60ft to hit an additional creature within 5 feet of the original target. Both targets take damage from same damage roll. Regain Invest: Regain 8 if the new target dies from this effect. \pagebreakNum ### Destructive Redirection Invest Cost: 6, Reaction Effect: The Invoker redefines the path of a damaging spell or effect within 60 feet. The damage is redirected to a different target within the same range. The originator of the spell/effect makes a Wisdom Saving throw, on a success the spell/effect does not change target. Regain Invest: Regain 2 Invest if you cause the originator to take damage from this effect. ### Critical Conversion Invest Cost: 5, Reaction Effect: The Invoker can redefine the outcome of a critical hit within 30 feet. Instead of dealing double damage, the critical hit now deals a different type of damage (e.g., radiant, necrotic) and causes fear, blindness, or poison until the end of the targets next turn. Regain Invest: None. ### Light to Darkness Invest Cost: 2, Bonus Action Effect: The Invoker redefines a light source within 60 feet, converting it into an area of magical darkness with a radius equal to the light source’s original radius. The darkness lasts for 1 minute, and follows the source of light. Regain Invest: None. ### Invoke: Absolute Transformation Invest Cost: 14, 1 min casting time; Requires lvl 10 Invoker. Effect: You can transform a large area or a massive object (up to 100 feet in any dimension) into another form or substance of your choosing. For example, you could turn a fortress into a grove of trees, reshape a mountain into a towering castle, or transmute a body of water into solid gold. The transformation is complete and lasts for up to 1 hour; after which the area or object reverts to its original form. Regain Invest: None; the transformation requires unparalleled energy. ### Invoke: Eternity Invest Cost: 18; Requires lvl 20 Invoker Effect: You tap into the very fabric of existence, creating an area of absolute perfection. For 1 hour, you can redefine the fundamental rules within a 1-mile radius centered on you. Within this area, you control the following effects: Time Stop: Time effectively stops for everyone except you, allowing you to take actions freely while others remain frozen. Perfect Health: All creatures within the area are instantly healed to full health and gain immunity to all diseases, poisons, conditions and all damage for the duration. Unstoppable Force: The environment adapts to your needs, allowing you to alter terrain, gravity, and elemental conditions at will. Regain Invest: None; the power required is immense. ### Invoke: Absolute Warding Invest Cost: 16, 1 minute casting time. Requires lvl 12 Invoker Effect: You create an impenetrable warding barrier around a 60ft radius area. For 15 minutes, this barrier provides: Invisibility: All creatures within the barrier are invisible to those outside it and cannot be detected by any means other than direct physical interaction. Perfect Protection: The barrier nullifies all incoming spells, attacks, and effects that target the creatures inside. ### Entropic Wave Invest Cost: 3, 1 Action Effect: You release a wave of freezing entropy in a 15-foot cone. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage and has their movement halved until the end of its next turn. On a successful save, it takes half damage and is not slowed. Regain Invest: None. ### Void Strike Invest Cost: 2, 1 Bonus Action Effect: As a bonus action, you Invoke a Blade made of Darkness and make a melee spell attack against a creature within 5 feet. On a hit, the target takes 3d4 necrotic damage and must make a Constitution saving throw. On a failed save, the target has disadvantage on attack rolls until the end of its next turn. Regain Invest: Regain 3 Invest if this attack is made while in darkness. ### Unreal Reflexes Invest Cost: 2, Reaction; Requires lvl 5 Invoker Effect: As a Reaction, you channel a surge of lightning energy into your movements. Until the start of your next turn, you gain a +2 bonus to your AC and you can use your reaction to deal 1d6 Thunder damage to a creature that hits you with a melee attack. ### Gravity Well Invest Cost: 4, 1 Bonus Action; Requires Invoker LVL 5. Effect: As a bonus action, you Invoke a localized gravity well at a point you can see within 60 feet. Each creature within a 10-foot radius of the point must make a Strength saving throw. On a failed save, a creature takes 2d6 force damage and is pulled 10 feet closer to the center of the well. On a successful save, it takes half damage and is not pulled. Regain Invest: You regain 1d6 Invest when at least one creature fails the saving throw. \pagebreakNum # Natural Order's Invoker dedicate themselves to upholding or changing one or more Natural Laws. These Natural Laws are known as the various orders of the Invoker profession. Invokers recieve benifits from their Order at 3rd, 6th, 10th, and 14th Level. There are many Orders, some of them are listed below. > ##### Orders are usually how Invokers are referred > Invokers who follow the Order of the SpellBlade, are usually just called SpellBlades. ## Order of the SpellBlade The Spellblade is a martial warrior who combines intellect with weapon mastery, invoking an Arcane Arsenal of spectral weapons that fight alongside them, cutting down foes with unyielding precision. ### Arcane Weaponry (3rd Level) At 3rd level, you gain the ability to channel your intelligence through your physical strikes. **You can use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls with melee weapons you are proficient with**. You gain Proficiency in **Heavy Armor**, and **2** Martial Weapons of your choosing. Additionally, when you activate Manifest, you summon two spectral weapons that fight alongside you. These weapons are semi-transparent and glow with arcane energy, taking the form of any melee weapon you are proficient with. Spectral Weapon Stats: Each spectral weapon deals 1d8 physical damage of a type appropriate to its form (e.g., slashing for swords, piercing for spears, bludgeoning for hammers). **When you take the Attack action, each of your spectral weapons makes an attack against a creature of your choice within range, using your Intelligence modifier for the attack rolls**. These spectral weapons remain for the duration of your Manifest or until dismissed as a bonus action. \columnbreak ### Empowered Strikes (6th Level) At 6th level, your spectral weapons grow stronger. While Manifest is active, your spectral weapons gain the following benefits: Increased Damage: The damage die of each spectral weapon increases to 1d10. Bonus Attack: You can make an additional attack with each of your spectral weapons as a bonus action. ### Arcane Defense (10th Level) At 10th level, you can use your spectral weapons for defensive maneuvers. While Manifest is active, you gain the following benefits: Spectral Shielding: As a reaction, you can direct one of your spectral weapons to intercept an attack, granting you or an ally within 10 feet a +2 bonus to AC until the start of your next turn. Energy Absorption: Whenever a spectral weapon hits a creature, you regain 1d4 Invest (once per turn). ### Manifest: Dual Wielding (14th Level) At 14th level, your spectral weapons become even more deadly. While Manifest is active, you gain the following benefits: Dual Wielding: Each of your spectral weapons can now make two attacks on your turn when you take the Attack action. Overwhelming Presence: Whenever both of your spectral weapons hit the same target in a round, that target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be frightened of you until the end of its next turn. ### Blademaster (20th Level) At 20th level, you have mastered the Spellblade arts. Your spectral weapons reach their full potential, making you a formidable force on the battlefield. **Perfect Synchronization**: Your spectral weapons now deal an additional 1d10 damage on each hit and critically hit on a roll of **19 or 20**. **Blade Barrage**: Once per long rest, you can command your spectral weapons to unleash a devastating barrage. Each spectral weapon makes three attacks against any targets of your choice within 60 feet, dealing an extra 1d8 force damage on each hit. **Arcane Immortality**: While Manifest is active, you gain resistance to **all** damage types, and your spectral weapons can no longer be dismissed or disrupted by magical effects. \pagebreakNum ## Order of the Elementalist The Order of the Elementalist is a support-focused subclass that harnesses the primal forces of nature to protect and empower allies. Elementalists are attuned to the essence of the world around them, using their Manifest ability to channel the raw power of the elements. As they invoke the elements, they can restore vitality, shield from harm, and manipulate the battlefield to their advantage. ### Elemental Manifestation (3rd Level) At 3rd level, when you choose this subclass, your Manifest ability allows you to tap into the primal forces of the elements. When you Manifest, choose one of the following elemental attunements: **Earth's Resilience**: You and allies within 10 feet gain temporary hit points equal to your Intelligence modifier at the start of each of your turns while Manifest is active. **Water's Embrace**: Whenever you spend Invest while Manifest is active, you gain one charge of Invoke: Healing Waters. These charges persist until your next long rest and can be spent to heal your allies. **Fire's Fury**: Your Manifest **Teleportation** deals 1d6 fire damage when you reappear to all creatures within 10ft of you, and you can deal an extra 1d6 fire damage to one enemy when you make an attack. **Air's Grace**: You and allies within 10 feet gain a +2 bonus to AC and advantage on Dexterity saving throws while Manifest is active. ### Invoke: Healing Waters (3rd Level) Starting at 3rd level, you can use the charges of Invoke: Healing Waters you accumulate to heal your allies. As a bonus action, you can spend a charge to restore 1d8 hit points to a creature within 30 feet of you. You can use this feature once per short rest if you have no charges remaining. ### Invoke: Elemental Fortification (6th Level) At 6th level, you can use your connection to the elements to protect your allies. As an action, you can expend 10 Invest to invoke Elemental Fortification. Choose a point within 60 feet. A protective aura of your chosen element (Earth, Water, Fire, or Air) radiates from that point in a 20-foot radius for 1 minute, granting the following benefits: **Earth**: Creatures within the aura gain resistance to non-magical bludgeoning, piercing, and slashing damage. **Water**: Allies within the aura regain 1d6 hit points at the start of each of their turns. **Fire**: Enemies within the aura take 1d6 fire damage when they start their turn there. **Air**: Allies within the aura gain a +10 bonus to movement speed and can take the Dash action as a bonus action. \columnbreak ### Elemental Surge (10th Level) At 10th level, when you spend Invest while Manifest is active, your elemental power surges, enhancing your abilities: **Earth**: Allies within 30 feet gain temporary hit points equal to half the Invest spent. **Water**: You gain an additional charge of Invoke: Healing Waters for every 10 Invest spent. **Fire**: You deal an additional 1d6 fire damage for every 10 Invest spent on your next attack or invocation. **Air**: Your movement speed increases by 10 feet for every 10 Invest spent until the end of your turn. These effects last for the duration of your Manifest. ### Invoke: Elemental Aegis (14th Level) At 14th level, you can use the power of the elements to create a powerful shield. As an action, you can expend 8 Invest to invoke Elemental Aegis. This shield creates a 15-foot radius aura centered on yourself that lasts for 1 minute. The aura provides the following benefits: **Earth**: Allies gain resistance to all non-magical damage. **Water**: Allies regain 1d6 hit points at the start of each of their turns. **Fire**: Enemies that enter the aura or start their turn within it take 2d6 fire damage. **Air**: Allies within the aura have advantage on all saving throws and cannot be knocked prone. **You can use this feature once per long rest.** ### Master of Elements (20th Level) At 20th level, your mastery of the elements is unparalleled. When you Manifest, you gain the following benefits: **Elemental Mastery**: You are attuned to **two** elements simultaneously, gaining the benefits of **both**. **Endless Waters**: You can no longer run out of **Invoke: Healing Waters** charges. **Elemental Shield**: Once per long rest, you can **Invoke: Elemental Aegis** without expending Invest and you get a second use of it. The aura radius increases to 30 feet, and you can double one of its effects (e.g., double the healing from Water or the damage from Fire). \pagebreakNum ## Order of the Rift-Breaker The Rift Breaker is a master of destruction, bending reality to their will to unleash devastating power. By harnessing the raw energy of the cosmos, they tear through the fabric of existence, leaving nothing but chaos in their wake. Rift Breakers are feared for their unmatched ability to deal massive amounts of damage, turning the tide of battle with overwhelming force. ### Rift Strike (3rd Level) At 3rd level, you gain the ability to tear through the boundaries of reality, delivering a secondary devastating blow. When you take the Attack action, you can spend 3 Invest to unleash a Rift Strike. This attack deals an additional 2d8 force damage, and you can teleport to an unoccupied space within 10 feet of the target after the attack. Additionally, you can use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls with this attack. ### Unstable Rift (6th Level) At 6th level, your attacks create unstable rifts in the fabric of reality, causing explosive damage to nearby enemies. When you hit a creature with a Rift Strike, you can choose to spend 4 Invest to cause the rift to explode. Each creature within 10 feet of the target (excluding yourself) must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take 3d6 Thunder damage. ### Rift Surge (10th Level) At 10th level, you can channel the energy of the rift to enhance your attacks. When you use your Manifest ability, you can choose to activate Rift Surge. For the duration of your Manifest, your attacks deal an additional 1d8 force damage, and you can regain 1d4 Invest each time a creature is reduced to 0 hit points within 15ft. \columnbreak ### Invoke: Cataclysm (14th Level) At 14th level, you can unleash a devastating wave of destructive energy. As an action, you can spend 8 Invest to invoke Cataclysm. A wave of force radiates out from you in a 30-foot radius. Each creature of your choice in the area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. **You can use this feature once per long rest.** ### Rift Master (20th Level) At 20th level, you have become a master of rift manipulation, capable of tearing through reality with unparalleled power. When you use your Manifest ability, you gain the following benefits: Rift Empowerment: Your Rift Strike now deals an additional 4d8 force damage, and the teleportation distance increases by 200 feet. Cataclysmic Wrath: You can invoke Cataclysm twice per long rest, and its damage increases to 12d6 force damage. Infinite Rift: You can now regain 6 Invest each time a creature is reduced to 0 hit points within 30ft.