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The Evoker focuses her arcane knowledge into raw displays of magical power, summoning lightning bolts and fireballs to devastate her enemy from afar.

Evoker Class Features

The Evoker gains the following class features:


Weapon Proficiencies

As a wizard, the Evoker gains training with blades and bludgeons.


Armor Proficiencies

As a wizard, the Evoker is not proficient with any type of armor.


Magic Proficiencies

As a wizard, the Evoker can cast arcane spells and metamagics using the Arcana skill, and may dispel appropriate conditions from himself as an automatic reaction at the end of each of his turns.
Due to channel energies, his magic damage bonus is equal to his Intelligence modifier plus his Dexterity modifier.
As a wizard, the Evoker gains a spellbook, within which he stores the formulas for his spells. At level 0, his spellbook contains a number of Rank 1 spells equal to his Arcana proficiency.


Skill Proficiencies

As a wizard, the Evoker gains training in Arcana and Perception.
Additionally, channel energies grants training in Intimidate,
and arcane mastery grants additional training in Arcana.


Starting Feats


Channel Energies

(Evoker class feature)

Basics

(Level 0)

Class Metamagic

  • You gain the following metamagic:

Evoke Spell

(daily extended actionspellbook metamagic)

Prerequisites:

Channel Energies

Effect:

During an extended rest, you may prepare one Rank 1 arcane spell from your spellbook. This spell becomes a daily feat that you can cast during the next day. If it is an attack spell, it gains a class bonus to damage equal to your level, and ignores all resistances.

 
 

Special

This feat gains the following abilities at higher levels.

  Level 1:

Your prepared daily arcane spell may be Rank 1 or Rank 2.

  • Rank 1 attack spells prepared with this feat gain a +2 feat bonus to damage.

  Level 5:

You may prepare an additional arcane spell from your spellbook during an extended rest, for a total of two prepared daily spells. Each spell may be up to Rank 3.

  • Rank 1 attack spells prepared with this feat gain a +4 feat bonus to damage.
  • Rank 2 attack spells prepared with this feat gain a +2 feat bonus to damage.

  Level 9:

You may prepare an additional arcane spell from your spellbook during an extended rest, for a total of three prepared daily spells. Each spell may be up to Rank 4.

  • Rank 1 attack spells prepared with this feat gain a +6 feat bonus to damage.
  • Rank 2 attack spells prepared with this feat gain a +4 feat bonus to damage.
  • Rank 3 attack spells prepared with this feat gain a +2 feat bonus to damage.

Arcane Mastery

(Evoker class feature)

Basics

(Level 0)

  • You gain additional training in the Arcana skill.
  • You achieve a critical hit with attack spells on a natural attack roll of 19-20; whenever you achieve a natural 20 with an attack spell, you may inflict an additional arcane affliction on the target.

Class Metamagic

  • You gain the following metamagic:

Empower Spell

(per-encounter immediate actionstance metamagic)

Prerequisites:

Arcane Mastery

Effect:

Until you end this stance, your attack spells achieve a critical hit on each natural roll of 18-20. You may end this stance as an immediate interrupt when you would miss one or more targets with a spell to re-roll each attack check that you do not like. You must use the second set of rolls, even if some of them are lower.


Schools of Magic

Choose a School of magic to specialize in as you begin play. You may choose one or both of your at-will maneuvers from that school.

Aetherics

Training in Perception, rift step

Elementalism

Training in Nature, elemental strike

Telekinesis

Training in Athletics, flinging force.

Beguilement

Training in Bluff, Charm person.


Leveling Up

At each level, you gain new features and bonuses to increase your arcane prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 3

(6,000 XP)

Level 4

(10,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 5

(15,000 XP)

Level 6

(21,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 7

(28,000 XP)

Level 8

(36,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 9

(45,000 XP)

Level 10

(55,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.
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