Evokers are powerful magic wielders with deep connections to draconic origins. Emerging from the secluded Dragonspire Mountains, these individuals are either scholars who have deciphered ancient draconic texts or those born with the rare gift of dragon blood. This unique blend of scholarly intellect and innate magical prowess makes Evokers exceptional figures in the realm of Alavir, drawing players to their rich heritage and formidable abilities.
Throughout Alavir's history, Evokers have played a crucial role in battles against dark forces, their magic often tipping the scales in favor of light. They draw power either from ancient scrolls or their dragon ancestors, using these sources to wield devastating offensive spells and invaluable support magic. This dual capability makes them versatile and highly valued both in combat and as consultants to kings and generals, solidifying their place as influential figures in Alavir.
Evokers' deep bond with their source of power, symbolized by draconic talismans or inscribed grimoires, highlights their commitment to responsibly harnessing this formidable magic. Players are drawn to the ethical dilemmas Evokers face, balancing immense power with responsibility, and the differing perspectives between those born with dragon blood and those who gain powers through study. In society, Evokers can be seen as heroes or feared for their connections to dragons, offering rich role-playing opportunities and compelling narratives.
Tier 1 is the features you will receive from levels 1-5
At 1st level, You enhance an arcane focus with dragon magic granting you an additional 1 health per level.
At 2nd level, you have a pet pseudodragon that assists you in combat.
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When you cast a spell of 15ft range or less or make a melee weapon attack the pseudodragon attacks the target dealing damage equal to your spellcasting modifier.
At 4th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 5th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Skill Increase:
You gain proficiency 1 levels of proficiency in 3 skills.
At 7th level, when you use your action to cast a cantrip, you can make one melee weapon attack as a bonus action.
At 9th level, When you are reduced to 0 hit points, make an Endurance skill check equal to 8 + (PM) + Your Level, if you succeed, you do not take 1 level of exhaustion.
At 10th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 12th level, your Strength and Constitution scores increase by 4. Your maximum for those scores are now 24.
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Your maximum for those scores increases to 30 at level 20.
At 14th level,
(Recharge 5-6) your pseudodragon can force a creature to roll at disadvantage, or grant you advantage on a roll.
At 15th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 17th level, you have advantage on Concentration skill checks. In addition, you have truesight up to 30 feet.
At 19th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 20th level, you can automatically succeed on a skill check, saving throw, or attack roll. Any effects of a spell that would happen on successful save are nullified.
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You can do this up to 3 times per long rest.