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Revived Evoker

Origins

In the arcane annals of Alavir, the Revived Evokers are both a mystery and a paradox. They draw their power from the Hollow Drakes, undead dragons that roam the shadowy realms between life and death. These Evokers have tasted the bitterness of mortality and returned, their souls bound to the spectral essence of these undead dragons.

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History

The Revived Evokers are often considered omens of great change. They have been present at key historical events, their powers of resurrection and ethereal magic turning the tides of battles and even altering the course of history. Yet, their existence is a constant struggle, as they balance the draconic energies of life and the hollow void of death.


Bonds

Bound to the Hollow Drakes, Revived Evokers carry the weight of both life and death in their souls. They often form pacts with necromancers, scholars, and even clerics who seek to understand the mysteries of life and death. Yet, their strongest bond is with their dragon patrons, whose ancient wisdom and spectral powers guide them.


Role in Alavir

In Alavir, they serve as the bridge between the living and the dead, often consulted to communicate with spirits or to counter necromantic threats. Despite their eerie nature, they have found a place among the Crusaders, respected for their unique abilities and their unyielding will to use their second chance at life for the greater good.


Thought-Provoking Questions

  1. The Ethical Dilemma: How do Revived Evokers reconcile their existence, given that they draw power from beings that are neither fully alive nor fully dead?
  2. Guardians of the In-Between: What responsibilities do they have towards both the living and the dead, considering their unique position?
  3. The Hollow Drake Connection: How do these undead dragons view their human counterparts who share their spectral energies?

Revived Evoker Features

Level 1

Curse of the Undying

At 1st level, your connection to death gives you the following benefits:


  • You have advantage on saving throws death saving throws & immunity to poison.
  • You don't need to eat, drink, or breathe.
  • You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear and see as normal.


In addition, your attacks and spells mark the target with a curse, they take additional ethereal damage equal to your proficiency modifier when they are hit with an attack roll until the start of your next turn.


When you cast a spell, you can make a History skill check (once per round).


This feature’s damage increases by 5 when you reach 6th level (10), 10th level (15), 14th level (20), and 18th level (25).

Level 3

Visions of a Past Life

At 3rd level, once every 3 rounds you can double your skill check modifier for any skill checks used that round.


In addition, if you make a successful history check on a creature or object their armor is reduced by an amount equal to your proficiency modifier until the start of your next turn.

Level 7

Combat Stress Reaction

At level 7, when you cast a spell or hit a creature with an attack roll you can spend 2 spell points to deal an additional 2d6 Ethereal damage.

However, you take 3 + the number of spell points spent as Ethereal damage.


The feature’s distance increases by 2d6 when you reach 6th level (4d6), 10th level (6d6), 14th level (8d6), and 18th level (10d6).

Level 11

Spiritual Connection

At 11th level, when you cast a spell the hollow dragons bless you with vitality. You heal for a number of hit points equal to your proficiency modifier for each cast.


In addition, you can add your proficiency modifier to your armor class until the start of your next turn. This armor does not stack.

Level 15

Spiritual Conduit

At 15th level, you have advantage on the d20 rolls associated with your features. In addition, when you hit a creature with an attack roll or spell, you can choose a second creature within 60 feet of the affected creature. They must make a Wisdom saving throw against your Spellcasting DC or take Ethereal damage equal to 10d10 roll and you regain 4 spell points.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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