The Wyrmguard Evokers are an ancient order founded under the patronage of the Ironscale Dragons, revered for their impenetrable scales and indomitable will. These Evokers undergo a sacred rite, bonding with a fragment of draconic essence to become living shields on the battlefield.
Throughout the annals of Alavir, the Wyrmguard have stood as bulwarks against chaos and destruction. They have turned the tides of wars and quelled magical storms, their presence alone often enough to deter would-be aggressors.
The Wyrmguard share a deep spiritual connection with the Ironscale Dragons, often consulting them for wisdom and guidance. They also form alliances with kingdoms and magical guilds, offering their protective services in exchange for resources to further their studies of draconic magic.
In Alavir, the Wyrmguard serve as elite guardians of sacred sites and powerful artifacts. They are also called upon to protect royalty and high-ranking officials in times of crisis. Their mastery over defensive magic makes them invaluable in sieges and large-scale battles.
At 1st level, when you cast a spell, you gain 1 stacking armor class until the start of your next turn. In addition, if you are wearing heavy armor you gain 1 stacking additional damage reduction until the start of your next turn.
When you cast a spell, you can make a Perception skill check (once per round).
At 3rd level, you can make your attacks in a wide arch, posing threat even with imprecision. When you hit with a creature with a melee attack, you can hit one additional creature within 15 feet of your target.
At 7th level, when you cast a spell you heal for an amount equal to your proficiency modifier.
At 11th level, when you cast a spell that grants armor, healing, or temporary hit points on a creature other than yourself, you can also cast the spell on yourself without expending extra spell slots.
At 15th level, you can cover a weapon you're attuned to in dragon scales, you can add your armor class to that weapon's damage. In addition, you have proficiency in all saving throws.
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.