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Invoker


Hit Points

Hit Dice: d8 per Invoker level
Hit Points at first Level: 8+con
Hit Points at Higher Levels: 1d8+con

Proficiences

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools:
Saving Throws: Charisma, Intelligence
Skills: Choose Two: Insight Investigation Arcana History Persuasion Intimidation

Overview & Creation

The Invokers are people capable of pulling power from within or without to fight and meet their means.


Class Features

Subclass

Choose a subclass at 1st Level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Grip

Starting at 3rd level an Invoker may receive advantage against Charm effects.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Starting Equipment

Every Hero is unique, and so is their equipment. Consult your DM to find out what is right for your character.


Subclass Options

Elementalist

The Elementalists harness a raw energy in the form of a basic element or power.   Form What form does your energy take? Your options include Ice, Fire, Lightning, Light, or Dark, doing Cold, Fire, Lightning, Radiant, and Necrotic damage accordingly.   Blast As an action, the Elementalist can expend a surge of their chosen energy type into a projectile shot dealing 1d10 + Charisma of the respective damage type upon a successful hit. The amount of shots per action increase as follows. Two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.   Extra Punch Upon a successful hit with a martial weapon an Elementalist can choose to channel a portion of energy into the weapon to deal an extra amount of damage, the damage die increasing as the levels progress. 1d4 at 1st level, 1d6 at 5th, 1d8 at 11th, and 1d10 at 17th. All damage of their respective types.

Infuser

The Infuser is capable of crafting and connecting mock a consciousness to inanimate objects appearing to bring them life.   Animation Now that you've created a consciousness to command you can link it to inanimate objects in order to animate them. Your mock consciousness can take on any personality traits and characteristics you imbue it with. After spending a period of time depending on the size of the object, you can link it to your mock consciousness allowing you to take control of its functions if any, as well as speak into the world through it. A held item may take a minute whereas a cart might take 10. The size also impacts how many links it would take to take it. The number of Links you can use is dependant on your class level. Progressing as follows:
1st Level 1 Link
2nd Level 1 Link
3rd Level 2 Links
4th level 2 Links
5th Level 3 Links
6th Level 3 Links
7th Level 4 Links
8th Level 4 Links
9th Level 5 Links
10th Level 5 Links
11th Level 6 Links
12th Level 6 Links
13th Level 7 Links
14th Level 7 Links
15th Level 8 Links
16th Level 8 Links
17th Level 9 Links
18th Level 9 Links
19th Level 10 Links
20th Level 10 Links
Freedom of Movement At the discretion of the DM, you can expend extra links to allow items that wouldn't normally be capable of moving to do so, allowing free movement for things to reach and otherwise combat.


Created by

ParadoxicalUser.

Statblock Type

Class Features

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