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.