05/13/2024


“Divine-blooded spell-slingers, elemental blasters, and cursed wielders of fiendish power.”
Evokers can only use a dagger and have no access to armor or shields. They gain an additional language based on their alignment: Celestial of Lawful, Promodial for Neutral, and Diabolic for Chaotic.
Evokers get two features: Blood Burn and Spellcasting.
Blood Burn allows the Evoker to regain a lost spell by taking damage (1D4 per tier of the spell). This damage cannot be resisted (except from evoker talents).
Spellcasting: Evokers get a set list of spells at their odd levels (1, 3, 5, 7, and 9). At even levels, you get innate spells that are selected from other class spell lists based on the Evoker’s alignment: Priest for Lawful, Wizard for Neutral, and Witch for Chaotic. Innate spells can only be cast once a day and Evokers cannot use Blood Burn to cast innate spells again.
Overall Take: Evokers fill the role of the 5E sorcerer; the magical character that has the power inside of them. Unfortunately with the preselected spells at odd levels and only a single daily casting of innate spells gained at even levels, Evokers will all feel like copies of each other. You might want to limit the party to only one Evoker at a time and the players will have to use their other aspects (Race, Background, etc) to try to make them feel unique.
Keep on gaming!