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School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved. You also choose two Evocation spells of 2nd-level or lower from the Wizard spell list to add to your Spellbook.

Potent Cantrip

At 2nd level, your deep understanding of Evocation magic increases the potency of even your minor magic. You learn one additional Evocation Cantrip of your choice from the Wizard spell list.

Also, when you cast an Evocation Cantrip that requires a spell attack roll or saving throw you gain the benefits below:
- Spell Attack. When an Evocation Cantrip requires you to make a Spell Attack Roll, you add your Intelligence modifier (minimum of +1) to one damage roll of the spell.
- Saving Throw. When an Evocation Cantrip requires its targets to make a saving throw, creatures take half damage on a successful save, but do not suffer any additional effects,
    other than damage, imposed by the Cantrip.

Sculpt Spells

Beginning at 6nd level, Your understanding of Evocation magic allows you to shape your destructive magic to safeguard your allies. Whenever you cast an Evocation spell, you can designate a number of creatures equal to 1 + the level of the spell. These creatures are immune to the effects of your spell and take no damage on the turn that you cast the spell.

However, any effects of the spell that persist after its initial casting affect these designated creatures as normal.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to one damage roll of any wizard evocation spell that you cast.

Additionally, you gain an additional number of spell masteries known through your Magical Formula's Feature equal to your intelligence modifiers. These masteries may be of any spell which is in your spellbook, not just cantrips, however they must be of the Evocation school.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 true damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the true damage per spell level increases by 1d12.


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