Armor Class: 15 (with mage armor)
Hit Points: 130 (20d8 +40)
Speed: 30ft (9m / 6 sqr)
Ability Modifiers: +2 Dex, +1 Int
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow. (not considered for template)
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages: speaks Common, Elvish and one extra.
Quarterstaff. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 2 (1d6 -1 ) bludgeoning damage.
Properties: Versatile (1d8),
Spellcasting. the Evoker is an 20th-level wizard. Its spellcasting ability is Intelligence (spell save DC 17, to hit with spell attacks +9)
Cantrips (at will): Ray of Frost, Dancing Lights, Prestidigitation, Acid Splash, Mage Hand,
1st level (4 slots): Thunderwave, Expeditious Retreat, Burning Hands, Mage Armor,
2nd level (3 slots): Flaming Sphere, Scorching Ray, Cloud of Daggers, Web, Melf's Acid Arrow, Darkvision,
3rd level (3 slots): Blink, Fireball, Fly, Counterspell,
4th level (3 slots): Wall of Fire, Dimension Door,
5th level (3 slots): Wall of Force, Bigby's Hand,
6th level (2 slots): Desintegrate, Circle of Death,
7th level (2 slots): Finger of Death,
8th level (1 slots): Incendiary Cloud,
9th level (1 slots): Meteor Swarm,