Evoker

Evoker
High Elf, any alignment


Armor Class: 15 (with mage armor)

Hit Points: 130 (20d8 +40)

Speed: 30ft (9m / 6 sqr)

Proficiency: +6


STR

8 (-1)

DEX

15 (+2)

CON

14 (+2)

INT

16 (+3)

WIS

10 (+0)

CHA

12 (+1)


Skills: Perception +6 Arcana +9 Intimidation +7

Challenge: 12 (8400 XP)


Racial Features

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.


Actions

Quarterstaff. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 2 (1d6 -1 ) bludgeoning damage.

Properties: Versatile (1d8),


Spells

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,

Click here to see spells descriptions (external tool)

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