Invoker With a blade to the sky and a finger pointed towards their foe, a wounded elf calls the crackling power of of the Weave forth into lightning, igniting the air with brightness and the scent of ozone and reducing flesh to ash. Leaving a trail of bodies and terror in his wake, a human dances upon the line between Ethereal and Material, winking in and out of reality and rending his enemies with calculated swings of a massive blade. Held aloft by the strings of magic, a dark cloaked tiefling glides along the rooftops of a crowded city, scanning the spiderwebbed network below for the scent of evildoers. Masters of Spell and Steel While some might call themselves a spellsword, or even a battlemage, there are scant few who can claim mastery over both might and magic; an Invoker is one such individual. Often trained since the early days of their childhood, their abilities are an odd blend of martial prowess and arcane proficiency. While not possessing quite the thoroughness in study of their more focused peers, an Invoker’s abilities are nearly impossible to refute. Their theoretical knowledge of the arcane can sometimes rival their wizardly companions, and their skill with blade and bludgeon is often enough to invoke praise from even a watchful eye. Though the training of an invoker is comprehensive, it is not done through solely orthodox methods. At the onset of their teaching, each Invoker is granted an audience with a Conflux; a store of knowledge drawn from the minds of many long past, and possessing a will derived from the convergence of those minds. From this touching of thoughts, a wellspring of learning is opened, granting them an accelerated and partially abbreviated lesson in their arts. Arms of the Conflux Similarly to how a paladin holds a set of values aligning with their oath, or a cleric clings tightly to the principles of their god, an invoker often acts as an extension of the Conflux that gifted them their knowledge- whether that Conflux’s will aligns with good or evil, law or chaos. To many Confluxes, this simply means guarding the stores of knowledge themselves, remaining as sentinels and receiving additional knowledge in exchange for their service, though to other Confluxes, safety is not such a singular concern- instead, they desire novel experiences; learning out of their reach and scope. It’s in these cases that Invokers act as the senses of their orders, seeking out knowledge and using their abilities to extend the reach of their tutors’ own knowledge. Creating an Invoker When you create an invoker, one of the most important things to consider is the mindset of your character’s Conflux. Is the Conflux in search of any knowledge in particular, or do they simply crave the refreshment of novel experience? Are it’s motivations selfless, or does it seek to gain power or influence in some way? Quick Build You can make an invoker quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the hermit background.

Invoker Table Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Steel Stylus 2 2 1 - - - - - - - - 2nd +2 Burst (one use), Bound Weapon 2 3 2 - - - - - - - - 3rd +2 Conduit of Knowledge 2 4 2 1 - - - - - - - 4th +2 Ability Score Improvement 3 5 2 2 - - - - - - - 5th +3 Extra Attack 3 6 2 2 1 - - - - - - 6th +3 Transversive Mark 3 7 3 2 1 - - - - - - 7th +3 Conduit Feature 3 8 3 2 1 1 - - - - - 8th +3 Ability Score Improvement 3 9 3 2 2 1 - - - - - 9th +4 - 3 10 3 2 2 1 1 - - - - 10th +4 Transversive Mark (2) 4 11 3 2 2 2 1 - - - - 11th +4 Burst (two uses) 4 12 3 2 2 2 1 1 - - - 12th +4 Ability Score Improvement 4 12 3 2 2 2 1 1 - - - 13th +5 - 4 13 3 2 2 2 1 1 1 - - 14th +5 Transversive Mark (3) 4 13 3 2 2 2 1 1 1 - - 15th +5 Conduit Feature 4 14 3 2 2 2 1 1 1 1 - 16th +5 Ability Score Improvement 4 14 3 2 2 2 1 1 1 1 - 17th +6 - 4 15 3 2 2 2 1 1 1 1 1 18th +6 Overcharge, Tranversive Mark (4) 4 15 3 2 2 2 1 1 1 1 1 19th +6 Ability Score Improvement 4 15 3 2 2 2 2 1 1 1 1 20th +6 Conduit Feature, Burst (three uses) 4 15 3 2 2 2 2 1 1 1 1 Class Features As an invoker, you gain the following class features. Hit Points Hit Dice: 1d6 per invoker level Hit Points at 1st Level: 6 + your Constitution modifier 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per invoker level after 1st Proficiencies 1d6 (or 4) + your Constitution modifier per invoker level after 1st Armor: Light armor, medium armor Weapons: Simple weapons, glaives, greatswords, longswords, rapiers, scimitars, shortswords and tridents. Simple weapons, glaives, greatswords, longswords, rapiers, scimitars, shortswords and tridents. Tools: None None Saving Throws: Strength, Intelligence Strength, Intelligence Skills: Choose two from Athletics, Arcana, History, Investigation and Survival. Equipment Choose two from Athletics, Arcana, History, Investigation and Survival. You start with the following equipment, in addition to the equipment granted by your background. (a) scale mail or (b) leather, a longbow, and 20 arrows

(a) a longsword and shield or (b) two martial weapons

(a) a a component pouch or (b) an arcane focus

(a) a scholar’s pack or (b) an explorer’s pack Spellcasting Through the knowledge granted by your tutor Conflux, you hold a certain level of control over the weft and weave of the arcane. This fundamental teaching allows you to draw on the raw stuff of magic and bring forth spells. Cantrips At 1st level, you know two cantrips of your choice from the invoker spell list. You learn additional invoker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Invoker table. Spell Slots The Invoker table shows how many spell slots you have to cast your invoker spells of 1st level and higher. To cast one of these invoker spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the invoker spell list.

The Spells Known column of the Invoker table shows when you learn more invoker spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the invoker spells you know and replace it with another spell from the invoker spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your invoker spells, since your magic draws on the knowledge granted to you by your Conflux. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an invoker spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your invoker spells. Steel Stylus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your invoker spells. You have mastered one of the chief arts possessed by invokers: The ability to scribe arcane formulae in thin air to quickly and freely cast magic even while otherwise occupied. You may use a weapon with which you are proficient as an arcane focus, and may also use it to perform the somatic components of spells. Bound Weapon Starting at 2nd level, you may perform a ritual over the course of an hour on one weapon you are proficient with, transforming it into your Bound Weapon. You cannot be disarmed of your Bound Weapon while you are conscious, and you can cause it to teleport to one of your hands as a bonus action. Performing the ritual on another weapon causes the bond to break on your currently bound weapon. Burst Beginning at 2nd level, you gain the ability to tap into your magical and physical prowess, infusing you with a temporary pulse of energy. As a bonus action your turn, you may make one weapon attack, or cast one spell with a casting time of one action. Once you use this feature, you must finish a short or long rest before using it again. Starting at 11th level, you can use it twice before a rest. At 20th level, you can use it three times before a rest. Conduit of Knowledge When you reach 3rd level, your Conflux reaches out to you, revealing some of the deepest confines of its multilayered library of knowledge and granting you further control over a chosen subset of arcane study. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Transversive Mark Through your intensive study of the physical and the arcane, you have gained the ability to infuse your being with a transversive mark, a sigil connecting you directly to the fundamental fabric of magic. At 6th level, you gain one transversive mark of your choice. You gain an additional Mark at 10th, 14th and 18th level. If a transversive mark has prerequisites, you must meet them to learn it. You can claim the mark at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Overcharge At 18th level, you gain the ability to infuse yourself with a burst of magical energy that enables you to surpass the limitations of mortal flesh. As a bonus action, you can initiate an Overcharge, propelling your mind and body at devastating speed. During your Overcharge, you may take one additional action and one additional bonus action. After doing so, you must succeed a DC 15 Constitution saving throw, receiving one level of exhaustion on a failure. Once you use this feature, you may not use it again until completing a long rest. Conduits of Knowledge Though an individual invoker’s tutor Conflux grants them a wealth of knowledge throughout their initial training, there is always more hidden within the arcane matrix’s depths of learning. Upon reaching 3rd level, an invoker’s Conflux will grant them access to the deeper, more specialized branches of mastery held in the network’s library. While this is often a process of positive improvement and pure learning, there are times when this change can shift an invoker along a path they’d never hoped to find themselves walking. Conduit of Sight

While all tutor Confluxes grant knowledge, some grant knowledge in more unorthodox ways than others. Rather than rote memorization and skill with books, an invoker delving into the Conduit of Sight must discover their proficiency through sense and instinct. In combat, they often wield divination magic to predict the dance of battle, landing blows and dodging them just the same with their knowledge of the immediate future. Expanded Spell List The Conduit of Sight lets you choose from an expanded list of spells when you learn an invoker spell. The following spells are added to the invoker spell list for you. Conduit Expanded Spells Spell Level Spells 1st Guiding Bolt 2nd Locate Object 3rd Clairvoyance 4th Arcane Eye 5th Scrying Arcane Perception When you choose this Conduit at 3rd level, your senses become enhanced to supernatural levels. You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Sense Weakness Also starting at 3rd level, you learn the True Strike cantrip, or another invoker cantrip if you already know True Strike, which doesn’t count against the number of cantrips you know. You may cast True Strike using a bonus action a number of times equal to your Wisdom modifier, regaining all expended uses upon finishing a short or long rest. Additionally, casting True Strike reveals the target’s resistances, immunities, and vulnerabilities, if any. Guided Strike At 7th level, you gain the ability to predict the movements of enemies and allies within a reasonable margin of error. When a creature that you can see misses an attack roll, you may use your reaction and allow the chosen creature to reroll the attack against another creature within 10 feet of the initial target. This feature has a number of uses equal to your Wisdom modifier, and regains all expended uses when you finish a long rest. Beyond Sight Starting at 15th level, your magical and physical senses have been honed to a razor edge. You gain blindsight to a distance of 15 feet. Additionally, once per short or long rest, as a reaction when you are the target of an attack, you may increase your Armor Class by an amount equal to your proficiency bonus + your Wisdom modifier until then start of your next turn. Prophecy At 20th level, you have become capable of seeing the threads of possibility as they are, rather than they appear to be, allowing you to glimpse key moments in the future and guide actions onto their optimal path. When a creature that you can see rolls either a natural 1 or a natural 20, you may use your reaction to convert the roll into a natural 1 or a natural 20. Once you use this feature, you must finish a long rest before you can do so again. Conduit of the Elements Though all invokers and Confluxes alike pride themselves on their knowledge of the arcane, only few can pride themselves on a focus as deep as a Conflux of the Elements. Their singularly aspected magical prowess channels itself through spell and blade, pummelling their enemies with deluges of flame, lightning and venom. Expanded Spell List The Conduit of the Elements lets you choose from an expanded list of spells when you learn an invoker spell. The following spells are added to the invoker spell list for you. Conduit Expanded Spells (Acid) Spell Level Spells 1st Grease 2nd Melf's Acid Arrow 3rd Hypnotic Pattern 4th Vitriolic Sphere 5th Mislead Conduit Expanded Spells (Cold) Spell Level Spells 1st Armor of Agathys 2nd Snilloc's Snowball Swarm 3rd Sleet Storm 4th Control Water 5th Cone of Cold Conduit Expanded Spells (Fire) Spell Level Spells 1st Burning Hands 2nd Heat Metal 3rd Fireball 4th Wall of Fire 5th Immolation

Conduit Expanded Spells (Lightning) Spell Level Spells 1st Witch Bolt 2nd Gust of Wind 3rd Lightning Bolt 4th Storm Sphere 5th Control Winds Conduit Expanded Spells (Poison) Spell Level Spells 1st Ray of Sickness 2nd Locate Animals or Plants 3rd Stinking Cloud 4th Sickening Radiance 5th Cloudkill Conduit Expanded Spells (Thunder) Spell Level Spells 1st Thunderwave 2nd Silence 3rd Thunder Step 4th Confusion 5th Destructive Wave Primordial Alignment When you choose this Conduit at 3rd level, your spells and abilities of a particular elemental flavor become increasingly effective. Choose one damage type from Acid, Cold, Fire, Lightning, Poison or Thunder. This damage type cannot be changed once selected. Your weapon attacks deal an additional 1d4 damage of your chosen type, and gain a special effect upon critically striking. Acid - The target’s Armor Class is reduced by 5 until the end of your next turn.

- The target’s Armor Class is reduced by 5 until the end of your next turn. Cold - The target’s speed is reduced to 0 until the start of your next turn.

- The target’s speed is reduced to 0 until the start of your next turn. Fire - The target is immolated, taking a burst of 2d6 fire damage at the start of your next turn.

- The target is immolated, taking a burst of 2d6 fire damage at the start of your next turn. Lightning - The target is Stunned until the start of your next turn.

- The target is Stunned until the start of your next turn. Poison - The target is Poisoned. They may make a Constitution saving throw against your spell save DC at the start of each of their turns, ending the effect on a success.

- The target is Poisoned. They may make a Constitution saving throw against your spell save DC at the start of each of their turns, ending the effect on a success. Thunder - The target is knocked Prone if they are Huge or smaller. Additionally, if the target is Medium or smaller, they are pushed a number of feet away from you equal to the damage of the triggering attack before falling prone, rounded to the nearest 5 feet. If the pushed target collides with a solid surface, they take 1d6 bludgeoning damage. Elemental Envoy At 3rd level, your connection with the elements grants you an affinity for speaking with those constructed from said elements. You learn Primordial, if you don’t know it already, and gain advantage on Charisma checks involving interacting with elementals. Fundamental Force At 7th level, you become attuned to the fundamental nature of the elements, gaining resistance to your chosen damage type and causing your spells and attacks of your chosen damage type to ignore resistance. Evoke Elements Starting at 15th level, you can enable your elemental attacks to strike vitally, increasing in potency. You can cast Elemental Bane without using a spell slot. When cast in this way, the listed damage types include poison. You must complete a long rest before casting in this way again. Convergence At 20th level, your mastery over the elemental forces of magic allows you to tap into the primary, most powerful primordial energies. You may choose an additional damage type to use with your Primordial Alignment and Fundamental Force features. Your attacks deal an additional 1d4 of your second chosen damage type. Additionally, you may also choose from Radiant, Necrotic or Force. Radiant - All creatures of your choice within 10 feet of the target, including the target themselves, take 1d10 radiant damage.

- All creatures of your choice within 10 feet of the target, including the target themselves, take 1d10 radiant damage. Necrotic - The target’s maximum hit points are reduced by 1d10 until they finish a short or long rest, or are targeted by a Lesser Restoration spell.

- The target’s maximum hit points are reduced by 1d10 until they finish a short or long rest, or are targeted by a Lesser Restoration spell. Force - The target must succeed on a Constitution saving throw or take 2d10 additional force damage. Transversive Marks Accelerate As part of the bonus action used to use your Burst feature, you may move a distance equal to your total movement before or after performing the Burst. Arcane Drift After casting a spell of 1st level or higher, you may immediately move up to 10 feet per level of the spell cast without provoking opportunity attacks.

Bound Armor You may perform a ritual over the course of an hour on one set of armor you are proficient with, transforming it into your Bound Armor. You may don or doff your set of bound armor as an action, causing it to teleport onto your body, or off of it within 5 feet of you. Performing the ritual on another set of armor causes the bond to break on your currently bound set of armor. Bound Arsenal Performing the ritual to transform a weapon into your Bound Weapon does not break the bond with your previously bound weapon, but instead adds it to your Bound Arsenal as an additional Bound Weapon, functioning identically to the first. You can have a number of weapons in your Bound Arsenal equal to your Intelligence modifier. Empowered Spellcasting When you cast a spell using a first or second level spell slot, you may treat the spell as if it were cast using a third level spell slot. This ability has a number of uses equal to your Intelligence modifier, and regains all uses upon completing a long rest. Bioarcane Infusion Prerequisite: 10th level As a bonus action, you may spend a spell slot and roll a number of hit die equal to the level of the spell slot expended. You regain hit points equal to the amount rolled. Superior Burst Prerequisite: 10th level While using your Burst feature, you may make two weapon attacks instead of one. Overheat Prerequisite: 10th level While you have no uses of your Burst feature remaining, you may use your Burst feature once. After using your Burst feature in this way, you take fire damage equal to a number of d10s equal to half your level, rounded up. This damage cannot be reduced in any way. Once you use this ability, you cannot do so again until completing a long rest. Ultimate Burst Prerequisites: 14th level, Improved Burst While using your Burst feature, you may make three weapon attacks instead of one. Invoker Spells Cantrips (0 Level) Blade Ward

Booming Blade

Dancing Lights

Encode Thoughts

Fire Bolt

Frostbite

Green Flame Blade

Gust

Light

Lightning Lure

Mage Hand

Prestidigitation

Sword Burst

True Strike 1st Level Absorb Elements

Alarm

Comprehend Languages

Detect Magic

Earth Tremor

Expeditious Retreat

Faerie Fire

Feather Fall

Fog Cloud

Ice Knife

Identify

Illusory Script

Jump

Longstrider

Mage Armor

Magic Missile

Shield 2nd Level Aganazzar’s Scorcher

Blindness/Deafness

Blur

Cloud of Daggers

Darkness

Darkvision

Detect Thoughts

Earthbind

Enhance Ability

Enlarge/Reduce

Flaming Sphere

Hold Person

Invisibility

Levitate

Magic Weapon

Mirror Image

Misty Step

Scorching Ray

Shatter

Spider Climb

Spiritual Weapon 3rd Level Blink

Counterspell

Elemental Weapon

Flame Arrows

Fly

Gaseous Form

Haste

Protection from Energy

Slow

Tongues

Water Breathing 4th Level Banishment

Dimension Door

Elemental Bane

Greater Invisibility

Ice Storm

Locate Creature

Stone Shape

Stoneskin 5th Level Dominate Person

Far Step

Hold Monster

Legend Lore

Skill Empowerment

Steel Wind Strike 6th Level Arcane Gate

Chain Lightning

Globe of Invulnerability

Primordial Ward

Scatter

True Seeing

Wall of Ice 7th Level Etherealness

Mordenkainen’s Sword

Plane Shift

Power Word: Pain

Prismatic Spray

Reverse Gravity

Sequester

Teleport 8th Level Abi-Dalzim’s Horrid Wilting

Antimagic Field

Incendiary Cloud

Power Word: Stun

Sunburst 9th Level Foresight

Gate

Power Word: Kill

Psychic Scream

Time Stop

Wish