Invoker
One of the Nor’Vaeleth (called the Progenitors, in Common tongue) has taken notice of you. Invokers do not study the arcane: they are called into it, chosen without consultation and handed power they did not earn. Your spells and manifestations reflect the temperament and dominion of whichever Progenitor claimed you. However, that claim is a covenant, not just an inheritance. As with all classes in Inazria, your context supplies most of your identity and mechanics; the base class provides the core engine.
When your Progenitor calls, it calls you to a task: guard the land from hideous creatures, break a siege by calling storms, silence a Slayer of your Nor’Vaeleth — these are just examples of what an Invoker might be called upon to complete. Answering the call means committing to that task for as long as it takes. Refuse it outright, or let it languish too long unattended, and the Invoker risks dismissal. A dismissed Invoker loses every spell, feature, and benefit granted by this class at once; your levels remain, but they grant you nothing further until you are restored. Restoration is never immediate. After a season of time, you may attempt a re-ignition ritual unique to your Progenitor. Only if the ritual succeeds, and your Progenitor judges you worth calling again, does the bond reignite and the Invoker call upon their powers again.
You may only ever answer the call of one Progenitor, and hold to one context, for the whole of your life; an Invoker who is dismissed and never re-ignited has simply lost their calling for good, with no second Progenitor waiting to take the first’s place. You may, however, multiclass freely into any civil class without needing your Progenitor’s leave. Discuss the origin of your calling with your GM before play; typically, you take this class at 1st level.
Hit Points
- Hit Dice: 1d8 per invoker level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per invoker level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons and shields
- Tools: One of your choice (artisan’s tools or musical instrument)
- Saving Throws: Charisma, Constitution
- Skills: Choose two from Arcana, Insight, Nature, Perception, Persuasion, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) explorer’s pack or (b) scholar’s pack
Class Rules
- Somatic Weaponry. You can perform the somatic components of invoker spells even when you are wielding weapons or a shield. A weapon you are proficient with can serve as your spellcasting focus.
- Blood Focus. The bond your Progenitor forged in your blood when it answered your call serves as your spellcasting focus.
- Seamless Weave. On your turn, if you both cast a spell and make a weapon attack, you can take them in any order and split your movement before, between, and after them.
- Multiclassing. You may take levels in as many civil classes and contexts as you wish, up to 20 total character levels. You may have only one primal class and one primal context, ever. Features from different classes stack unless they say otherwise, but overlapping resources do not replace one another: you must operate both systems independently.
The Invoker
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Progenitor’s Resonance, Battle Weave, Spellcasting | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Context feature | 2 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Progenitor’s Imprint | 2 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Context feature | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Context feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Arcane Bulwark | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Context feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Imprint Ascendant | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Context feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Overcast | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Context feature | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Apex of the Lineage | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
You are an arcane spellcaster whose magic flows from the authority your Progenitor has invested in you. Spell lists and descriptions live in Spells.
- Spell List: You prepare spells from the Invoker list. Your context’s Hallmark Spells count as Invoker spells for you and are always prepared (they don’t count against the number of spells you prepare).
- Cantrips: You know two cantrips from the Invoker spell list at 1st level. You learn additional cantrips at higher levels as shown on the Invoker table.
- Preparing and Casting Spells: You prepare a number of Invoker spells equal to your Charisma modifier + your invoker level (minimum of one), choosing from the Invoker list. You can cast any invoker spell you have prepared, using spell slots as shown on the Invoker table. You can change your prepared spells when you finish a long rest.
- Spellcasting Ability: Charisma is your spellcasting ability for your invoker spells. Your magic is a borrowed authority, not a personal study — you speak, and your Progenitor’s will answers through you.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting: You can cast invoker spells as rituals if they have the ritual tag.
- Spellcasting Focus: Your blood focus substitutes for a spellcasting focus.
Core Class Features
- Progenitor’s Resonance (1st Level). Your Progenitor’s authority hums through you, and it grows stronger as you prove yourself worth calling.
- You have a Resonance pool that holds up to 3 points. You gain 1 point whenever you cast an invoker spell of 1st level or higher, or when you take the Help action targeting an ally and end your turn within 30 feet of that ally. Your Resonance resets to 0 when you finish a long rest.
- You can gain at most 1 Resonance point per turn. You can gain Resonance from the Help action only while you are in initiative, and no more than a number of times equal to your proficiency bonus per long rest.
- When you cast an invoker spell, you can spend 1 Resonance point to apply one effect to that spell (choose when you cast): either one base option below or one Resonance option granted by your context. You cannot apply both a base option and a context option to the same spell unless you have Apex of the Lineage.
- Empower: Add +1 to the spell’s save DC or +2 to one spell attack roll.
- Displace: Move yourself or one target of the spell up to 10 feet; this movement doesn’t provoke opportunity attacks.
- Aegis: One target of the spell gains temporary hit points equal to your proficiency bonus.
- Hamper: If the spell deals damage to or imposes a condition on a creature, that creature’s speed is reduced by 10 feet until the start of your next turn.
- Your context grants additional ways to gain Resonance and unique spends (see Contexts). Spending Resonance on Imprint Shift uses the same pool and counts as your Resonance spend for that cast if you spend it when you cast.
- Battle Weave (1st Level). After you cast a cantrip on your turn, you can move up to 10 feet without provoking opportunity attacks. This movement can occur before or after the cantrip resolves.
- Progenitor’s Imprint (3rd Level). Your Progenitor’s presence doesn’t leave you when your magic fades — it leaves a mark on the world instead. Whenever you cast an invoker spell of 1st level or higher, you can leave an Imprint: a 10-foot-radius terrain effect centered on a point you can see within 60 feet. The Imprint lasts for 1 minute and doesn’t require concentration. It takes on the theme and traits of your Progenitor (see your context). You can have only one Imprint active at a time; creating a new one immediately ends the old one, even if it was made by a different spell. An Imprint is not a creature and does not use the Summons and Companions rules.
- Imprint Shift. When you cast an invoker spell, you can spend 1 Resonance to do one of the following to your active Imprint: move its point of origin up to 15 feet, extend its remaining duration by 1 minute, or apply one Imprint rider granted by your context.
- Manifestation. Once per short rest, as a bonus action, you call forth a spectral shape of your Progenitor for 1 round. It appears in an unoccupied space you can see within 30 feet of you, shares your initiative, and can immediately take the Help action or use Deliver Spell (delivering a touch spell you cast this turn, provided you are within 30 feet of it and it is within reach of the target) before vanishing at the end of the round. The manifestation has no hit points and can’t be harmed, targeted, or mounted, and it doesn’t take an independent turn of its own.
- Ability Score Improvement (4th, 8th, 12th, 16th, 19th Levels). Increase one ability score by 2 or two ability scores by 1 (to a maximum of 20).
- Arcane Bulwark (7th Level). While you are concentrating on a spell, you gain a +1 bonus to AC and advantage on Constitution saving throws you make to maintain concentration.
- Imprint Ascendant (11th Level). Your Progenitor’s Imprint grows more potent. Its radius increases to 15 feet, and while you are within it, you have advantage on saving throws against being frightened. Your context grants your Imprint a movement mode that you or your allies can use while within it, and a Reaction you can take whenever specific conditions tied to the Imprint are met (detailed in each context). In addition, once on each of your turns when you cast a spell, your Imprint can emit a minor surge that affects one creature within it with an effect based on your context. This surge can’t deal damage directly and can’t stack with itself on the same creature.
- Overcast (15th Level). When you cast an invoker spell of 1st level or higher, you gain temporary hit points equal to the spell’s level + your Charisma modifier. Until the end of your next turn, you also gain one of the following (your choice when you cast): +1 to your next spell save DC this turn, or +2 to your next spell attack roll this turn. You can’t benefit from Overcast more than once per round.
- Apex of the Lineage (20th Level). Your maximum Resonance increases to 5. At the start of each of your turns, if you have 0 Resonance, you gain 1. When you cast an invoker spell, you can apply two different Resonance spends to that spell (including one base option and one context option, or two different options of either kind). Your Imprint’s radius increases by 5 feet, and you can have two Imprints active at once (a third replaces the oldest).
Contexts
Rekupuledo
It is said a colossal dragon-turtle sleeps beneath the world’s floor, and that its dreams surface as rivers, tremors, and the deep whisper of duty. Those it calls first hear water speaking: through the flooded passages the Limnari guard beneath Zilwynbar’s lakes, through the caverns riddling the coast at Windfall, or through the understone caves that vein Kystriland’s islands. Rekupuledo Invokers are supportive controllers: they slow enemies, fortify allies, and answer violence with patient, overwhelming water. His sign is the rainbow — peace after the storm. However, the water that answers a Rekupuledo Invoker’s call is benign and conjured, not the crushing pressure a Bashani berserker commands; the two vocabularies rarely mix, and a Rekupuledo Invoker who tries to drown a foe outright will find the tide simply doesn’t answer that way.
A calling might be as quiet as “bring rain to a dying aquifer” or as urgent as “guard the underlake from what rises.”
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Proficiencies You gain proficiency with the trident, maul and hand crossbow.
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Hallmark Spells Your bloodline adds these to your known options as you gain levels (they count as Invoker spells for you):
- 1st: create or destroy water, thunderwave, extract humidity (bonus cantrip; does not count against your cantrips known)
- 2nd: warding bond, calm emotions
- 3rd: blast of kerangala, water breathing
- 4th: control water, water walk
- 5th: whirlpool to zerakahm, daylight
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1st Level — Calling Rain. Once per long rest, as an action, you call a sudden rain from clear skies, or swell a nearby trickle into a proper flow: a 10-foot-radius area you can see within 60 feet fills with shallow standing water for 1 minute. This water counts as standing water for your other features, even far from any lake, river, or coast — useful when your Progenitor’s gifts must work on dry stone or open sand.
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1st Level — Resonant Tides (Moonpull). When you cast an invoker spell, you can spend Resonance to apply one of the following as your Resonance spend for that cast (replacing a base spend):
- Tidal Recall (1): Choose one creature you can see within 30 feet of water you created (from a spell, your Calling Rain, or your Imprint). If it is willing, you can move it up to 15 feet through that water without provoking opportunity attacks. If it is unwilling, it must succeed on a Strength saving throw or you move it up to 10 feet instead; a Huge or larger creature has advantage on the save. A creature can’t be affected by your Tidal Recall more than once per turn.
- Tidewall (1): One target of the spell gains temporary hit points equal to your proficiency bonus + your Charisma modifier and resistance to lightning, thunder, or cold (your choice) until the start of your next turn.
- Slick Current (1): Create a 10-foot line or a 10-foot square of shallow water originating at a target of the spell. The area is difficult terrain for enemies until the start of your next turn. The first time each round an enemy enters the area or starts its turn there, it must succeed on a Dexterity saving throw against your spell save DC or fall prone.
- Rainbow Aegis (2): Create a 10-foot-radius aura centered on a point you can see within 30 feet that lasts until the start of your next turn. Allies in the aura gain +1 AC and advantage on saving throws against being frightened.
When you spend Resonance on any option above, you can use a bonus action to move up to one 5-foot cube of water you can see within 30 feet up to 15 feet, as extract humidity. If you have an Imprint active, you can instead move its point of origin by the same amount. Water moved this way persists for 1 minute.
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2nd Level — Violet Shield. If you cast a spell on your turn, you can use your reaction before the start of your next turn to reduce damage dealt to an ally within 30 feet by your proficiency bonus. You can instead spend 1 Resonance when you use this reaction to reduce the damage by your proficiency bonus + your Charisma modifier and move that ally up to 10 feet without provoking opportunity attacks.
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3rd Level — Tidemark. Your Imprint takes the form of Tidemark: shallow, moon-bright water that remembers the tide even far from any sea. While your Imprint is active, you and your allies treat it as shallow water for your features that require it (such as Tidal Recall), and enemies treat it as difficult terrain.
- Imprint rider: When you use Imprint Shift on your Tidemark, the next hostile creature that enters or starts its turn there before the end of your next turn must succeed on a Strength saving throw or be pulled 5 feet toward its center.
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6th Level — Rain Ward. You learn warding bond. When you cast it, both linked creatures gain resistance to lightning and thunder while in rain or standing water, and each gains +1 AC in such conditions.
In addition, you can create Calling Rain as a bonus action instead of an action, and its radius increases to 15 feet. You can also produce Calling Rain’s effect an additional time before your next long rest by spending 2 Resonance when you cast a spell. -
10th Level — Tidekeeper. When a hostile creature would enter or leave a contiguous area of standing water at least 1 inch deep that you can see within 30 feet, you can spend 1 Resonance to force it to make a Strength saving throw. On a failure, its speed becomes 0 until the start of its next turn, and it has disadvantage on the next attack roll it makes before then. You can use this feature only once per round, and a given creature can be affected by it only once per round.
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11th Level — Rising Tide. While your Tidemark is active, you and allies within it have a swim speed equal to your walking speed and can breathe as though in open air, even underwater, while inside it. When a hostile creature moves within your Tidemark, you can use your reaction to force it to make a Strength saving throw; on a failure, you pull it 10 feet within the Tidemark. You can use this reaction a number of times equal to your proficiency bonus per long rest, or by spending 1 Resonance when you cast a spell. Additionally, once on each of your turns when you cast a spell, your Tidemark can emit a minor surge: a creature within it has its speed reduced by 10 feet until the start of your next turn.
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14th Level — Ocean’s Patience. Difficult terrain made of water doesn’t affect you or allies within 10 feet. When a creature fails a saving throw against one of your invoker spells, you can spend 2 Resonance to restrain it in a swell of your own water until the end of your next turn (escape DC = your spell save DC as an action). A creature restrained this way can’t benefit from effects that increase its speed.
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18th Level — World-Back Shelter. You and allies within your Imprint are immune to lightning and thunder damage. When you cast a spell of 1st level or higher that deals lightning, thunder, or cold damage, choose up to your Charisma modifier creatures within 30 feet; each gains 10 temporary hit points.
Duendekoko
A majestic, regal mammal whose song moves mountains, sets the seasons, and blesses harvests; those it calls usually first hear its voice alone in nature, carried on a sudden gust across a sunny day. Duendekoko favors the sunny heartlands at the beating center of Azergad — Inazria, Azelliot, Avarazhan, Zilwynbar, and Bisengal all fall within its reach. Duendekoko Invokers are versatile sword-and-spell casters who shape earth, wind, fire, and sound while keeping their companions upright and their ground held. However, Duendekoko himself is no distant judge or paladin-king; he is closer to a proud, generous elder who expects his called to carry their own shield, not to hide behind his.
A calling might sound as gentle as “bless a failing harvest” or as pressing as “raise a stone shelter for a stranded caravan.”
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Proficiencies You gain proficiency with the warhammer, greatsword and heavy crossbow.
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Hallmark Spells Your bloodline adds these to your known options as you gain levels (they count as Invoker spells for you):
- 1st: karatagh shudder, healing word
- 2nd: shatter, enhance ability
- 3rd: dramtal upheaval, plant growth
- 4th: stone shape, death ward
- 5th: wall of stone, light of suryakal
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1st Level — Sunbrand. Once on each of your turns when you hit with a weapon attack, that attack deals an extra 1d8 fire or radiant damage (your choice); this doesn’t require Resonance. This extra damage increases to 2d8 at 11th level. If you spend 1 Resonance when you make this attack, you can also push the target up to 5 feet, or deal the extra damage as both fire and radiant instead of choosing one.
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1st Level — Canticle of Summer. When you cast an invoker spell, you can spend Resonance to apply one of the following as your Resonance spend for that cast (replacing a base spend):
- Summer Guard (1): Until the start of your next turn, you gain +1 AC and temporary hit points equal to your proficiency bonus.
- Bounty (1): One ally targeted by or in the area of your spell gains +10 feet movement and ignores difficult terrain until the start of your next turn.
- Quake Step (1): Raise or lower stone/soil in a 5-foot cube within 60 feet to create low cover or remove it until the start of your next turn.
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2nd Level — Bulwark Training. You gain proficiency with medium armor. While you are wearing medium armor and not incapacitated, you have advantage on Strength checks and Strength saving throws made to resist being shoved or knocked prone. In addition, when you succeed on a Constitution saving throw to maintain concentration, you can move up to 5 feet without provoking opportunity attacks.
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3rd Level — Sunbaked Earth. Your Imprint bakes the ground into Sunbaked Earth: warm, sun-cracked stone and soil that glow faintly gold. The first time an ally starts its turn within Sunbaked Earth, it gains temporary hit points equal to your proficiency bonus. You and your allies ignore difficult terrain created by ice, snow, or thick undergrowth while within it.
- Imprint rider: When you use Imprint Shift on your Sunbaked Earth, the next ally that enters or starts its turn there before the end of your next turn also gains temporary hit points equal to your proficiency bonus, in addition to the above (once per creature).
- Verse of Shelter. Once per short rest, when you or an ally within 5 feet of you is targeted by an attack, you can use your reaction to sing a verse of protection: the attack is made with disadvantage.
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5th Level — Martial Master. You gain Extra Attack. On a turn in which you cast a cantrip, you can make one weapon attack as a bonus action.
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6th Level — Duendekoko’s Mercy. When you or an ally within 30 feet would fail a saving throw against being paralyzed, restrained, or petrified, you can spend 1 Resonance as a reaction to grant a reroll with advantage. If the reroll succeeds, the creature gains temporary hit points equal to your proficiency bonus.
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10th Level — Stone Singer. When you cast a spell, you can spend 1 Resonance to shape a 10-foot-by-10-foot section of earth, stone, or wood into a ramp, bridge, or barricade (hardness equals your proficiency bonus; HP equals 5 × your proficiency bonus). The shaping lasts 1 minute or until destroyed.
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11th Level — Zenith of Summer. While your Sunbaked Earth is active, allies within it ignore difficult terrain of any kind, and their walking speed increases by 10 feet while they remain inside it. When a creature within Sunbaked Earth is hit by an attack, you can use your reaction to grant it resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus per long rest, or by spending 1 Resonance when you cast a spell. Additionally, once on each of your turns when you cast a spell, your Sunbaked Earth can emit a minor surge: a creature within it has disadvantage on the next attack roll it makes before the start of your next turn.
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14th Level — Summer’s Dominion. Allies within 10 feet of you ignore difficult terrain and have advantage on Strength saving throws and ability checks made to resist being shoved or knocked prone. Enemies that start their turn within 10 feet of you have their speed reduced by 10 feet until the start of your next turn.
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18th Level — Pride of the Sunshine King. While your Sunbaked Earth Imprint is active, your Summer’s Dominion aura extends to 15 feet, and enemy creatures that start their turn in that aura and are benefiting from a spell they cast on themselves (including concentration) take 2d6 radiant damage and have disadvantage on Constitution saving throws made to maintain concentration until the end of their turn. Once on each of its turns, such a creature must succeed on a Constitution saving throw against your spell save DC or one such effect of your choice on it ends. A creature can be affected by this feature no more than once on each of its turns.
Xolturasus
A nimble, cunning feline of winter, who conceived the very idea of cold; many first hear her call in dreams, and those she claims feel most attuned to her at night. Xolturasus calls from the world’s edges — the Marram’s summits, the tundras of the southeast and northeast, and the remote island of Andasena — and counts many Sythiaq among her called. Xolturasus Invokers are arcane assassins who isolate targets, strip their defenses, and strike in the hush of a blizzard, cutting away reactions, movement, and speech before an enemy can respond. However, her gifts blunt sharply against a crowd; two isolated targets, standing together, are no longer isolated at all.
A calling might be as severe as “silence a false prophet on the summit” or as patient as “hunt what walks alone in the white.”
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Proficiencies You gain proficiency with the rapier, dagger and longbow.
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Hallmark Spells Your bloodline adds these to your known options as you gain levels (they count as Invoker spells for you):
- 1st: shard of senakutu, rime panoply
- 2nd: hold person, silence
- 3rd: sleet storm, slow
- 4th: greater invisibility, ice storm
- 5th: cone of cold, wall of force (crystalline sheen)
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1st Level — Frost Mark. When you cast an invoker spell, you can spend Resonance to apply one of the following as your Resonance spend for that cast (replacing a base spend). Whether a target is isolated (no ally within 10 feet of it) or grouped (an ally within 10 feet of it) changes how sharply these bite:
- Mute (1): If the spell targets a creature, mark it as Frost-Marked until the start of your next turn. The target must succeed on a Constitution saving throw or be unable to cast spells with verbal components and unable to speak for that duration. If the target is isolated, it makes the saving throw with disadvantage. Creatures that can’t speak a language are unaffected by the speech restriction.
- Shackle (1): If the spell damages a creature, mark it as Frost-Marked until the start of your next turn. If the target is isolated, it can’t take reactions and its speed is reduced by 20 feet for that duration (no saving throw). If the target is grouped, its speed is instead reduced by 10 feet and it can still take reactions.
- Whiteout (1): Create a 10-foot-radius swirling snow centered on a point you can see within 60 feet until the start of your next turn. The area is lightly obscured to allies and heavily obscured to enemies. Enemies that enter the area for the first time on a turn or start their turn there must succeed on a Constitution saving throw or have disadvantage on Perception checks and attack rolls until the start of their next turn.
- Absolute Aim (1): Add +2 to one spell attack roll you make this turn; if the target has no ally within 10 feet, you also gain advantage on that roll.
These isolation benefits apply only to damage and effects delivered by your Invoker spells; they don’t combine with Sneak Attack or other non-Invoker damage features, even when both trigger from the same attack.
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2nd Level — Veilwalker. You gain proficiency in Stealth. Once per short rest, when you cast an illusion, darkness, or cold spell, you can become invisible until the start of your next turn or until you deal damage. While invisible from this feature, your movement doesn’t provoke opportunity attacks.
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3rd Level — Rime. Your Imprint crusts the ground and air in Rime: a fine, silvering frost that swallows sound. The area is difficult terrain for creatures other than you, creatures within it have disadvantage on Wisdom (Perception) checks that rely on hearing, and sound made within it can’t be heard from outside it.
- Imprint rider: When you use Imprint Shift on your Rime, the next creature that enters or starts its turn there before the end of your next turn must succeed on a Constitution saving throw or have disadvantage on the next saving throw it makes against one of your spells before the start of your next turn.
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6th Level — Absolute Zero. When a creature succeeds on a saving throw against your spell by 2 or less, you can turn the result into a failure. You can use this feature twice per long rest. If the creature is isolated, you can instead use this feature even if it succeeded by up to 6.
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10th Level — Stillness Cuts. When you hit a creature with a spell attack or it fails a save against your spell, you can impose one of the following until the end of its next turn (no save): disadvantage on the next attack roll it makes, or its speed is reduced by 10 feet. If the creature is unable to take reactions (from Shackle or otherwise), it also takes cold damage equal to your proficiency bonus.
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11th Level — Absolute Hush. While your Rime is active, you have a climbing speed equal to your walking speed while touching a surface within it, and you leave no tracks there. When a creature takes damage from one of your spells while within your Rime, you can use your reaction to force it to make a Wisdom saving throw; on a failure, it is frightened of you until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus per long rest, or by spending 1 Resonance when you cast a spell. Additionally, once on each of your turns when you cast a spell, your Rime can emit a minor surge: a creature within it has disadvantage on the next saving throw it makes before the start of your next turn.
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14th Level — Killing Frost. As an action, you create a 20-foot-radius blizzard centered on a point you can see within 60 feet that lasts for 1 minute and moves with that point. The area is heavily obscured for enemies. The first time on a turn a hostile creature in the area makes an attack, casts a spell, or moves 10 feet or more, it must succeed on a Constitution saving throw against your spell save DC or suffer one of the following of your choice: take 2d6 cold damage and have its speed reduced to 0 until the start of its next turn; or be unable to take reactions until the start of its next turn. A creature can be affected by this feature no more than once per turn. Once you use this feature, you can’t use it again until you finish a long rest.
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18th Level — Perfect Execution. Critical hits from your spell attacks occur on a roll of 19–20. When you deal cold damage to a creature that is unable to take reactions or has its speed reduced to 0, add 2d6 additional cold damage. If the creature is both unable to take reactions and has its speed reduced to 0, you instead add 3d6 additional cold damage.
Sammaelon
A great, bird-like creature of thunder and lightning, free-spirited and clever, birthing storms wherever he roams; many feel his first call as a shock during intense emotion or strain, which Sammaelon Invokers call “the spark.” Sammaelon claims free spirits from every corner of the world, without any single homeland to his name, and counts many Borshai among his called. Sammaelon Invokers are passionate, crafty, and highly mobile offensive casters who wield lightning, storms, speed, and illusion to outpace and overwhelm their foes. However, a storm that cannot move is only noise; ground a Sammaelon Invoker, stun them, root them, silence their thunder, and the spark gutters fast.
A calling might be as small as “carry a message on the gale” or as decisive as “break a siege with storm.”
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Proficiencies You gain proficiency with the longsword, halberd and heavy crossbow.
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Hallmark Spells Your bloodline adds these to your known options as you gain levels (they count as Invoker spells for you):
- 1st: ndaru’s rush of speed, twin spark
- 2nd: gust of wind, mirror image
- 3rd: call lightning, haste
- 4th: senatari sphere of storm, freedom of movement
- 5th: pelagoran thunderclap, dimension door
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1st Level — Resonant Tempest. When you cast an invoker spell, you can spend Resonance to apply one of the following as your Resonance spend for that cast (replacing a base spend):
- Flash (1): Teleport up to 5 feet to a space you can see. If you dealt lightning or thunder damage with the spell, you can instead teleport up to 15 feet.
- Booming Step (1): Push a creature affected by the spell up to 10 feet. If it collides with a creature or object, it takes extra damage equal to your Charisma modifier (lightning or thunder, your choice).
- Static Veil (1): Until the start of your next turn, you gain +1 AC and become blurred; opportunity attacks against you are made with disadvantage.
- Eye of the Storm (2): Create a 10-foot-radius zone centered on a point you can see within 60 feet until the start of your next turn: enemies treat it as difficult terrain and have disadvantage on ranged attack rolls; the first time an enemy enters, it takes lightning damage equal to your proficiency bonus.
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2nd Level — Stormmind. Opportunity attacks against you are made with disadvantage. When you cast a spell that deals lightning or thunder damage, you can teleport up to 10 feet to an unoccupied space you can see. You can use this teleport only once per turn.
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3rd Level — Static Field. Your Imprint charges the air into a Static Field: a crackling, hair-raising zone that clings to anyone who lingers, shedding dim light. Enemies that start their turn in the field have disadvantage on the first saving throw they make against your spells before the start of your next turn.
- Imprint rider: When you use Imprint Shift on your Static Field, you can move its point of origin up to 10 feet as part of the same bonus action, dragging the crackling air with it.
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6th Level — Sky’s Reprisal. When a creature you can see within 60 feet deals damage to you or an ally, you can use your reaction to strike it with rebounding thunder, dealing lightning or thunder damage equal to half your proficiency bonus + your Charisma modifier (round down). If you spend 1 Resonance when you use this reaction, the damage instead equals your full proficiency bonus + your Charisma modifier. You can use this reaction only once per round.
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10th Level — Ride the Bolt. When you cast a spell of 1st level or higher, you can fly until the end of your current turn. If you start your turn airborne, you have advantage on the first spell attack you make that turn.
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11th Level — Storm’s Eye. While your Static Field is active, you and allies within it have a fly speed equal to your walking speed, but must land by the end of your turn or begin falling. When a hostile creature within your Static Field hits you or an ally with an attack, you can use your reaction to teleport that creature up to 10 feet to a different unoccupied space within the field. You can use this reaction a number of times equal to your proficiency bonus per long rest, or by spending 1 Resonance when you cast a spell. Additionally, once on each of your turns when you cast a spell, your Static Field can emit a minor surge: a creature within it has disadvantage on the next ranged attack roll it makes before the start of your next turn.
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14th Level — Storm Sovereign. As an action, create a 20-foot-radius storm eye centered on a point you can see within 90 feet for 1 minute. Choose up to two effects active while it persists: heavy wind (ranged attacks disadvantaged), crackling field (enemies take 1d6 lightning when they start their turn in the area), booming steps (allies in the area gain +10 movement and can move through enemies’ spaces). You can change one effect as a bonus action each turn. Use once per long rest or by expending 2 Resonance when you cast a spell.
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18th Level — Thunderhead Ascendant. Once on each of your turns, when you cast a spell that deals lightning or thunder damage, that spell ignores resistance to lightning and thunder damage, and you can reroll one damage die from that spell; you must use the new roll. While your Static Field Imprint is active, you have a fly speed of 60 feet and can hover. When the Imprint ends, you fall if you are still aloft and nothing else is keeping you aloft.