Evoker

Volo's Guide to Monsters p. 214,

Tamaño
Mediano
Tipo
humanoid (any race)
Alineamiento
cualquier alineamiento
CA
12 (15 with mage armor)
Puntos de golpe
66 (12d8+12)
Velocidad
walk 30 ft.
Salvaciones
Int +7, Wis +5
Habilidades
Arcana +7, History +7
Percepción pasiva
11
Idiomas
any four languages
Desafío
9
Entorno
urban
FUE
9
−1
DES
14
+2
CON
12
+1
INT
17
+3
SAB
12
+1
CAR
11
+0

Rasgos

Sculpt Spells

When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

Spellcasting

The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:

  • Cantrips (at will): fire bolt, light, prestidigitation, ray of frost*
  • 1st level (4 slots): burning hands, mage armor, magic missile
  • 2nd level (3 slots): mirror image, misty step, shatter*
  • 3rd level (3 slots): counterspell, fireball, lightning bolt
  • 4th level (3 slots): ice storm*, stoneskin
  • 5th level (2 slots): Bigby's hand, cone of cold
  • 6th level (1 slots): chain lightning, wall of ice

*Evocation spell

Acciones

Quarterstaff

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.

Conjuros

fire bolt, light, prestidigitation, ray of frost, burning hands, mage armor, magic missile, mirror image, misty step, shatter, counterspell, fireball, lightning bolt, ice storm, stoneskin, Bigby's hand, cone of cold, chain lightning, wall of ice

Espacios de conjuro

0,4,3,3,3,2,1

Otros datos

description

Evokers are specialist wizards who harness magical energy and elemental forces to destroy. Many tend to be hotheaded and aggressive. Others are cold and reserved, unleashing their power at just the right moment to exploit an opponent's weakness.