Draconic Evoker

Thousands of years ago, Neltharion saw the need for mortal subjects that could aid the dragonflights in their task of watching over Azeroth. To this end, he conducted many experiments in secret locations on how to meld the power of dragons with that of mortals to create the perfect soldiers. The result was the Draconic Evokers, creatures of draconic power who represented all five dragonflights, but who retained a mortal's tenacity and drive.

While many of these Evokers were locked away in stasis for millenia, some escaped from Neltharion's laboratories and hid among the people, eventually disseminating their bloodlines down through the ages. The power of these evokers can lay dormant in a bloodline for generations before eventually manifesting itself once more. Those who manifested it in the past were often forced into hiding due to distrust of dragons or fear of experimentation, but nevertheless the powers have continued to survive and appear sporadically, and with the new Age of Dragons, more and more Evokers have been awakening to their dormant blood.

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Power of Dragons

An Evoker gains their power from their blood and the experiments of Neltharion, though many do not know their history or the truth of the legacy they have inherited. Even still, the powers of their blood serve as an almost endless engine of magical energy to power their potent Evocations. Each Evoker may find themselves tending towards one flight's power more than another, yet all retain a portion of each colour's power, whether it be the healing flames of the Red, the gentle dreams of the Green, the twisting temporal magics of the Bronze, the arcane energies of the Blue, or the fury and devastation of the Black dragonflight.

Some believe, erroneously, that these leanings impact on an Evoker's personality, but in truth an Evoker's leanings are almost always simply an adaptation to their environment and situation, as intended by Neltharion in the first place.

Agents of the Titans

Whether due to a sense of responsibility for their powers or as a result of Neltharion's own manipulations, Evokers often feel a sense of responsibility to protect others and to battle evil. In some, this responsibility can be twisted to a darker side, but in most cases an Evoker will find themselves fighting for justice and safeguarding the innocent and order, even at the cost of their own safety. It is for this reason that Evokers often find themselves in adventuring parties - groups which can help others while also giving them a place to be safe from distrusting eyes who hate and fear the power of dragons.

A Legacy Tarnished

As the indirect offspring of Neltharion, Evokers who learn of their origin may feel conflicted about their actions and powers. At one time he was a stalwart defender of Azeroth, but he fell to madness; both he and his children have unleashed devastation upon the planet. Some may wish to run from their powers after they manifest, others may be drawn to redeeming the legacy of a man who fell from grace, but nevertheless should be remembered for the good as well as the bad.

Draconic Evoker
Level Proficiency Bonus Features Evocations Known Evocations Available
1st +2 Formshift, Evocations, Fire Breath 5 5 (2)
2nd +2 Draconic Dedication 5 5 (2)
3rd +2 Nimble Tail 6 5 (2)
4th +2 Ability Score Improvement 6 5 (2)
5th +3 Draconic Dedication Feature 7 5 (2)
6th +3 Wings 7 5 (2)
7th +3 Scales of the Flight 8 5 (2)
8th +3 Ability Score Improvement 8 5 (2)
9th +4 Draconic Dedication Feature 9 5 (2)
10th +4 Suppress Formshift 9 6 (3)
11th +4 Dragonsworn Pact 10 6 (3)
12th +4 Ability Score Improvement, Draconic Dedication Feature 10 6 (3)
13th +5 Strong Wings 11 6 (3)
14th +5 Eyes of the Dragon 11 6 (3)
15th +5 Draconic Dedication Feature 12 6 (3)
16th +5 Ability Score Improvement, Draconic Sending 12 6 (3)
17th +6 Enhanced Scales of the Flight 13 6 (3)
18th +6 Draconic Dedication Feature 13 6 (3)
19th +6 Ability Score Improvement 14 6 (3)
20th +6 Draconic Aspect 14 7 (4)

Class Features

As an evoker, you gain the following class features.

Hit Dice: 1d8 per Evoker level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Evoker level after 1st

Proficiencies

Armor: Light armour, Medium armour.

Weapons: Simple weapons.

Tools: One tool of your choice

Saving Throws: Constitution, Charisma

Skills: Choose two skills from the following list: Athletics, Acrobatics, Stealth, Arcana, History, Insight, Perception, Survival, Deception, Intimidation.

Multiclassing Requirements: 13 Charisma.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any simple weapon.
  • leather armour or a chain shirt
  • a dungeoneer's pack or an explorer's pack

Formshift

Though not true dragons, Draconic Evokers nevertheless are markedly changed by the manifestation of dragonblood in their veins. When you take this class at 1st level your skin is covered in patches of coloured scales, horns grow from your head, your irises narrow into thin slits, wings and a tail sprout from your back (though your wings are not yet strong enough to allow for flight), and your fingers and toes thicken into sharp claws. It is immediately clear to any onlooker that you are no longer a 'normal' member of your race, and instead are changed. Some formshifts are more complete than others however, with their entire body being subsumed by their draconic heritage.

You gain proficiency in the Intimidation skill and the draconic language. If you already had proficiency with Intimidation, you apply your proficiency bonus twice to ability checks using this skill. Finally, you have advantage on Charisma ability checks while dealing with dragons.

Evocations

The core of a Draconic Evoker is their Evocations, powers that draw upon their dragonblood's inherent magical abilities to perform powerful effects. These evocations are split into five categories, each based upon their dragonflight's origin: the lifebinding fire of the red flight, the earthen might of the black flight, the arcane powers of the blue flight, the time-twisting sands of the bronze flight, and the flighty dreams of the green flight.

At 1st level when you take this class you select five Evocations, one from each colour of dragon. As you gain additional levels in this class you learn additional evocations as dictated on the Draconic Evoker table. In addition, whenever you gain a level in this class, you may choose to exchange one known Evocation for another one you can learn. You must always have at least one Evocation from each dragonflight known. Some Evocations can only be taken if you have a specific draconic dedication, and some have level requirements in this class which you must meet before being able to learn them.

Evocations Available

At the end of a short or long rest, you choose a number of Evocations you know to make available to yourself; at 1st level this will be all your Evocations you know, but from 3rd level onwards you decide which evocations to make use of. Evokers do not have perfect control over their powers, and as such cannot decide when each Evocation is ready for them to use. When you roll initiative, you randomly determine which of your Available evocations are granted to you. At 1st level, you would receive 2 of your Available evocations, but this increases as dictated on the table above. The rest of your Evocations are withheld and inaccessible. At the end of each of your turns, one previously withheld Evocation (again randomly determined) is granted to you, and becomes accessible for your next turn. Withheld evocations cannot be used.

When you use a granted Evocation, it becomes expended and cannot be used again. If, at the end of your turn, you cannot be granted a new Evocation because there are no more withheld, then you recover all expended Evocations and a new set of Evocations is randomly granted to you as available, allowing you to use them again.

Empower

Evokers are able to channel excess energy to enhance their draconic abilities. Some of their Evocations have additional Empower tags which grant the ability new effects in exchange for spending additional actions or movement. These tags are as follows.

  • Bonus Action (BA). You expend your bonus action this turn.
  • Action (A). You expend your action this turn.
  • Movement (M). You expend all your movement. You cannot use this Empower if you have moved at all on this turn.
  • Next Turn (NT). Your Evocation does not take effect now. Instead it occurs at the start of your next turn, at no additional action cost. You choose the target when the effect occurs, rather than on your initial turn. If you lose the ability to take Actions (due to a condition) or lack a target, the Evocation is wasted.
Evocation Ability

Charisma is the ability modifier you use for your Evocations, since the power of your magic relies the ability to project the draconic magic sourced from your bloodline. You use your Charisma whenever an Evocation refers to your ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Evocation you use and when making an attack roll with one.

Evocation save DC = 8 + your proficiency bonus + your Charisma modifier

Evocation attack modifier = your proficiency bonus + your Charisma modifier

Magical items that boost a characters spell attack roll or spell save DC affect the Evocation abilities in the same way.

Evocations out of combat.

Some evocations provide benefits or abilities that might serve the Evoker outside of combat situations. Due to the heightened adrenaline of combat, the times they become available as detailed above are specifically for after initiative has been rolled. Outside of combat, it is recommended that Evocations instead refresh and become fully available every ten minutes as well as after a combat has concluded. If this proves too disruptive, you can instead change it to become fully available after each short rest, as well as after a combat has concluded.

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Fire Breath

The most basic evoker power is a simple fire breath. Unlike your other evocations, this one does not count against your evocations known or available, and is always something you can use. As an action on your turn you can unleash a breath of flame in a 15ft cone. Creatures in the area take 1d8 fire damage, or half as much on a successful dexterity saving throw.

As you gain levels in this class the damage increases: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Draconic Dedication

When you reach 2nd level in this class you choose one of two Dedications to pick as your subclass: the Devastator, whose focus is on destroying their foes, and Preserver, who focuses on empowering their allies. These subclasses are detailed at the end of the class section.

Nimble Tail

The tail that has grown from your back becomes stronger at 3rd level. You can choose to dedicate this strength to either strength or dexterity.

If you choose strength, your tail can be used to grasp objects, grapple creatures, and otherwise function as a "third limb". You can use your reaction when hit with an attack to block with your tail, reducing the damage taken by 1d6.

If you choose dexterity, have advantage on ability checks and saving throws to maintain your balance, climb, or avoid being knocked prone.

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.

Wings

From 6th level your wings are now able to bear you aloft. While your wings are deployed you gain a flight speed equal to your base walking speed. For now, however, they can only hold you aloft for a number of minutes equal to your Evoker level split into 1 minute increments. This refreshes on a long rest.

Scales of the Flight

From 7th level in this class your scales edge towards a more specific hue. Choose one of the five dragonflights. You gain resistance to fire (black, red), poison (green), thunder (bronze) or force (blue) damage based upon your choice.

You may change your choice whenever you gain a new level in this class.

Suppress Formshift

At 10th level you learn how to suppress your Formshift features and change your appearance to that of a 'normal' member of your race. This can be done as a bonus action. Features that rely on your additional draconic bodyparts such as Nimble Tail and Wings are not usable while your Formshift is suppressed. Using any Evocation immediately dispels this suppression.

Dragonsworn Pact

In times past, mortals swore pacts to dragons in order to receive a portion of their powers, and though incomplete you learn a similar ritual at 11th level. At the end of a short or long rest, you may choose an allied creature to form a pact with. Their weapon attacks deal an additional 1d6 damage of the same type as that you chose for your Scales of the Flight feature. This lasts until you die or form a new pact.

Strong Wings

From 13th level your wings are now strong enough to hold you aloft indefinitely. In addition, your muscle memory of flight allows grants you the Hover feature while flying.

Eyes of the Dragon

At 14th level in this class your draconic eyes gain additional powers. You gain darkvision out to 60ft, unless you already had it, in which case the range increases by 60ft instead. In addition, as a bonus action on your turn you can gain Blindsight out to 10ft and Truesight out to your Darkvision range for 1 minute. This can be used once, refreshing on a long rest.

Draconic Sending

From 16th level you and the creature you have formed a Dragonsworn Pact with can cast the Sending spell at will without providing any components, but may only target each other as the recipient of the spell.

Enhanced Scales of the Flight

You now gain immunity to the damage type chosen from your Scales of the Flight feature. You can also change the scale colour once per week, instead of whenever you gain a new level.

Draconic Aspect

When you reach 20th level, you choose one of the five Dragonflights to embody as your true aspect. All evocations you cast from that colour are empowered to their maximum amount at no additional action costs. In addition, you gain one of the following features based upon your chosen aspect. Each of these can only be used once, refreshing on a long rest.

Black: Cataclysm. You unleash a burst of flame that sweeps across the area in a 200ft radius. Creatures you choose in the area take 12d12 fire damage and must succeed on a constitution saving throw or be stunned until the end of your next turn. The fire damage ignores resistance and immunity. Objects not being carried or worn in the area also take maximum damage, and the ground in the radius becomes difficult terrain.

Blue: Spellweaver. As an action you gain access to all your known Evocations for 1 minute, making them Available and granted to you. They can all be used without becoming expended for the duration.

Bronze: Timeless. Your mastery of time is absolute. As a bonus action, you can immediately gain another turn, which takes effect after the end of your current turn.

Green: Dreamer. As an action you affect one creature within 120ft with Dream and one with Nightmare. The Dream creature regains one use of a class feature (such as Action Surge or Channel Divinity) or spell slot of up to 7th level that they have currently expended. The Nightmare creature deals double damage on their next turn, but then half damage on the turn afterwards. You cannot target the same creature with both Dream and Nightmare.

Red: Life-Binder. As an action you can bring those lost back with a wave of lifegiving power. You resurrect any creatures you choose within a 60ft radius who have been dead for less than 10 minutes, returning them to life at 1 hit points. You may then affect any creatures you choose in the area with the Heal spell.

Draconic Dedication

Draconic Evokers wield the powers of all five dragonflights at once, but these prismatic practitioners of the draconic arts will inevitably find themselves drawn to one of two specialisations. First are the Devastators, who wield their powers to dominate their foes utterly on the battlefield through sheer force of might and fear. Second are the preservers, whose magics focuses on restoring and empowering their allies while twisting the battlefield to their own

Devastator

Pyre

When you take this Draconic Dedication you can focus the power of the Black flight's destruction. By concentrating your Fire Breath you can change its range and area of effect. Instead of a cone, you lob it as a ball of fire at a point within 60ft, dealing damage to all enemy creatures you choose within a 10ft radius sphere. When you do so, the damage dice changes from a d8 to a d12. Pyre can be used in this way a number of times equal to your proficiency bonus, refreshing on a long rest.

In addition, you may now use your Fire Breath as a bonus action. When you do so its damage dice is capped at one dice only, and does not improve with your levels.

Arcane Intensity

From 5th level whenever you use an evocation that deals damage or your Fire Breath, you add your Charisma modifier to the damage dealt.

Source of Magic

You learn how to siphon off some of your empowering magic to your ally. From 9th level when you complete a short or long rest you may choose an allied creature to forge a bond with. Whenever you Empower an Evocation, you grant your ally an additional bonus action on their next turn. This additional bonus action cannot be used for the same feature or use as that of their original bonus action.

Only one creature may have this bond forged with them at a time.

Spell Attunement

Your affiliation for the Blue dragonflight allows you to forge a bond with a spell. From 12th level when you are affected by a spell of 1st level which has a maximum duration of at least 1 minute or more, you may choose to make that spell's duration 24 hours, and if it requires Concentration it no longer does. You may only be attuned to one such spell at a time.

Ruin

Your draconic power lingers even after use. From 15th level, whenever you use an evocation that deals damage or your Fire Breath, the magic clings to those affected, and they take half as much damage again at the end of their next turn.

Improved Source of Magic

From 18th level, you may now bond with up to three creatures for your Source of Magic feature instead of just one.

Preserver

Reversion

The most basic aspect of a Preserver is keeping their allies alive. When you take this Draconic Dedication you can use a twist in time in order to reverse harm. After an allied creature within 60ft of you takes damage, you can use your reaction to grant them hit points equal to half the damage they took. Reversion can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Bonded Life

From 5th level you can forge a bond with one of your allies at the end of a long rest which lasts until you change the bond to another creature, or until either of you die. You gain an effect which varies depending on the first class taken by the creature you use this on, as per the table below.

Class Effect
Barbarian, Fighter, Paladin, Ranger Your armour class and all saving throws are increased by +1.
Rogue, Monk, Bard, Artificer You gain +10ft to your movement speed, proficiency in one skill, and +1 to all ability checks.
Cleric, Wizard, Warlock, Sorcerer, Druid Your Evocation attack rolls and saving throw DCs are increased by +1. This stacks with magical items, but only to a maximum of +3.

Your ally also gains advantage on saving throws against the Frightened condition.

Emerald Communion

Your connection to the Dream allows you to grant one of your allies additional restoration from 9th level in this class. By spending a short rest in meditation with one of your allies, you grant them the full benefits of a long rest.

Emerald Communion can be used once per long rest.

Time of Need

Your connection to the timestreams allows you to quantum leap to your own aid when the worst happens from 12th level. When you die, a spectral copy of you from another timeline appears above your corpse for 1 minute. This copy cannot be damaged or targeted and otherwise acts on your initiative. It knows only three Evocations, which it must use in order on its turns: Rescue, Expunge, and Rewind. These Evocations cannot be Empowered.

Your copy vanishes if you are resurrected, and Time of Need requires 1d4 long rests to pass before it can occur again.

Stasis

From 15th level, you gain the ability to utilise temporal magic to compress an echo of your own time. As a bonus action on your turn you can grant yourself Stasis for 1 minute. This stores copies the next three Evocations you cast, including any Empowerments you used on them. You can unleash your stored Stasis evocations as an action any time during its duration, choosing new targets for them if you so wish.

Stasis can be used once, refreshing on a short rest or long rest. At 20th level, it can be used twice between rests.

Improved Emerald Communion

From 18th level, Emerald Communion can now be used twice per long rest, but only once per short rest, and a creature can only benefit from it once before requiring a proper long rest to gain the benefits of it again.

Evocations


Evocations are split into five separate colours - one for each dragonflight.

Black Evocations

The powers of the black dragonflight are centred on earth and fire. They scorch their enemies and shift the battlefield to their ally's advantages, using the powerful earth to both attack and defend. Neltharion the Earthwarder was their patron Aspect, and more than any other Aspect his powers struck fear into the hearts of their enemies.

Deep Breath

Prerequisite: Level 11


  • Casting Time: 1 action
  • Range: 60ft
  • Duration: Instantaneous

Taking flight on your wings, you breathe deep and unleash a line of flame 20ft wide and 100ft long. Creatures in the path of this flame take 5d8 fire damage, or half as much on a successful dexterity saving throw. Damage dealt by deep breath burns so hot it ignores fire resistance and immunity, though it only deals half damage to creatures with fire immunity. You then move to the end of the line.

At 20th level, the damage of Deep Breath increases to 7d8.

(BA): The movement does not provoke opportunity attacks.

(NT): Creatures who fail their saving throw are Stunned until the start of your next turn.

Firestorm

Prerequisite: Devastator, Level 15


  • Casting Time: 1 action
  • Range: 60ft
  • Duration: 1 minute

You create a great ball of flame which you hurl to a point within range. The flame rains down upon the area in a 20ft wide, 60ft tall cylinder. Creatures in the area take 6d8 fire damage, or half as much on a successful dexterity saving throw. The cylinder persists for the evocations duration, and creatures who end their turn within the area must make another saving throw against its effects.

(BA): Whenever a creature fails its save against this Evocation, you can use your reaction to immediately use your Fire Breath.

(NT): Creatures who fail their saving throw have their eyes seared by the flames; they are blinded until the start of their next turn.

Landslide


  • Casting Time: 1 action
  • Range: 30ft long, 15ft wide line.
  • Duration: 1 minute

By churning the earth you create a path of shifting stones along a line from yourself. Creatures in the area must make a successful Survival (Wisdom) ability check against your Evocation save DC in order to successfuly navigate the shifting earth beneath their feet. If they fail, their movement speeds are set to 0 so long as they remain within the area. Affected creatures may make a new ability check as an action on their turn to end the effect early.

(BA): Creatures who fail their save also take 1d8 psychic damage as a result of their confusion. They take half damage on a successful save. At 11th level, the damage increases to 3d8, and at 20th level it increases to 5d8.

(NT): Creatures who fail the check are disoriented and fall prone as a result.

Obsidian Scales


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1d4+1 rounds

Your scales blacken and harden. All damage you take is reduced by 3 (minimum 1) for the duration. At 11th level in this class the reduction increases to 5, and at 20th level it increases to 7.

(M): The minimum damage is reduced to 0.

(A): The duration is doubled.

Oppressing Roar


  • Casting Time: 1 action
  • Range: 30ft cone
  • Duration: 1 round

The terrifying might of Neltharion fills this roar that you unleash. Creatures in the area have disadvantage on the next saving throw they make until the end of your next turn.

(NT): Friendly creatures in the area are not affected.

Worldbreak


  • Casting Time: 1 action
  • Range: 60ft
  • Duration: Instataneous

You churn the earth and cause three massive spikes of stone to crash down on three, separate, 10ft squares within range. Any creatures in the area take 1d10 piercing damage, or half as much on a successful dexterity save. The areas become difficult terrian due to the stones breaking apart. At 11th level in this class, the damage increases to 3d10, and at 20th level it increases to 5d10.

(BA): A creature that fails their save is also forced prone.

Blue Evocations

The blue dragonflight are focused upon arcane power, shifting the flow of magical energy and using it to great effect against their foes. The powers of the blue dragonflight are the natural ally, and enemy, of spellcasters. Malygos the Spellweaver was the original patron Aspect, before being replaced by Kalecgos.

Arcane Analysis


  • Casting Time: 1 bonus action
  • Range: 60ft
  • Duration: Instantaneous

By tapping into the connection that all creatures have with magic, you learn details of one creature you choose within range. As a bonus action, you can learn one of the following aspects of a creature that you can see, in addition to its creature type:

  • One Ability Score of your choice.
  • Armour Class
  • Current hit points
  • One damage resistance, immunity or vulnerability, at random.
  • One condition immunity, at random.
  • One Action or Legendary Action that the creature has, at random.

When you reach 6th, 11th, 16th and 20th levels in this class you can learn one additional facet of the observed creature with each use of Arcane Analysis.

(A): You transfer knowledge of the analysis to your allies. One ally of your choice adds your charisma modifier to their weapon attack and damage rolls against the analysed creature until the start of your next turn.

Azure Strike


  • Casting Time: 1 action
  • Range: 30ft
  • Duration: Instantaneous

You imbue your claws with magic and rake them across your enemies. Make a ranged evocation attack. On a hit, you deal 2d8 Force damage to the target creature. At 11th level in this class, the damage increeases to 4d8, and at 20th level it increases to 6d8.

(BA): On a successful hit, you deal the same damage to another enemy creature within 15ft of your initial target.

(M): The creature's maximum hit points are reduced by an amount equal to the damage dealt.

Disintegration


  • Casting Time: 1 action
  • Range: 30ft line
  • Duration: Instantaneous

You unleash a beam of pure force energy from your mouth in a 30ft long, 5ft wide line. Creatures in the area take 1d8 force damage, or half as much on a successful saving throw. Creatures who fail their saving throw have their armour class reduced by 2 until the start of your next turn. At 11th level in this class, the damage increeases to 3d8, and at 20th level it increases to 5d8.

(M): Creatures who fail their saving throw also have their movement speeds reduced by 10ft until the start of your next turn.

(NT): The damage dice is increasd from a d8 to a d10.

Disrupt


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Duration: 1 minute

Make a ranged Evocation attack against one target within range. If it hits, the target subtracts 1d4 from the next Concentration save they make to maintain a spell within the next minute.

(M): The dice size is increased from 1d4 to 1d8.

(NT): You add your Charisma modifier to the reduction.

Eternity Surge

Prerequisite: Devastator, Level 11


  • Casting Time: 1 action
  • Range: 60ft
  • Duration: Instantaneous

You focus your energies into a salvo of blasts. Choose one creature you can see within range and make three ranged evocation attacks against them. For each hit, they take 2d8 force damage. At 20th level, you fire four blasts instead of three.

The damage bonus from Arcane Intensity only applies to the first blast that hits.

(BA): If any of the hits from Eternity Surge critically strike, you immediately regain an expended Evocation of your choice and have it granted to you again.

(NT): If you successfully hit with one of your blasts, the next blast's attack roll has Advantage.

Quell

Prerequisite: Devastator, Level 5


  • Casting Time: 1 bonus action
  • Range: 120ft
  • Duration: Instantaneous

Blue dragons are masters of spellweaving, and you can unleash a roar of disruptive magic which targets a creature, object, or magical effect within range. One spell of 3rd level or lower (of your choice) is immediately ended. If you target a creature with Quell and dispel spell from them, that creature cannot cast any spell from the same spell school until the end of your next turn.

For each three levels you gain in this class above 5th, the level of spell you can Quell increases by 1.

(A): The feedback from the spell disruption damages the target. If you successfully Quell a creature or object, they take force damage equal to twice the level of the spell removed.

(M): You absorb a portion of the disrupted magic. Your next damaging Evocation you use before the end of your next turn deals additional force damage equal to the level of the spell removed.

Unravel


  • Casting Time: 1 action
  • Range: 120ft
  • Duration: Instantaneous

With this evocation you seek to turn away a creature's additional defences. Make a ranged evocation attack roll against a creature in range. If it hits, they take 1d6 force damage. If the creature has temporary hit points, this Evocation deals double damage. At 11th level in this class, the damage increeases to 3d6, and at 20th level it increases to 5d6.

(BA): If the creature has temporary hit points, they suffer a -1d6 modifier to the next saving throw they make until the start of your next turn.

Bronze Evocations

The bronze dragonflight's power is over time itself, advancing and reversing the flow of the inexorable march that comes to claim us all. They can use this to both heal their allies and harm their foes. Nozdormu the Timeless One is the patron Aspect of the Bronze dragonflight.

Echo

Prerequisite: Devastator, Level 11


  • Casting Time: 1 reaction
  • Range: 60ft
  • Duration: Instantaneous

When a friendly creature you can see within range casts a spell of up to 3rd level that targets a creature, you can use this Evocation to create an echo of the spell which causes a copy of it to target the same creature. The copy uses your Evocation save DC/attack modifier. If the spell requires Concentration or an expensive material component, you must provide this.

At 15th and 20th level in this class you may copy spells of up to 4th and 5th levels respectively.

(NT): You delay the activation until the start of your next turn. You add +1d4 to the attack roll or save DC of the spell.

Rewind

Prerequisite: Preserver, 5th level


  • Casting Time: 1 bonus action
  • Range: 60ft
  • Duration: 1 round

You use your magic to temporarily alter one of your companion's timelines, applying a magical effect to them that 'snapshots' their existence in time. At the start of your next turn after using this ability, your ally is returned to the same state they were in when you first applied it - any damage or healing they received in the meantime is removed and negated, they are instantly teleported back to their original space, and any conditions or other spells they received in the meantime are removed.

The target ally does not regain any expended class features, spell slots, or similar as a result of Rewind.

(A): The target ally regains one expended class feature that refreshes on a short rest or a spell slot of a level equal to no greater than one quarter your Evoker level, so long as these were expended during the Rewind duration. A creature may benefit from this Empower only once per long rest.

Sandthrust


  • Casting Time: 1 action
  • Range: 30ft
  • Duration: Instantaneous

You call up the sands of time and scatter them at a target. Make a ranged evocation attack roll against a creature within range. If it hits, they take 1d8 thunder damage and are unable to use their bonus action or reaction until the end of their next turn. At 11th level in this class, the damage increases to 3d8. At 20th level, it increases to 5d8.

(NT): Instead of not being able to use their bonus action on their next turn, they instead cannot use their action.

Temporal Anomaly


  • Casting Time: 1 action
  • Range: 60ft
  • Duration: 1 minute

You warp time to both enhance and hinder. You create a 15ft radius sphere at a point within range. Any creatures who enter into the area or starts its turn there must roll a 1d20. On a roll of 1-10, they are affected by the Slow spell (no save) until the start of their next turn. On a roll of 11-20, they are affected by the Haste spell until the start of their next turn. They do not suffer lethargy when this haste effect ends.

Temporal Anomaly can affect a creature only once per round, and only one Temporal Anomaly can be active at a time.

(BA): Friendly creatures gain the effects of Haste on a roll of 8-20, instead of 11-20, and slow on a roll of 1-7, instead of 1-10.

(M): You cannot be affected by the Slow aspect. If you roll below the Haste threshold, nothing happens to you that turn.

Time Dilation

Prerequisite: Preserver


  • Casting Time: 1 action
  • Range: 60ft
  • Duration: 1 minute

Choose a friendly creature within range. Whenever that creature would take damage, that damage is instead delayed until the end of their next turn, at which point all accumulated damage is dealt at once. Damage as a result of Time Dilation cannot kill a creature due to Massive Damage.

(BA): You can choose a second creature to affect with Time Dilation.

Tip the Scales

Prerequisite: Devastator


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1 turn

You compress time to make your next Evocation you use this turn gain the effects of all its Empower tags and activate immediately.

Green Evocations

Green dragons use their inherent connection to the Emerald Dream to soothe their ally's wounded hearts and bodies, and to disable their foes in a painless manner. They are deeply rooter in the natural world, and their breaths have been known to rejuvenate the land. Ysera the Dreamer, now Ysera the Awakened, was the Aspect of the Green dragonflight.

Dream Breath

Prerequisite: Preserver


  • Casting Time: 1 action
  • Range: 30ft Cone
  • Duration: 1d4+1 rounds

Not all dreams are positive, and those inflicted by this breath are particularly vicious. When you breathe this dreamdust, creatures in the area who have to breathe must succeed on a constitution saving throw or be Blinded, Deafened, and Poisoned. They also have their movement speeds reduced by half. They may make a new saving throw at the end of each turn to end this effect early.

(BA): Creatures affected also have the damage they deal halved.

(NT): The duration is doubled.

Dreamhold


  • Casting Time: 1 action
  • Range: 30ft
  • Duration: 1 minute

You reach into the mind of a creature within range with your magic to pluck at their dreams. The target creature must succeed on a Wisdom saving throw or be Frightened of you as you call up images of their innermost thoughts. They may make a new saving throw at the end of each turn to end the effect early.

(BA): At the end of each turn in which they remain affected by Dreamhold, the frightened creature takes 1d12 psychic damage.

(NT): You may target two creatures within range instead of just one.

Dreamwalker


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1 round

You become partially ethereal, and gain resistance to all nonmagical slashing, bludgeoning, and piercing damage for the duration.

(A): Dreamwalker gains a range of Touch, and you can instead apply it to an allied creature.

(NT): Dreamwalker now granted resistance to all damage except for Force and Psychic.

Rescue

Prequisite: Level 11


  • Casting Time: 1 bonus action
  • Range: 60ft
  • Duration: Instantaneous

You soar on your wings to a square adjacent to a friendly creature within range and then touch them, granting them 3d8 + your charisma modifier hit points. At 20th level in this class the healing dice increases to 5d8.

(A): The target also gains temporary hit points equal to the amount of hit points regained. (M): Rescue's movement does not provoke opportunity attacks.

Sleep Walk

Prequisite: Level 5


  • Casting Time: 1 action
  • Range: 60ft
  • Duration: 1d4+1 rounds

You choose an enemy in range and attempt to wrest their mind to the Dream. The target creature makes a Wisdom saving throw. If it fails, it cannot use its action, bonus action, or reaction, and must spend each turn moving towards you as if in a trance. If it reaches you, or takes damage, the effect ends early. Creatures immune to the Charmed condition are immune to this effect.

(BA): The duration is doubled.

(M): Sleep Walk is no longer negated by Charmed immunity.

(NT): A creature affected by Sleep Walk takes 1d8 poison damage at the end of each of their turns. This damage does not break Sleep Walk.

Spiritbloom

Prerequisite: Preserver


  • Casting Time: 1 action
  • Range: 60ft
  • Duration: 1 minute

You create a blossoming field of Emerald Dream flowers at a point on the ground within range, which covers a 5ft radius circle. Friendly creatures who take damage while within the area regain 1d8 + your charisma modifier hit points. This may heal a total of 5 times before being expended.

(BA): The first time a creature is healed by Spiritbloom, they gain temporary hit points equal to the amount healed.

(M): The radius increases to 10ft.

Red Evocations

Lead by Alexstrasza the Lifebinder, the red dragonflight's power is in flames that nurture and heal, as well as harm. Red dragons care deeply for all life, and wish to see it preserved and safeguarded.

Cauterising Flames

Prerequisite: Preserver, Level 11


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

The flames of the Lifebinder fill your hands as you touch a creature within range. If they died within the last minute, you return them to life at 1 hit point. A creature can only be affected by Cauterising Flames once per long rest. The resurrected creature deals half damage, and creatures have advantage on saving throws from their effects, until the end of the resurrected creature's next turn.

(BA): You may expend up to half your hit dice to grant the number rolled as hit points to the resurrected creature.

Living Flame


  • Casting Time: 1 action
  • Range: 60ft
  • Duration: 1 minute

The flames of the Red flight can hurt as well as heal. Make a ranged evocation attack roll against a creature within range. If it hits, it deals 1d12 fire damage and lingers in them. You can use your bonus action to have the flame jump to another creature within 15ft, granting them 1d12 temporary hit points.

You can use your bonus action on each subsequent turn to have the flame jump between creatures, alternating between dealing damage and granting temporary hit points. Living Flame cannot deal damage twice or grant hit points twice in a row, but must alternate. A damaging jump requires a new attack roll each time, but if it misses it still leaps to the target, it simply deals no damage.

(M): Living Flame's jump range increases to 30ft.

Expunge


  • Casting Time: 1 bonus action
  • Range: 60ft
  • Duration: Instantaneous

Choose a target creature within range. You immediately cure them of the Poisoned condition and purge any ongoing effects that cause poison damage from them.

(A): The target creature also gains Resistance to poison damage and advantage on saving throws against being Poisoned for 1 minute.

Radiant Flame


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 1 minute

The flame that wreathes along your hands allows you to touch a creature (including yourself) and bathe them in harmless flame, which casts bright light out to 10ft and dim light 10ft beyond that. This magical light suppresses magical darkness, so long as the darkness is not cast from a spell slot equal to or higher than 1/3rd of your Evoker level. Enemy creatures within the bright light suffer an additional 1d4 radiant damage whenever they take damage.

At 20th level, the light from Radiant Flame is treated as Sunlight.

(BA): Both bright and dim light radii increases by 5ft.

(M): You can touch two creatures to grant them Radiant Flame, so long as one of them is yourself.

Renewing Blaze


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1d4+1 rounds

Your internal fire grants you additional hit points. You regain 1d8 + your charisma modifier hit points at the end of each of your turns for the duration.

(A): The flame sears out from you. Creatures who strike you with a melee attack while within 5ft take 1d8 fire damage.

(NT): The duration is doubled.

Zephyr

Prequisite: Level 5


  • Casting Time: 1 action
  • Range: Self (30ft radius)
  • Duration: 1 minute

You create a buoying wind around you. Friendly creatures in the area, including yourself, are raised up ever so slightly so their feet no longer touch the ground, letting them hover a foot or so above the ground. The winds respond to their intentions, and allow them to move as normal, even without a flying speed. This grants them immunity to difficult terrain, as well as a number of effects which cover the ground.

(BA): Zephyr's area moves with you when you move rather than remaining in place.

(M): Friendly creatures who are restrained when you use Zephyr can immediately make a new ability check or saving throw to end their restrain. This roll is made with advantage.