Invoker

You are the judge, jury, and exicutioner on the mortal planes for your deity. Clerics and Paladins may have faith that what they do is correct, you have the knowledge of knowing what you do is the will of perfection.

The Invoker
Level Proficiency Bonus Features 1st 2nd 3rd
1st +2 Brand of Faith, Divine Sense - - -
2nd +2 Invoke Smite, Spellcasting 2 - -
3rd +2 Divine Health, Sacred Covenant 3 - -
4th +2 Ability Score Improvement 4 - -
5th +3 Divine Enunciation 4 2 -
6th +3 Sacred Covenant Feature 4 2 -
7th +3 Deluge of Radiance 4 3 -
8th +3 Ability Score Improvement 4 3 -
9th +4 Aura of Courage 4 3 2
10th +4 Sacred Covenant Feature 4 3 2

Class Features

As a invoker, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per invoker level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 8) + your Constitution modifier per invoker level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from History, Insight, Intimidation, Investigation, Medicine, Nature, Persuasion, and Religion

Equipment

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

  • (a) a simple weapon and leather armor
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A holy symbol

Brand of Faith

Your zelous touch can brand your enemies with the symbol of your deity. You may touch a creature as an action that causes a brand of your deity appear on their forehead for 24 hours. You may have only one such brand at a given time. A successful charisma saving throw negates this branding. If the branding fails to take hold, if the duration expires, or if you end it early as a bonus action, you regain the use of this ability. A brand does not leave the target upon death unless you actively remove it or it expires.


A creature may be targeted only once every 24 hours with your Brand of Faith.


While under your brand the following applies.

  • If the target doesn't answer, or attempts to evade the full truth under a Zone of Truth spell, the target takes 1d4 damage. This damage may bring the target to 0 but can't kill the target (the target stabalizes).
  • You have advantage on Intimidation and Insight checks versus the target.
  • As an action you may cause the target to glow bright light out to 10' and dim light out to 20'.
  • You always know which direction the target is located, but not the exact distance. You must be on the same plane to know this location.

Additionally if the brand lasts for the entire 24 hour duration you may use an action and expend a 1st level or higher spell slot to attempt to reapply the brand as long as you and the target are on the same plane of existence. The target gains a new charisma save to negate the reapplied brand.

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.


You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Invoke Smite

Starting at 2nd level, when you deal damage to a creature with your Sacred Flame cantrip, you can expend one spell slot to deal additional radiant damage to the target. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 3d6. The damage increases by 1d6 if the target is an undead or a fiend.

SpawnOfMorbo | Invoker ver 1.1

Spellcasting

By 2nd level, you have learned to draw on divine magic through study of holy doctrine of your chosen deity to cast spells similar to how a cleric does.

Cantrips

At 2nd level, you know the Sacred Flame cantrip and two other cantrips of your choice from the invoker spell list.


Due to your studies, you may replace any cantrip you know with another one from your list during a long rest. However, you may not replace Sacred Flame.

Preparing and Casting Spells

The Invoker table shows how many spell slots you have to cast your spells. To cast one of your invoker spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of invoker spells that are available for you to cast, choosing from the invoker spell list. When you do so, choose a number of invoker spells equal to your Intelligence modifier + half your invoker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.


For example, if you are a 5th-level invoker, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of invoker spells requires time spent in prayer and rigorous study: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your invoker spells, since their power derives from the deep understanding of one's beliefs. 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 a invoker spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your invoker spells.


Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Covenant

When you reach 3rd level, you swear complete loyalty to a deity, this binds you as a invoker forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose a sacred covenant, such as the Covenant of Malediction, Mercy, or Wrath.


Your choice grants you features at 3rd level and again at 6th and 10th level. Those features include covenant spells and an improvement on your brand of faith or divine sense class feature.

Covenant Spells

Each covenant has a list of associated spells. You gain access to these spells at the levels specified in the covenant description. Once you gain access to a covenant spell, you always have it prepared. Covenant spells don’t count against the number of spells you can prepare each day.


If you gain an invoker spell that doesn't appear on the invoker spell list, the spell is nonetheless an invoker spell for you.

Greater Class Features

Each sacred covenant enhances either your brand of faith or divine sense class feature.

Ability Score Improvement

When you reach 4th level and again at 8th 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.

Divine Enunciation

You understand abyssal, celestial, and infernal if you don't already. If you already know one or more of these languages, choose a language to learn in place any you already know.


Once per short or long rest, as a bonus action, you may impart the knowledge of these languages to a number of creatures within 30' of you equal to your Intelligence modifier. This knowledge lasts for 1 hour and you may end it early with just a thought.

Deluge of Radiance

Begining at 7th level when deal damage with an invoker cantrip, you deal additional damage equal to your intelligence modifier. This extra damage is radiant damage.

Aura of Courage

Starting at 9th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

Covenant of Malediction

Covenant Spells
  • 1st: Hideous Laughter
  • 2nd: Crown Of Madness
  • 3rd: Hypnotic Pattern
Greater Divine Sense: Malediction of Terror

Begining at 3rd level when you choose your covenant you may use Divine Sense as a bonus action. You can now sense creatures even through full cover.


Additionally, once per short rest on the same turn after using divine sense, you may use action to flare your Divine power and cause a number of creatures equal to your Intelligence modifier, that are detected by your Divine Sense, to stop moving and look toward you in fear until the start of your next turn. A successful charisma saving throw negates this effect. Enemies immune to fear are not immune to this feature.

Miraculous Forewarning

Begining at 6th level you may add twice your proficiency bonus to Perception and Insight checks.


This does not stack with other features that double your proficiency bonus.

Greater Divine Sease: Improved Malediction of Terror

Starting at 10th level, your Divine Sense can detect any creature type. You know the creature type and where they are within 60' of you.


Additionally, you may use your Malediction of Terror feature against any creature you detect, up to a total equal to your Intelligence modifier.


Covenant of Mercy

Covenant Spells
  • 1st: Cure Wounds
  • 2nd: Lesser Restoration
  • 3rd: Revivify
Greater Divine Sense: Baleful Eye of Judgment

Begining at 3rd level when you choose your covenant you may use Divine Sense as a bonus action. You can now sense creatures even through full cover.


Additionally, once per short rest on the same turn after using divine sense, you may use action to flare your divine power. This allows you to learn the maximum HP, resistances, immunities, and any vulnerabilities that the detected creature have.

Herald of Mercy

Begining at 6th level you may add twice your proficiency bonus to Medicine and Religion checks.


This does not stack with other features that double your proficiency bonus.


Additionally, as a reaction when you a creature within 60' drops to 0 HP, you may make a DC 15 medicine or religion check to instantly stabalize the creature. Each time you attempt this check after the first, the DC raises by 5. The DC resets to 15 after a short or long rest.

Greater Divine Sense: Improved Baleful Eye of Judgement

Starting at 10th level, your Divine Sense can detect any creature type. You know the creature type and where they are within 60' of you.


Additionally, you may use your Baleful Eye of Judgement feature against any creature you detect, up to a total equal to your Intelligence modifier.

Covenant of Wrath

Covenant Spells
  • 1st: Earth Tremor
  • 2nd: Aganazzar’s Scorcher
  • 3rd: Tidal Wave
Greater Brand of Faith: Grasping Chains of the Justiciar

Begining at 3rd level when you choose your covenant you may use Brand of Faith at a range of 30'.


Additionally, once per short rest on the same turn after using brand of faith, you may summon forth the chains of the justiciar against that target as a bonus action. These chains bind the target to the ground. A creature targeted by the chains must succeed on a Dexterity saving throw or be restrained by the chains for 1 minute. On their turn, the target or an adjacent creature, can use its action to make a Strength check against your spell save DC. On a success, it frees itself.


If you are ever more than 60' away from the target the chains dissapear. You may end this ability at anytime.

Inquisitor of Hestavar

Begining at 6th level you may add twice your proficiency bonus to Persuasion and Intimidation checks.


This does not stack with other features that double your proficiency bonus.

Greater Brand of Faith: Improved Grasping Chains of the Justiciar

Starting at 10th level, when you call forth your Grasping Chains of the Justiciar, each creature adjacent to the target is pushed 10' away. You may choose to not push specific creatures.


Additionally, your grasping chains of the justiciar have a duration of 10 minutes.

Spell List

Cantrips

  • Chill Touch
  • Light
  • Ray of Frost
  • Sacred Flame
  • Shocking Grasp
  • Spare the Dying
  • Thaumaturgy

1st level

  • Burning Hands
  • Charm Person
  • Color Spray
  • Comprehend Languages
  • Entangle
  • Guiding Bolt
  • Inflict Wounds
  • Purify Food and Drink
  • Sleep
  • Thunderwave

2nd level

  • Acid Arrow
  • Augury
  • Blindness/Deafness
  • Detect Thoughts
  • Hold Person
  • Locate Object
  • Ray of Enfeeblement
  • Scorching Ray
  • Shatter
  • Silence
  • Zone of Truth

3rd level

  • Bestow Curse
  • Daylight
  • Darkness
  • Fear
  • Fireball
  • Magic Circle
  • Remove Curse
  • Sending
  • Sleet Storm
  • Thunderbolt
  • Tongues
  • Water Walk

Typical Invoker thoughts on Clerics and Paladins

Clerics

Teacher's pet. They don't even know if they're right or wrong! They just believe they're right... Yeah, they get taught some stuff but allowing themselves to be spoon fed isn't real devotion. Most are alright though.

Paladins

Insane magical barbarians. The lot of them...


Seriously, they steal divine power without actually worshiping a deity! They're so insane and believe in their own insanity that things... Just happen! That's kuo-toa level of insanity. Love the whole "wrath of god" thing they got going on though.