School of Evocation
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery whose spells can break enemy lines and burn fortresses to the ground. Others use their spectacular power to hunt monsters or protect the innocent.
The reputation of evokers for blunt, direct magic sometimes obscures the sophisticated artistry behind their craft. A truly skilled evoker does not simply unleash chaos — they shape it with surgical precision, protecting allies while annihilating enemies, threading fire through a crowd without scorching the wrong target.
School of Evocation Table:
| Level | Subclass Features Gained |
|---|---|
| 2nd | Evocation Savant, Sculpt Spells |
| 6th | Potent Cantrip |
| 10th | Empowered Evocation |
| 14th | Overchannel |
Subclass Features
Evocation Savant
2nd-level School of Evocation feature
The gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells
2nd-level School of Evocation feature
You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to \(1\) + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip
6th-level School of Evocation feature
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation
10th-level School of Evocation feature
You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel
14th-level School of Evocation feature
You can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take \(2d12\) necrotic damage for each level of the spell, immediately after you cast it. This necrotic damage can't be reduced or prevented in any way. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by \(1d12\).