An evoker is a sorcerer that has understood that their innate nature comes from a deep source beyond the primitive notions of magic or the arcane. They attune themselves to a cosmic source, such as the arcane prison surrounding direfrost, the universal font of motion, or the magical particles of light that arise from soulfire and hit every plane at once, or the primordial spark whose echo touches every point in time.
At 9th sorcerer level, choose one damage type: fire, cold, lightning, or force damage. This becomes your power of choice damage type.
When you use overcharge, you can spend 1 MP to alter the damage of the spell to your power of choice damage.
Evocer Dice (ED) - you gain a number of 1d6 Evoker Dice equal to 4 + 1/2 your highest mental ability score(rounded up.)
Restoring ED - All evoker dice are restored after a long rest. 1d4 evoker dice are restored on a short rest.
Damage boosting with ED (1/T) - You may spend up to as many evoker dice as 1/2 your total character level (rounded up,) as a free action and add them to either the damage of a spell being cast by yourself or an ally within 10ft, or an attack that you make, adding it as damage. You cannot do so more than once per turn.
In both cases, the dice must be spent before the attack roll is made and before or spell lands/the save is made. The bonus damage is the same as your power of choice damage. When you apply an evoker dice to your attacks or to spells, it also grants a +1 bonus to any associated attack rolls, or to any associated DCs.
Spellcasting with ED - You may spend evoker dice in place of a spell slot to cast spells. The spell must originally deal the same damage as your power of choice, and the dice cost is equal to 1 + the level of the slot you wish to cast it at. The spells level must be no higher than highest spell level you can cast - 2.
At 9th sorcerer level, choose one upgrade from the list below:
Animated by the power - Take a -2 penalty to max HP. Gain resistance to two adjacent damage types, based on your power of choice:
Fire - cold, poison,
Cold - fire, necrotic.
Lightning - force, acid.
Force - lightning, sonic.
Attuned to the source - You gain resistance to the damage type of your power of choice. Can be taken twice to also gain the ability to grant an ally such an immunity as an action (costs one rest dice and has a range of touch.)
Creature of energy - You gain 1 arcane health whenever you cast a lvl 1 or higher spell that deals your power of choice's damage, or when such a spell is cast within 30ft of you. Whenever you spend an evoker dice, you gain arcane health equal to the number of dice spent.
Deep reserves - Whenever you cast a spell using evocation dice, roll a chance dice based on the level of the spell cast, gaining a chance to restore all dice spent. The chance dice for this is 1d3 = 1 for lvl 1 spells, and increases by 1 dice size category per extra level.
Evocation savant - Your evoker dice maximum is no longer calculated using 1/2 your highest mental ability score, but just your highest mental ability score.
Feed on the source - If you directly come into contact with an object, element, elemental, or arcane power that deals the damage type of your power of choice, or has in some way a strong affinity or link to that kind of energy or power, then you can, as a bonus action or action, deal 1d12 damage to the target to restore 1d4 health to yourself, gain 1d4 temporary health, and roll a 1d4<2 chance dice and restore 1 rest dice on a success.
Fragment of the power - Either learn an arcane cantrip that deals the damage of your power of choice or upgrade such a cantrip twice.
Knowledge of the power - Learn 3 spells from any class of magic, so long as they deal the damage of your power of choice.
Limit break - The evoker dice limit on the lvl of the spell that can be cast using them is removed, you may now cast any spells that still fit its other criteria, regardless of level, so long as you know the spell. Your evoker dice maximum is increased by 1.
Overpowering evocation - Increase your evoker dice size by 1 size category. Your evoker dice maximum is also increased by 1. Can be taken twice.
Power mastery - Spells that deal your power of choice damage gain an extra benefit that triggers if the spell has an attack component which critically hits, or a save component that is critically failed by the caster. This effect is on top of any other critical hit or failure effects the spell might have:
Fire - Targets are ignited, becoming on fire.
Cold -Targets are winded for 1 round and take 1 damage to fatigue.
Lightning - Targets are stunned for 1 round.
Force - Targets are either knocked prone, disarmed, or pushed back 5ft.
Power principle - Whenever you deal damage of your power of choice, increase it by 2.
Supercasting - Whenever you cast a spell that deals your power of choice damage, you can spend 1 MP and take 1 damage to fatigue to double its range, area, and duration. This is done before any other metamagic is applied.
Unlocked lightning - Require the power of choice being lightning. You can spend 2 evoker dice, 1 rest dice, 1 MP to arc a bolt of lightning from your fingertips as an action, targeting a tile within 200ft. All creatures within 10ft of a tile of choice must make a DC 20 constitution check, taking lightning damage equal to 4 evoker dice + your casting bonus on a failure, and half on a success. This damage is considered to be spell damage for the purposes of other abilities and can be increased by other evoker traits.
Unlocked frost - Requires the power of choice being cold. You can freeze up to 1d4+2 tiles within 30ft at the start of each of your turns, or as a reaction. A frozen tile becomes difficult terrain if applicable (Subject to GM) encases submerged creatures in water or similar liquid into solid ice (DC 18 strength save to break free, if applicable. Subject to GM,) extinguishes mundane fires, and deals 1d4 + casting bonus cold damage to all selected tiles. You are immune to any negative conditions from blizzards, snowstorms, and cold environments, as well as from thawing. You can still be frozen solid, but gain advantages on checks made to break free.
Unlocked inferno - Requires the power of choice being fire. You can spend 1 evoker dice, 1 MP, and 1 rest dice to breathe a narrow 60ft cone of fire. Any missing cost component can be replaced with 1 damage to fatigue. Creatures within the cone must make a dexterity save(DC is 10 + casting bonus + proficiency) taking 3d12 + casting bonus + constitution bonus damage on a failure, and half on a success. This is considered a breath attack.
Unlocked telekinesis - Requires the power of choice being force. You can perform telekinesis as special maneuvers. Once per turn, you can spend 1 evoker dice or 1 MP to do a maneuver as a reaction, bonus action, or move action:
Push a creature within 30ft up to 1d6 * 5ft in a direction of choice, negating on a wisdom save.
Project a wall of force in the target surface (up to 1d8 tile large) for as long as you maintain concentration. (Subject to GM.)
Force all creatures within a (1d4 + 1) * 5ft radius sphere within 60ft to make a DC 16 constitution or strength save, falling prone and taking 1d4 + casting bonus force damage on a failure, and only taking half damage on a success.
At 10th sorcerer level, gain an extra Evoker traits upgrade.
At 10th sorcerer level, you learn highly coveted arts that only evokers can learn to wield. Choose one upgrade from the list below:
Arcane overload - A number of times per long rest equal to your int bonus, you can boost a spell you are casting as a free action, increasing its damage by 5d8 damage of the type of your power of choice.
Infused touch - All damage you deal now deals an extra damage of your power of choice. The damage is equal to your evoker dice + 1. You are considered an elemental for the purposes of other spells.
Layline vampirism - You can spend 3 rest dice (or 3 mp, 2 damage to fatigue, or 4 evoker dice in place of a rest dice) as a free action to either suppress a magical effect or spell for 10 minutes (roll save vs the spell/effects DC) or to counterspell a spell being cast within 30 feet(or touching an area within 30ft with its effect) by making a save vs its DC.
If either is successful, you gain a number of arcane health and temporary health equal to [ the level of the spell/effect + 2 ]
Master evoker - Your evoker dice cost for casting spells with them is now equal to just the slot level(no longer slot level + 1) and your evoker dice are increased in size by 1 dice size category. Your evoker dice maximum is increased by 2.
Resonant domain - You can spend 4 rest dice or 9 evoker dice to infuse the surrounding area with your power of choice as a full round action. The surrounding area within a range of 1000ft becomes infused in one of the following ways, based on your selected power of choice:
Fire - All tiles take 1d4 fire damage, simple difficult terrain or obstacles of choice are burned away, ice or snow is evaporated.
Cold - All tiles take 1d4 cold damage, create difficult frost or ice terrain wherever applicable, all mundane fires are extinguished.
Lightning - All tiles take 1d4 lightning damage, all constructs are stunned for 1d3 rounds, the sky becomes stormy.
Force - All tiles take 1d4 force damage, collapsing or large objects are either accelerated or dampened(casters choice,) all creatures become hobbled and winded for 1d3 rounds.
Twin-sourced scion - You can choose another power of choice. You must also take a cleric Oath (cleric 1) or an occultist Mark and Reward (Occultist 1) it. If you break the oath, you cannot regain evoker magic spell slots until it is restored. When determining what damage kind to add, you may use either or split between both types. You may get bonus effects from other Evoker traits if they give different benefits based on your power of choice.
Soul furnace - You may choose to do one of the following once per rest:
Soul evocation - Transmute all your evoker dice. They are reduced to 1/2 their dice size category (1d6 > 1d3, 1d8 > 1d4, 1d10 > 1d6, 1d12 > 1d6) but are doubled in amount for the next 3d10 minutes. After the duration, your remaining evoker dice are reduced by half (rounded down.)
Spirit burn - For the next 3d10 minutes, per evoker dice damage added to damage, also add another 1d4 damage.
After either of the soul furnace effects end, you take 1d3 damage to fatigue.
At 11th sorcerer level, gain an extra Evoker traits upgrade.
At 11th sorcerer level, gain an extra Powerful Arts upgrade.
At 12th sorcerer level, gain an extra Evoker traits upgrade.
At 12th sorcerer level, you can spend 10 rest dice as a free action to immediately regain/restore 3 of the following:
A lvl 1, lvl 2, and lvl 3 spell slot
A lvl 4 and lvl 5 spell slot
A lvl 6 spell slot.
2d6 + 1 evoker dice.
1d4 fatigue.
An action and either bonus action or move action.