The evoker is a master of destructive energies, able to unleash the wrath of a lightning storm or the indiscriminate inferno of a raging forest fire. One part scholar and one part catastrophe incarnated, the evoker’s participation in a violent conflict never goes unnoticed or unremarked. A true wizard of war, the evoker often trains side by side with soldiers and warriors, learning how to incorporate her destructive spells alongside their military tactics.

Role: Evokers often start a conflict by unleashing destructive bursts of deadly energy. When the melee of battle makes her destructive spells as much a danger to her allies as her foes, the evoker isn’t afraid to risk the dangers of close combat to find a more advantageous position.

Alignment: Any

Hit die: d8

Class Skills

The evoker’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 2 + Int modifier.

Table: The Evoker
Class Level BAB Fort Save Reflex Save Will Save Special
1 +0 +0 +0 +2 Cantrips, evocation specialization, fierce evocation
2 +1 +0 +0 +3 Charged weapon +1d6, elemental attunement
3 +2 +1 +1 +3
4 +3 +1 +1 +4 Charged weapon +2d6
5 +3 +1 +1 +4
6 +4 +2 +2 +5 Bonus feat, charged weapon +3d6
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6 Vital strike, charged weapon +4d6
9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7 Bonus feat, charged weapon +5d6
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8 Improved vital strike, charged weapon +6d6
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9 Bonus feat, charged weapon +7d6
15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10 Greater vital strike, charged weapon +8d6
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11 Bonus feat, charged weapon +9d6
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 Charged weapon +10d6, instant maximize

Class Features

Weapon and Armor Proficiencies

The evoker is proficient with all simple weapons and light armor, alchemical thrown weapons, and one martial or exotic weapon of her choice. She can cast wizard spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an evoker wearing medium armor, heavy armor, or shields incurs a chance of arcane spell failure if the spell in question has a somatic component.


The evoker casts arcane spells drawn from the sorcerer/wizard spell list which must be from the conjuration, evocation, transmutation, or universal schools.

Spells from other schools are not considered to be on the evoker’s spell list. The evoker must choose and prepare her spells ahead of time.

To learn, prepare, or cast a spell, the evoker must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the evoker’s spell is 10 + the spell level + the evoker’s Intelligence modifier.

The evoker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Specialist Spells Per Day. In addition, she receives bonus spells per day if she has a high Intelligence score.

The evoker may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook.

While studying, the evoker decides which spells to prepare.

Cantrips: Evokers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Specialist Spells Per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again. The evoker can learn and prepare a cantrip from any school, but cantrips not of the conjuration, evocation, transmutation, or universal schools use up two of her available slots.

Evocation Specialization

The evoker gains one bonus spell slot for each level of wizard spell she can cast, from 1st on up. The evoker can only prepare a spell from the evocation school in that slot. This spell must be in the evoker’s spellbook. The evoker can select a spell modified by a metamagic feat to prepare in this slot, but it uses up a higher-level spell slot as normal.

Fierce Evocation (Ex)

Starting at 1st level, whenever the evoker casts an evocation spell that deals hit point damage, she adds her Intelligence bonus to the damage dealt (for example, a 1st level evoker with a 17 Intelligence would deal a total of 1d4+4 damage with a magic missile spell).

This can only be added one to the damage a single creature takes from a spell. Thus if the same evoker was casting magic missile and got two missiles, she could fire them both at a single target (for 2d4+5), or at two different targets (each for 1d4+4).

Charged Weapon (Su)

Starting at 2nd level, the evoker can use a swift action to charge any weapon she wields with destructive might (including ray spells, though this ability must be used in the same round the spell is cast).

The charged weapon deals +1d6 elemental damage per two class levels the evoker possesses on the evoker’s next attack with it; this damage is of the same type as that chosen for the evoker’s elemental attunement (see below).

In addition, while her weapon is charged, the evoker gains a competence bonus on attack rolls equal to the highest level wizard spell she can cast. If the evoker does not make a successful attack with the weapon before the end of her next turn, the charge dissipates and that use of this ability is wasted. She may do this a number of times per day equal to 3 + her Intelligence bonus.

Elemental Attunement (Ex)

At 2nd level, when the evoker prepares her spells for the day, she chooses one energy type from the following list: acid, cold, fire, or electricity. The evoker becomes attuned to the chosen element type. Whenever the evoker casts a spell of one of the element types she did not choose, she may choose to have the spell act as her attuned element instead; the spell loses the previous element’s descriptor replacing it with the attuned element, and any damage the spell deals is now damage of that type.

Bonus Feats

At 6th level and every 4 levels thereafter, the evoker gains any one combat or teamwork feat for which she meets the prerequisites as a bonus feat.

Destructive Blows

At 8th level, the evoker gains Vital Strike as a bonus feat. At 12th level, she gains Improved Vital Strike, and at 16th level she gains Greater Vital Strike.

The evoker need not have any of the prerequisites normally required for these feats.

Instant Maximize (Ex)

At 20th level, the evoker can apply the effect of the Maximize Spell feat to any evocation spell she casts without increasing the level of the spell or preparing it ahead of time. The evoker can use this ability a number of times per day equal to her Intelligence bonus (minimum 1).

Evoker Favored Class Bonuses

The following favored class options are available to all characters of the listed race who have evoker as their favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. Favored class bonuses that grant a bonus spell always grant a spell of 1 level lower than the highest level spell you can cast (minimum 1st).

  • Dwarf: The saving throw DC of [acid] and [earth] spells you cast increases by +¼ (maximum +3).
  • Elf: The saving throw DC of [air] and [electricity] spells you cast increases by +1/4 (maximum +3).
  • Gnome: Add one evocation spell from the druid spell list to your spellbook and wizard spell list.
  • Halfling: Add one evocation spell from the bard spell list to your spellbook and wizard spell list.
  • Human: Gain a +1/2 bonus on cantrip attack and +1 bonus to cantrip damage rolls.
  • Orc: Your [fire] spells and effects deal +1/2 additional points of fire damage.
Section 15: Copyright Notice

RGGP: The Grimoire Arcane – Book of Eight Schools, © 2019, Rogue Genius Games LLC., Author: Michael Sayer; Developer, Publisher, and Ring-side Towel Boy: Owen K.C. “El Grande” Stephens.

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