Wizard: School of Evocation

Arcane Tradition


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 to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.


Level 2

The gold and time you must spend to copy a evocation spell into your spellbook is halved.

You are able to create pockets of relative safety within the effects of your evocation spells. Whenever you cast an evocation spell that affects other creatures that you can see, you may 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.


Level 6

Your damaging cantrips affect even creatures that avoid the brunt of the effect. Whenever a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage, but suffers no additional effect from the cantrip.


Level 10

You may add your INT to a damage roll of any evocation spell that you cast (minimum of 1).


Level 14

You may increase the power of your simpler spells. Whenever you cast a non-cantrip wizard spell of 5th level or lower that deals damage, you may deal maximum damage with that spell. If you use this feature more than once per long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. This damage increases by 1d12 per level for each usage of this feature past the second, and cannot be reduced by resistance and immunity.


Source: Player's Handbook