“She walked through fire to find her way here.”
Evokers manifest the elements, calling upon them as easily as breathing. They frequently display great talents in magic. For an Evoker, the Weave is alive— it lives and breathes. Where Arcanists seek to understand the Weave, Evokers want to experience it. In their youths, Evokers are often quick to anger, judgmental, and passionate.
Evokers are channels of the tempestuous nature of the stormy sea. They share close bonds with the elements of nature: fire, earth, air, and water— and this manifests in the ability to bend those elements to their wills. They are ever-changing, often chaotic, and can rarely stomach being in a single place for too long.
Evoker Traits: Unpredictable, Adaptable, Tempestuous
Ability Scores: Constitution, Wisdom, Charisma
Feat: Elemental Bond
Skill Proficiencies: Intimidation, Perception, Persuasion
Tool Proficiencies: Herbalism Kit
Equipment: Choose A or B: (A) Quarterstaff, Herbalism, Bedroll, Book (the seas), Lamp, Oil (3 flasks), Traveler’s Clothes, 16 GP; or (B) 50 GP
You gain the following benefits.
Attunement. You know the Elementalism cantrip. Wisdom or Charisma is your spellcasting ability for it.
Resistances. Choose one of the following damage types: Acid, Cold, Fire, Lightning. You have Resistance to your chosen type. You cannot change this Resistance.