"The fire isn't working. Why isn't the fire fucking working?!" Thomas lit another pyro-bomb and chucked it at the scorched house. From within the door frame, a figure stood enwreathed in flame, entirely unbothered.
"Gods save us... He's an Evoker," James murmured. He couldn't move. He was too stunned. Too terrified to force his legs into motion.
Thomas stared at James. "They said he was a Minstrel. Why-- oh Corva-- why would they lie?!" Thomas managed to break out of the fear. He turned tail and ran. "James! What the fuck are you doing? Move!"
The figure stepped through the fire as simply as one waded through a calm pond. They were entirely unscathed.
James watched the figure walk towards him.
It was getting hot.
Why was it getting so hot?
Panic. Hot. Burning feet. Then legs. Then arms.
James became soot.
Evokers manifest the elements, calling upon forces of nature as easily as breathing. From the moment that they are Chosen, Evokers display great talents in magic. For them, the Weave is alive. It lives and breathes. Where Arcanists seek to understand the Weave, Evokers seek to experience it. A young Evoker is quick to anger, judgmental, and passionate.
Chosen by Keratis, the Evokers are a living testament of the tempestuousness and danger of a stormy sea. You often share a close bond with an element of nature: fire, earth, air, or water— and this manifests in the ability to bend that force of nature to your will. You are ever-changing, often chaotic, and can rarely stomach being in a single place for a long time. This leads to unpredictability and adaptability. Both are strengths and weaknesses in and of themselves.
Evoker Traits: Unpredictable, Adaptable, Tempestuous
Skill Proficiencies. Perception, Arcana or Nature
Tool Proficiencies. None
Languages. You learn two additional exotic languages of your choice: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, Sylvan, or Undercommon.
Equipment. A set of common clothes, a small amulet that depicts a thunder cloud and a single lightning bolt, and a belt pouch containing 15 gp.
You can choose one element from the following: fire, earth, water, or air. As you progress, you gain the following benefits, depending on the element you chose:
Fire. You learn the spell control flames.
Water. You learn the spell shape water.
Earth. You learn the spell mold earth.
Air. You learn the spell gust.
Your save DC for these spells and your Ascended features is 8 + your Charisma modifier + your proficiency bonus. You cannot change your element after you choose it at 1st level.
When you reach 10th level, you gain the following benefits based on the element you chose at 1st level.
Fire. You gain resistance to fire and cold damage. Once per long rest, when you deal fire damage, you can deal maximum damage, instead of rolling.
Water. You gain a swim speed of 60 feet. If you already have a swimming speed, it increases by 60 feet. You can breathe underwater, and you are not affected by depth pressure.
Earth. You gain resistance to slashing and piercing damage. You gain a burrowing speed equal to half your walking speed.
Air. Your walking speed increases by 10 feet. You are no longer affected by difficult terrain, and checks made to escape being grappled or restrained are made with advantage.