Evoker Variant

Core (UA)Supplementals (3.5)
Hit Die
Skill Points

Class Spells

All starting gold, skill points, class skills, hit dice, and class features all retained from base class, Wizard specialized in Evocation magic, unless noted below. (See School Specialization, page 57 of the Players Handbook)

Energy Affinity (Ex): Evokers using this variant must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level).

An evoker using this variant permanently gives up the ability to obtain a familiar.

Energy Substitution (Ex): An evoker of 5th level or higher using this variant can substitute energy of one type for another. When casting a spell that has an energy descriptor (acid, cold, electricity, fire, or sonic), the evoker can change the energy descriptor and the spell’s effects to energy of a different type.

Using this ability is a free action that must be declared before the spell is cast. The evoker can use this ability once per day for each five class levels he has attained (1/day at 5th, 2/day at 10th, and so on).

An evoker using this variant does not gain bonus feats for advancing as a wizard.

Overcome Resistance (Ex): The energy spells of an evoker using this variant can ignore some or all of a target’s resistance to energy. Using this ability is a free action that must be announced before the evoker casts the spell to be affected. Every creature affected by the spell is treated as if its resistance to the spell’s energy type was 10 points lower, to a minimum of 0. (This lowered resistance applies only to this spell; other effects with the same energy descriptor must get through the creature’s normal resistance.)

The overcome resistance ability does not give the affected spell any ability to affect creatures with immunity to the spell’s energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy.

An evoker may use this ability one time per day, plus one additional time per day for every two class levels attained beyond 1st (2/day at 3rd, 3/day at 5th, and so forth).

An evoker using this variant does not gain additional spells per day for being a specialist wizard.