Channel of Evocation

Overcharges spells for extra damage at a cost in hit points, spares one creature from area spells, chains damage from kills and detonates a large blast at 18th level.

Identity

The Channel of Evocation is the plainest of the fifteen Channels and the one every other tradition is measured against. An Evoker's formulas convert a slot into damage with the least intervening structure of any discipline. The work is easy to teach and expensive to get wrong indoors. Evokers learn to shape the output tightly enough that the allies standing near the target are still standing afterward.

Features

  • L3 Overcharge

    You gain proficiency in the Intimidation skill if you do not already have it. When you copy an Evocation spell into your Spellbook, the cost is halved. When you cast an Evocation spell of 1st level or higher, you can overcharge it. An overcharged spell deals an extra 1d8 damage per level of the slot expended, and you take 1d6 damage per level of the slot, which cannot be reduced or prevented. You can overcharge a number of times equal to your proficiency bonus per long rest. The Fire Bolt, Magic Missile, Thunderwave, and Scorching Ray spells are always prepared for you and do not count against your prepared spell limit.

  • L7 Spare Target

    When you cast an Evocation spell that affects an area, you can choose one creature in that area to leave out of it. That creature takes no damage from the spell and is not subject to any of its other effects.

  • L11 Chained Blast

    When you reduce a creature to 0 hit points with an Evocation spell, you can deal damage to a second creature within 15 feet of the first. The damage is 1d6 per level of the spell, of the same damage type. You can use this feature once per turn.

  • L15 Empowered Formula

    Your Evocation cantrips deal one additional damage die. Once per turn, you can add your Intelligence modifier to the damage roll of an Evocation spell you cast.

  • L18 Detonation Capstone

    Once per long rest, you can use an action to release a prepared slot all at once. Choose a point you can see within 120 feet. Each creature in a 40-foot-radius sphere centered there makes a Dexterity saving throw against your spell save DC, taking 12d10 damage on a failure and half as much on a success. You choose the damage type from fire, cold, lightning, thunder, or force. Structures and unattended objects in the area take double damage. You then take 4d10 damage of the same type, which cannot be reduced or prevented.