You are an invoker, your power rests in altering the flow of magic around you, to attune with your resonant inner power. You have mastered invocations and can alter your own as fluidly as a wizard memorizes spells. Invokers do not ‘cast spells’, they write the formula for a spell on their body and invoke it.
The First Chapter of the Book of Sirac, a prayer of Wisdom, invoking the Fear of the Lord, wikimedia
You may change an invocation you know for one you have affecting you whenever you finish a long rest. You start with 2 Invocations known from the occultist list. Invocations for you, are like making a magic item, out of yourself. You learn an invocation based on the invoker invocations known table.
Eldritch craft Item
You learn the formula for Deck of Illusions.
You become proficient in painter’s supplies if not already.
Invocations for you take the form of magical tattoos, brands, tribal paintings or other methods of recording spell formula on your person. Your grimoire holds any invocation “flash” you have learned, any spells that can become invocations for you, your glyphs and magic item formulas. Your flash takes on the form of magical images that come to life. Your images invoke more than emotion, they invoke the essence of the symbolism itself.
Invoker level, spell gained
3rd: silent image, find familiar
7th: phantasmal steed, conjure animals,
9th: conjure minor elementals,
11th: mislead, conjure elementals
Once per long rest, you may create a tattoo of one of these spells, as a single creature you drew and you may cast it as an action. You may hold a number of these creatures or spell symbols equal to half your Invoker level in tattoo form at any time.
You may create scrolls with these spells based on your tattoo flash, according to the item crafting rules your DM is using.
You may grant a willing or incapacitated creature an invocation using a special form of tattooing or branding. Select one of the basic Occultist invocations, you may give a creature 1 tattoo invocation. These last for a number of days equal to your Intelligence modifier.
You may tattoo one creature and grant them an invocation. You regain this ability after a you finish a long rest.
You may cast Arcanists Magic Aura as a ritual Invocation. It does not take a spell slot for you to cast and you must provide the inks needed and these take the place of the normal material components, It does take up a tattoo slot or invocation slot, but you may cast this as many times as time and material allow.
When you use an invocation or a ritual, if it can be cast at higher levels you may expend a hit die to increase the spell level it is effectively cast at.
Mark of the Invoker
Select a Glyph effect you know and can create, you create a Mark, a semipermanent Glyph on your body, usually your hand. You may use this ability as a melee spell attack. If you hit, you deal damage or cause the effect as if they had triggered the glyph by stepping on it. Choose from :
acid cold fire lightning thunder
You deal 2d6+Int damage on a successful hit.
If the target is a celestials, elementals, fey, fiends, or undead you deal double damage and the must make a charisma save or be Stunned until the end of their next turn.
Eldtritch Craft Items
You learn the formula for Restorative Ointment.
Choose another Occultist archetype, gain its feature from this list..
Investigator: clues. figurines. Lenses.
Invoker: flash, tattoos.
You may change your invocations at a short rest.
Eldritch Craft Items
Wand of Illusory Script
You create a Mark, a permanent or semipermanent Glyph on your body, that provides the benefit of one of the Hallowed words you learned at level 9. Select an effect from the following list, this Mark becomes an Invocation for you but does not count against your maximum number of Invocations.
Courage. You cannot be frightened.
Darkness. You may cast the Darkness spell at will centered on yourself.
Daylight. You may cast the daylight spell at will centered on yourself,
Energy Protection. You have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest. You cannot be turned into undead.
Extradimensional Interference. You cannot be moved or travel using teleportation or by extradimensional or interplanar means.
Tongues. You can communicate with any other creature in the area, even if they don’t share a common language.
When you use your flash to create a magical invocation of your creativity, you may use a cretature listed in (13th:) conjure fey
These conjurations last a number of rounds equal to your Int bonus, they still require concentration to maintain.
You may change an invocation as an action. You must finish a short rest before you regain this ability again.
You have learned to harness the power of your glyphs and marks and use them as Marks to turn your body to a living weapon. Choose an effect below to invoke when you make a touch attack instead of requiring a saving throw to cause these effect. This use of Marks becomes an Invocation for you. You may use this ability once before you must finish a short or long rest to recover the use of this ability.
Death. 10d10 necrotic damage
Discord. target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear. becomes frightened for 1 minute. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the invoker on each of its turns, if able.
Hopelessness. the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity. target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.
Pain. becomes incapacitated with excruciating pain for 1 minute.
Sleep. falls unconscious for 10 minutes o. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning. becomes stunned for 1 minute
Your flash is so good, you may create a conjuration of anything in the spell:
(15th:) conjure celestial
These conjurations last a number of rounds equal to your Int bonus, they still require concentration to maintain.
You may change an invocation as a reaction. You regain this ability after a long rest.
You gain the formula for Marvelous Pigments.
You may invoke a Divine Mark on your body, it causes the following effects if you succeed on a melee spell attack and fails a Charisma saving throw:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10 minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend has disadvantage on the saving throw if it fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
All Occultists gain these features from their baseclass.
Armor of Shadows , Beast Speech ,
Beguiling Influence, Devil’s Sight
Eldritch Sight, Eyes of the Rune Keeper
Fiendish Vigor, Gaze of Two Minds
Mask of Many Faces, Misty Visions
One with Shadows,
Ascendant Step, Otherworldly Leap
Whispers of the Grave
Master of Myriad Forms,
Visions of Distant Realms, Witch Sight
Mantle of Prowess: you gain proficiency in Athletics and Acrobatics.
Detect Evil and Good (2nd)
Fog Cloud (5th)
Spider Climb (5th)
Ray of Enfeeblement (9th)
If you know these rituals, they may become an invocation for you. When you cast the spell, it does not take a spell slot but has its normal casting time. You get three of these, one of each level. They are always centered on you.
Included is a note on how these invocations are implemented, at will rituals have their normal casting time
Alarm, at will
Animal Friendship,at will, only one
Detect Poison and Disease, 24 hour
Floating Disk, at will, only one
Identify, at will
Illusory Scriptat will
Purify Food and Drink, at will
Speak with Animals
Unseen Servantat will
Animal Messenger, at will, only one
Augury, at will
Gentle Reposeaffects you 24
Locate Animals or Plants, at will
Magic Mouthat will
Meld into Stone, at will, 24 houe
Phantom Steed, at will, only one
Tiny Hutat will, only one
Water Walkat will
New Invoker Tattoos…
Optional Spellcasting Feature
Spellcasting and Spell slots for an Invoker is an optional rule to maintain compatibility with item crafting rules.
If not using spell slots on an occultist, they may create items and scrolls with these effects as base. If not using magic items, give these spells instead.
Invoker max spell chart.
You may prepare an invocation tattoo with this item. As an action, you may grant this invocation to a creature that can handle taking another invocation. You must be able to accept an invocation for this too work. Most creatures that do not have an invocation can hold one invocation. Other classes grant different numbers of invocations as features. This invocation lasts until you finish a long rest. If you if you do not have a free invocation slot, you must choose an invocation to suppress. You take a level of exhaustion at the end of a long rest when the temporary invocation fades and the suppressed invocation returns. (rare)
These are colorful decks of cards, with illuminated text and detailed artwork depicting creatures in various poses, sleeping, rampant, alert, etc. An existing deck is 20+2d6 cards. Many conjuration scrolls can be created as Flash Cards, as well as very rare instances of abjuration spells like Banishment or Enchantment spells like Dominate Monster have been created as Flash Cards. An invoker or other Eldritch crafter that can create scrolls can add a spell scroll that meets certain requirements listed to a Flash Deck during a short or long rest.
You may prepare a scroll of
Conjure minor elemental,
that conjures a single creature or swarm and insert the scroll into a new deck or an existing deck.
It takes 28 conjure scrolls to create a Flash Deck. As an action the owner of the flash deck may cast a Flash Card to conjure the creature (or cast a given spell), which last for 10 minutes. It does not require concentration and is helpful and obedient to the caster as if a trained companion. A caster may have a number of creatures under their control equal to their Intelligence modifier. (rare)
If you use a Flash Deck, or Spell Deck
you have to use concentration to conjure these creatures, you have a limit on the creatures you can summon, and if you make one, it only has stuff you could cast anyway. Most of those spells allow multi-creature conjures. a Flash Deck has one creature per card, you can conjure several cards with creatures on each card, to a maximum of your Proficiency? You need to be proficient in Flash Summons, a card game played with decks of illusions… and you need painters tools to make the cards, plus calligraphy tools.
by 'hacking a deck of illusions magic item creation formula to include other spells' and then it progresses within a magic/arcane discipline of conjuration and borrows a few cards.
You draw your Int mod in cards as an action. cards, have their cast times, or an action I guess, you may have up to your cast mod or int mod in creatures at a time. creatures defend themselves, attack nearby creatures that act hostile to them and you can use a bonus action to direct one (or more with feats or houserules)
: if you lose concentration, you lose all those special scrolls at once, and that might be a lot of money to lose in one encounter
you draw Int mod in cards, this is your max hand size,
you may draw a card as a bonus action or action
you may have a number of creatures under your control equal to your proficiency bonus
: the base spell list may be table specific, though I am trying to stay true to the core class
find familiar on a scroll, and Im hesitant to give this to the invoker because of touch spells, that is very powerful on an invoker
: find familiar is ok as a card, you just resummon your familiar as an action, you paid for that in the card/scroll cost
it gets fresh HP
Hand of Fatima, wikimedia
Notes, Justification, Discussion
as just a magic item, its a neat way to have some of the 'conjure many better creatures' problem of resource and action economy
: the risk is, if you lose concentration, you lose all your cards
: that you had conjured at that time
l: yeah these work for Zaarot, which are the precursors of Card Spells in Khazaarn, they have been around since roll20 started
ancient vessel: Ill do something special for occultists and the item, but 'conjure decks' are built into the SRD itself easy enough
December 6, 2020
there is nothing stopping a wizard from creating a lot of phantom steed scrolls (if they get to copy or create them at all…)
invokers, got some tattoo culture to start, and I gave them 'flash', the tattoo word for tattoo pictures/templates
: I used to draw flash back in the day
: to hedge out find familiar, we say
: the link between magic the gathering and dungeons and dragons is pretty strong, shatter, counterspell, enchantments, summons, a few others, you could build some old school decks and play magic or a magic the gathering like card game on a battlefield or in a demiplane pretty easy. so, thats basically what a flash deck is, you start
l: illusion+conjuration mostly, its a magic item, so it can use its own rules a bit
: ancient vessel: so, this is how occultists 'hacked' a deck of illusions into a Flash Deck
and Spell Cards, based on the Zaarot of some obscure mythology i invented in 3,5
l: small ivory, stone or metal cards that have scrolls carved on them
a deck of illusions is based on silent image.
at 3rd you get phantom steed, this gives a little bit of a bridge
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with…
"it uses the statistics of a riding horse" which has a statblock
. so, there is no need to use a druid or ranger spell in the rules for my needs in the occultist and each other occultist like the hunter gets some cool unique cards to them
: so, in the deck of illusions, druid is a card, I do not feel bad including some conjure animals in the base set
: ancient vessel: though conjure fey might not be
: also, 'you' is a card, so, mirror image is a good 2nd level illusion spell, last 1 minute without concentration and provides innate protection
: so, minor illusion lets you make fakes, mirror image lets you make defense, and phantom steed, is quasireal illusions that attack
thats a flash deck at base
:'conjuration spells that require concentration from the occultist list (cleric+wizard)'
: 1st is fog cloud. drawing clouds is a kind thing I guess, swirls and curves and wisps
: or find familiar, which on an invoker, can be potent. Im very close to ruling out invocation spells through familiars
: web is 2nd level and so is flaming sphere, both use concentration. and both are tattoo related, easy enough to include them
: 3rd however, gets spirit guardians
: so, fog cloud gets you 'physical material'
web is physical material that restricts you
and 3rd, is spirit guardians that attack you, and also this is when you get the phantom steed
: so this follows 'making images or gathering matter', making really useful images or matter thats thicker with more shape
: and making images or spiritual energy with form that moves on its own
at this point, you get 4th level spells and conjure minor elemental, and 5th is conjure elemental, conjure celestial, is ok, eirynes are in the deck of illusions
This is the Invoker craft they offer, their items each other occultist gets if they choose Invoker at 10th for Shared Knowledge…
as occultists have shared knowledge, which lets them choose different option from other subclasses, and each occultist subclass get different disciplines of spells they can create scrolls for, so if they take these, they each get a different subset or specialty of cards they can create and they could of course trade cards,
of the DM allows, few other house rules like, angry conjured creatures if they are stepped on or hit with certain magic unattended