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Mantle of the Invoker

Legendary
Requires Attunement

While Attuned to the mantle your Intelligence score increases by 2, as does your maximum for that
score.

Additionally the wearer feels vastly intellectually superior among his/her peers. The wearer also
gains the ability Summon Invoker Orbs and Invoke, class features and feats will not work with all the
spells from the item.

Summon Invoker orbs


Bonus Action
Duration 1 hour

Expend a Level 3/6/9 spell slot to summon a set of invoker orb in any combination

Exort- +2/+4/+6 damage to any damage spell (can stack with multiple exorts)

Wex- 5ft/10ft/15ft additional movement (can stack with multiple wexes)

Quas- 5/10/15 temp hit points refreshes per round (can stack with multiple quases)

Invoke spell- Requires an action to cast (Invoker Orbs are not consumed)
V/S

Forge Spirit- exort exort quas


Range 5ft
Lasts 1d4+1 rounds concentration

Level 3- Summons a magma mefit

Level 6- Add your int mod to the mefits attack roll and gives them your wizard level in temp hp

Level 9- Summons 2 mefits

The mefits have there own turn *does not go with the player*

Tornado- wex wex quas


Range 60ft

lvl 3 orb 1-diffcult terrain in a 25ft circle

lvl 6 orb 2-lifts the creatures 20 feet in air if within the difficult terrain range and has disadvantage on
all attack rolls while in the air (makes a dex save)

lvl 9 orb 3-creatures within the tornado take 4d8 bludgeoning damage

Last 3 rounds (start of your turn)


Alacrity- wex wex exort
Range self
Duration 5 rounds

Level 3- double movement speed (refer to move speed before casting the spell)

Level 6- don’t provoke opportunity of attacks

Level 9- can cast a cantrip as bonus action

Cold Snap- quas quas quas


Range 30ft

When invoking this upon your enemy's they must make a con saving throw or take 10/20/30 cold
damage. Lasts until the end of you next turn. Additionally:

Level 3- Cannot make reactions and take 2d6 initial cold damage

Level 6- Movement is halved

Level 9- Takes 3d8 cold damage at the start of its turn and has disadvantage on ability checks. Cold
snap lasts for 4 rounds

Deafening Blast- quas wex exort


Range 15ft cone

Level 3- Creatures within a 15 ft cone must do a dex or be pushed 10 feet backward

Level 6- Does 3d10 psychic damage and must make a con saving throw or be deafened

Level 9- Has zero movement and can only make melee attacks additional 2d10 psychic damage

Ice Wall- quas quas exort


Range 60ft
Creates a wall of ice that is intangible and clear

Level 3- Creates difficult terrain in a 5ft thick 15ft long line


Level 6- Colds 2d6 cold damage and speed is halved when passed through
Level 9- If passed through your speed is 0 until the start of its next turn. Additional 2d6 cold damage

Sunstrike- exort exort exort


5ft cube range 240ft.
one round delay (explodes during the start of your turn)

Level 3- Does 6d6+20 fire damage

Level 6- Does 8d10+20 fire damage


Level 9- Does 14d12+20 and has zero movement for one round
Chaos Meteor- exort exort wex
Range 60ft
Meter size: 10ft cube

Level 3- rolls up to 20 feet in a straight line. The initial impact deals it does 4d6 fire damage and 4d6
bludgeoning damage to any creature within 10ft of the meteor. Creatures caught within the initial
impact must do a dexterity saving throw or take half the damage. Any within 10ft of the meteor takes
4d6 fire damage at the start of its turn. If a creature is rolled over they takes additional 2d6
bludgeoning damage.

Level 6- rolls up to 30 feet in a straight line. The initial impact deals 7d6 fire damage and 7d6
bludgeoning damage to any creature within 10ft of the meteor. Creatures caught within the initial
impact must do a dexterity saving throw or take half the damage. Any creature within 10ft of the
meteor takes 3d6 fire damage if a creature is rolled over they takes additional 4d6 bludgeoning
damage.

Level 9- chaos meteor-rolls up to 40 feet in a straight line. The initial impact deals 12d6+30 fire
damage and 12d6+30 bludgeoning damage to any creature within 10ft of the meteor. Creatures
caught within the initial impact must do a dexterity saving throw or take half the damage. Any
creature within 10ft of the meteor takes 4d6 fire damage if a creature is rolled over takes additional
6d6 bludgeoning damage.

After the meteor has traveled it’s maximum range or hits a wall it explodes dealing damage equal to
the roll over damage and must do a strength save of be pushed 10ft and be pushed from the
meteor’s area and be prone.

E.M.P- wex wex wex


Range 30ft

Level 3- causes 2d6 lightning in a 10 ft cube

Level 6- size increased by 5ft deal an additional 5d6 extra lightning and lowers there movement for 1
round by 5ft

Level 9- can only cast a cantrip for one round

Ghost Walk- quas quas wex


Concentration 1 minute
All creatures’ movement speed 10ft around you are reduced by 5/10/15 and you are under the
invisibility spell

Level 3- 5 ft and invisible


Level 6- 10 ft and invisible
Level 9- 15 ft and invisible

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