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Subclass Wizard Evoker

yoonmoonsik edited this page Jun 29, 2026 · 5 revisions

Evoker

What Is the Evoker?

The Evoker is a Wizard subclass built around raw Evocation damage maximization. Potent Cantrip at Level 3 ensures cantrip misses and saves still deal half damage — eliminating the total-miss scenario. Sculpt Spells at Level 6 protects chosen creatures in AOE Evocation spells, allowing allies to automatically succeed on saves and take no damage. Empowered Evocation at Level 10 adds Intelligence modifier to the damage rolls of all Evocation spells.

Class Features

Progression Overview

LEVEL FEATURE
3 Potent Cantrip
6 Sculpt Spells
10 Empowered Evocation

Level 3

Potent Cantrip Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Level 6

Sculpt Spells You can create pockets of relative safety within the effects of your Evocation spells. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Level 10

Empowered Evocation Whenever you cast an Evocation spell, you can add your Intelligence modifier to one damage roll of that spell.

Playstyle Notes

The Evoker is the friendly fire elimination + damage maximization Wizard subclass. Sculpt Spells at Level 6 is the subclass's signature: your Fireball no longer requires perfect positioning. Choose up to (1 + spell level) creatures — those creatures take no damage even on failed saves, with automatic success. At Level 9 casting a Level 5 Fireball, you can protect 6 creatures from the AOE.

This transforms AOE Evocation into a targeted-damage tool: you hit every enemy in a 20-foot radius while every ally in that radius takes nothing. Hypnotic Pattern, Cloudkill, and Fireball become deployable at point-blank range.

Potent Cantrip at Level 3 eliminates the "wasted action" problem: Fire Bolt misses don't result in zero damage. Half cantrip damage on a miss is a meaningful consolation — Fire Bolt (2d10 at Level 9) dealing 5-10 on a miss rather than zero.

Empowered Evocation at Level 10 adds Intelligence modifier to one Evocation damage roll per cast. At 20 Intelligence (+5), every Fireball, Lightning Bolt, or Ice Storm gets +5 damage. This stacks with the Empowered Metamagic option (Sorcerer), making multiclass Sorcerer/Wizard Evokers particularly efficient.


Wizard, Abjurer, Bladesinger, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter

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