EvokerMedium humanoid (any species)
Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell’s mana cost. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.
Spellcasting. The evoker uses Arcana (Int) to cast spells (spell save Difficulty 15, +7 to hit with spell attacks). It has 17 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
1 mana: ash fall, [burning hands](/spells/burning-hands), cold snap, cone of cold, continual flame, fiery rebuke, flaming weapon, freezing weapon, frost armor, frost nova, ice block, ice knife, ice slick, ice spear, immolation, protection from cold, protection from fire, pyrotechnics, ring of frost, rising phoenix, scorching bolts, searing burst, searing strike, snow storm, winter’s bite
2 mana: animate flames, animate ice, cold fog, fireball, flame bane, flaming sphere, freeze, freezing sphere, frost bane, heat metal, ice storm, incendiary cloud, minute meteors, molten upheaval, wall of fire, wall of ice
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 3 (1d8 − 1) bludgeoning damage.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.