Invoker

“A legend does not return because it is remembered. It returns because someone is willing to carry it.”

Invokers are mortals bound to unique relics that house the Living Legends of ancient heroes. Through those relics, Invokers form permanent emotional bonds with fully aware Champions whose lives once embodied one of Erosia’s great heroic paths. The Champion is not a trapped soul, a ghost, or a resurrection of the mortal who came before. It is a sentient legendary echo: a being shaped by memory, story, belief, and the accumulated experiences of every Invoker who has carried its relic.

An Invoker does not command a Champion as a servant. The two endure one another, trust one another, argue, disagree, protect one another, and grow stronger together. As the bond deepens, the Champion reveals more of its legendary power. In moments of danger, the Invoker can spend their own vitality to draw that Champion across the Veil, allowing the legend to stand in the Material Plane and battle at their side.

Creating an Invoker

When creating an Invoker, begin with the relic. How did it enter your life? Was it a family heirloom passed down without explanation? Did you uncover it in a forgotten grave, purchase it from a trader who did not understand what they possessed, or recover it from a battlefield where history had already begun turning into myth?

Then consider the Champion. What about you earned its attention? Do you share its values, or does your relationship begin in tension? Does the Champion see you as a worthy successor, an unfinished student, an irritating necessity, or something stranger? The Invoker’s story is not merely about gaining power. It is about living with a legend long enough that both of you change.

A Champion gives you power. A bond gives that power meaning.


Class Features

As an Invoker, you gain the following class features.

Class art placement reserved.

Invoker at a Glance

An Invoker is a Constitution-driven supernatural combatant built around a manifested Champion. Your relic anchors the Champion to the world, your life force sustains the manifestation, and your own durability determines how much punishment the bond can withstand.

Your Champion occupies the battlefield, can be targeted, and acts through your Invocation. Damage dealt to the Champion is carried by you through the bond. The Invoker therefore plays differently from a conventional summoner or pet class: every enemy who strikes your Champion is still attacking your hit points.

In the Desire Cycle, the Invoker’s rhythm is bond, risk, protect, release. Shared danger builds Arousal through features such as Champion’s Guard, Take the Blow, and Split the Blow. At Climax, the Champion enters a heightened legendary state unique to that hero.

Hit Points

Hit Dice: 1d10 per Invoker level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Invoker level after 1st.


Libido

Starting Libido: Your Proficiency Bonus + your Constitution modifier (minimum 1).

Libido at Higher Levels: Your Libido increases whenever your Proficiency Bonus increases. If your Constitution modifier changes, your maximum Libido changes by the same amount.


Proficiencies

Armor: Light armor

Weapons: Simple weapons

Tools: None

Saving Throws: Constitution, Charisma

Skills: Choose two from Arcana, History, Insight, Medicine, Perception, Persuasion, Religion, and Survival.


Equipment

You begin with the following equipment, in addition to the equipment granted by your background:

  • Leather armor or ceremonial traveling clothes
  • A simple weapon of your choice
  • An explorer’s pack or scholar’s pack
  • A keepsake connected to the discovery of your Champion relic
  • Your unique Champion relic, as determined with your GM

The Champion Relic

Your Champion relic is not ordinary starting equipment. It is a unique legendary object required for this class to function. Its monetary value is undefined, it cannot be duplicated by mundane means, and another creature cannot gain its Champion bond while you live. Work with your GM to determine how the relic came into your possession before play begins.

Equipment art placement reserved.


The Invoker Table

LevelPBFeaturesInvocation UsesChampion Features
1+2Champion Bond, Legendary Relic, Invoke Champion, Life-Bound Conduit21st
2+2Champion’s Guard, Shared Awareness2—
3+2Invoker Calling2—
4+2Ability Score Improvement2—
5+3Deepened Invocation35th
6+3Invoker Calling Feature3—
7+3Take the Blow3—
8+3Ability Score Improvement3—
9+4Unbroken Link49th
10+4Invoker Calling Feature4—
11+4Greater Manifestation4—
12+4Ability Score Improvement4—
13+5Split the Blow513th
14+5Invoker Calling Feature5—
15+5Legendary Intercession5—
16+5Ability Score Improvement5—
17+6Perfect Invocation617th
18+6Beyond the Veil6—
19+6Epic Boon6—
20+6Living Legend6—

Living Legends

A Champion is a sentient legendary echo of an extraordinary mortal hero. It is not the original mortal soul, and it is not a creature summoned from elsewhere. The Champion exists because a unique relic preserves a connection between story, memory, and the Veil.

There are thirteen canonical Champion seats, each reflecting one of Erosia’s thirteen core classes. These Champions are presented on their own pages. A custom Champion can be created with GM approval using the same structure.


The Permanent Bond

Once a valid Invoker attunes to a Champion relic, the bond lasts until the Invoker dies. It permanently occupies one of the Invoker’s three normal attunement slots. No spell, curse, dispelling effect, natural force, magical effect, or planar distance can end that attunement early.

If the relic is stolen or separated from the Invoker, the Champion remains mentally connected to its bearer across any distance. The Champion cannot materially manifest, however, unless the relic is physically on the Invoker in the manner appropriate to that relic. While the original Invoker lives, another creature cannot form a new bond with the relic.

When the Invoker dies, the bond ends. The relic becomes dormant until another valid Invoker discovers and attunes to it.


Trust-Bond and Alignment Resonance

Trust-Bond describes the interpersonal relationship between Invoker and Champion. Loyalty, honesty, sacrifice, and shared experience deepen trust. Betrayal, cruelty, coercion, and repeatedly treating a Champion as a tool can weaken it.

Alignment Resonance reflects how closely the Invoker’s choices align with the Champion’s heroic worldview. An Invoker does not need to share the Champion’s alignment to bond with it. A Champion may trust someone whose worldview differs from its own, or distrust someone whose stated values appear identical.

Champions possess moral agency. A Champion can refuse a requested use of its power that violates its values. When the request is questionable rather than wholly unacceptable, the GM may call for a Charisma (Persuasion) check, with the DC determined by the severity of the request and the strength of the Trust-Bond.


Legend Unbound

Every class experiences Desire differently. For the Invoker, Climax is the moment the boundary between bearer and legend becomes thinnest. Shared risk, transferred pain, protection, and emotional trust build Arousal until the Champion can express a fragment of the impossible person history remembers.

When an Invoker Climaxes while their Champion is manifested, that Champion enters its Legend Unbound state. Each Champion defines its own legendary Climax effect. Libido is reduced normally according to the Desire Cycle.


Champion Bond

1st-Level Invoker Feature

You are permanently bonded to one Champion through its unique relic. Choose a canonical Champion or create a custom Champion with your GM. Your Champion determines its appearance, personality, movement, attack forms, Champion features, and Legend Unbound effect.

You and your Champion can communicate mentally while you are on the same plane, regardless of distance from the relic. Outside manifestation, only you can normally perceive and hear the Champion unless a feature states otherwise.

Your Champion remembers previous Invokers who carried its relic. The bond does not erase those relationships.


Legendary Relic

1st-Level Invoker Feature

Your Champion relic permanently occupies one of your three attunement slots while you live. You cannot willingly end this attunement, and no outside effect can break it.

If the relic leaves your possession, your mental connection remains, but you cannot invoke the Champion until the relic is once again properly carried, worn, held, or equipped by you.


Invoke Champion

1st-Level Invoker Feature

As a Bonus Action, you draw your Champion across the Veil for up to 1 minute. You can do so a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

The Champion appears in an unoccupied space you can see within 15 feet. It is a supernatural manifestation, occupies its space, can move through the world normally, and can be targeted by attacks and effects.

Your Champion does not possess a separate hit point pool. When it takes damage, you take the same amount and type of damage instead. Apply your own resistances, vulnerabilities, immunities, and damage reductions to that transferred damage. The Champion cannot gain temporary hit points.

The manifestation ends early if you are reduced to 0 hit points, if you become unconscious, if the relic leaves your possession, if you dismiss the Champion as a Bonus Action, or if you die.

Your Champion moves during your turn. When you take the Attack action, you can forgo your own attacks and instead direct the Champion to use one of the attack actions listed on its Champion page. Champion features can grant additional actions or reactions.


Life-Bound Conduit

1st-Level Invoker Feature

Your body is the conduit that allows a Champion to act in the Material Plane. Constitution is your Invoker ability.

Champion Save DC = 8 + your Proficiency Bonus + your Constitution modifier

Champion Attack Modifier = your Proficiency Bonus + your Constitution modifier

Whenever a Champion feature refers to your Invoker ability, it means Constitution.


Champion’s Guard

2nd-Level Invoker Feature

When a creature you can see attacks an ally within 5 feet of your manifested Champion, you can use your Reaction to have the Champion interpose itself. The attack targets the Champion instead if the attacker can reach or otherwise target it.

If the Champion takes damage from the redirected attack, you gain 1 Arousal after the damage is transferred to you. You can gain Arousal from Champion’s Guard only once per round.


Shared Awareness

2nd-Level Invoker Feature

While your Champion is manifested, you can perceive through its senses until the start of your next turn as a Bonus Action. During that time, you are aware of your own surroundings but can also see and hear from the Champion’s space.

Outside manifestation, the Champion can describe events immediately around the relic to you when the relic could reasonably perceive those events. This does not provide precise distance, direction, or supernatural location information.


Invoker Calling

3rd-Level Invoker Feature

At 3rd level, you choose an Invoker Calling. Your Calling represents the way you personally sustain, interpret, and deepen the bond with a Champion. It is separate from the Champion you carry.

Your Calling grants features at 3rd, 6th, 10th, and 14th level. Invoker Callings will be presented on separate subclass pages.


Ability Score Improvement

4th-Level Invoker Feature

When you reach 4th level, and again at 8th, 12th, and 16th level, you gain an Ability Score Improvement or another character option allowed by your campaign.


Deepened Invocation

5th-Level Invoker Feature

Your Champion can now express more of its legendary combat skill. When you use your Attack action to direct your Champion, it can make two attacks instead of one if its Champion page provides an attack action.

You also unlock the Champion feature listed for 5th level on that Champion’s page.


Take the Blow

7th-Level Invoker Feature

When your manifested Champion would take damage, you can choose to brace yourself against the bond before the damage is transferred. Reduce the transferred damage by an amount equal to your Proficiency Bonus + your Constitution modifier.

After doing so, you gain 1 Arousal. You can use Take the Blow a number of times equal to your Constitution modifier (minimum once), and you regain all expended uses when you finish a Long Rest.


Unbroken Link

9th-Level Invoker Feature

Your Champion’s presence has become inseparable from your awareness. You and your Champion can communicate mentally across planar boundaries while both remain on connected planes of existence, though magical effects that explicitly block planar communication still prevent conversation.

You also unlock the Champion feature listed for 9th level on that Champion’s page.


Greater Manifestation

11th-Level Invoker Feature

Your Champion can remain manifested for up to 10 minutes per use of Invoke Champion. In addition, when you roll initiative and have no uses of Invoke Champion remaining, you regain one use.


Split the Blow

13th-Level Invoker Feature

When an ally within 10 feet of your manifested Champion takes damage, you can use your Reaction to divide that damage between the ally and yourself. Reduce the ally’s damage by half, rounded down. You take the amount prevented as damage of the same type.

After the damage is resolved, you gain 1 Arousal. You can use Split the Blow a number of times equal to your Proficiency Bonus per Long Rest.

You also unlock the Champion feature listed for 13th level on that Champion’s page.


Legendary Intercession

15th-Level Invoker Feature

When you or an ally within 10 feet of your manifested Champion would be reduced to 0 hit points by damage, you can use your Reaction to invoke the Champion’s legendary refusal. The protected creature is reduced to 1 hit point instead.

After you use this feature, you cannot use it again until you finish a Long Rest.


Perfect Invocation

17th-Level Invoker Feature

Your Champion can remain manifested for up to 1 hour per use of Invoke Champion. The manifestation no longer ends merely because you become unconscious, though it still ends if you die or the relic leaves your possession.

You also unlock the Champion feature listed for 17th level on that Champion’s page.


Beyond the Veil

18th-Level Invoker Feature

Your Champion can manifest in any unoccupied space you can see within 60 feet when you use Invoke Champion. While manifested, the Champion can move through creatures and objects as difficult terrain, but it takes force damage equal to your Invoker level if it ends your turn inside an object.


Epic Boon

19th-Level Invoker Feature

You gain an Epic Boon or another 19th-level character advancement option allowed by your campaign.


Living Legend

20th-Level Invoker Feature

Your bond has become part of the Champion’s legend rather than merely a continuation of it. When you roll initiative, you can invoke your Champion without expending a use of Invoke Champion.

In addition, the first time during each manifestation that you enter Climax, the Champion’s Legend Unbound effect lasts for one additional round beyond its normal duration.

When you die, this Invoker is remembered by the Champion permanently. Future bearers who bond to the relic may hear your story from the legend itself.


The Thirteen Champion Seats

Each canonical Champion reflects one of Erosia’s thirteen core classes. Champion choice and Invoker Calling are separate decisions.

Each Champion page contains its legendary identity, Erosian race, unique relic, personality, alignment, Trust-Bond guidance, battlefield identity, manifestation concept, five Champion feature slots, and a unique Legend Unbound state.

Invoker Callings

Invoker subclasses are called Callings. A Calling describes how the Invoker personally understands and sustains the bond. Champion choice and Calling are separate decisions, allowing the same Champion to play differently under different Invokers.

Callings grant features at 3rd, 6th, 10th, and 14th level. Their individual pages will be developed after the core class and Champion framework are stable.



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