Convoker

Contents

The very will of the gods with divine power from the deepest recesses of your consciousness. With your work complete, you speak the prayer to at last call the creature into being. Your avatar is ready.

At first, nothing. Then slowly, quietly, eyes open, and intelligence filters through the carefully molded form. A burning sensation erupts from your forehead as the connection is made between you. You smile as the blessed creature recognizes you, and it smiles back as your life is sworn to it.

Key Ability Hit Points
Wisdom 8 plus your Constitution Modifier
At 1st level, your class gives you an ability boost to wisdom. You increase your maximum number of hp by this number at 1st level and every level thereafter.

During combat Encounters…

  • You work through your avatar to take down your enemies, lending it your strength and stamina in exchange for its power and protection. When it rests, you fall back on divine magic and conjurer’s tricks.

During Social Encounters…

  • Your dutiful practices have made you knowledgeable in several fields of study, and your personality quickly marks you as friend or foe to those who wish to know.

While Exploring…

  • By giving your avatar freedom to explore, you can scout an area and ensure that you pass through safely without putting your allies directly in harm’s way.

In Downtime…

  • You maintain the close relationship you have forged with your god through their avatar, repairing its physical form or changing it to better suit the situation at hand.

You Might…

  • Seek the blessings of other divine beings in addition to your god to improve on the form your avatar possesses.
  • Proclaim your faith loudly so that others can exalt in the same glory and follow the same path.
  • Use your avatar as a conduit through which you can eventually touch divinity yourself.

Others Probably…

  • Greet you warmly, even if they fear or loathe you, because to do otherwise would draw the ire of your deity.
  • Give your avatar wide berth because of its overwhelming and awe-inspiring form.
  • Wish to learn from you how to bind such powerful creatures to their will, not understanding that your bond is much more than that of master and slave.
Table: Convoker Advancement
Your Level Class Features
1 Ancestry and background, initial proficiencies, avatar , convocation, divine spellcasting, lifelink, spell repertoire
2 Convoker feat, skill feat
3 2nd-level spells, general feat, signature spells, skill increase, spirit link
4 Convoker feat, skill feat
5 3rd-level spells, ability boosts, ancestry feat, skill increase
6 Convoker feat, skill feat
7 4th-level spells, bond senses, general feat, lightning reflexes, skill increase
8 Convoker feat, skill feat
9 5th-level spells, alertness, ancestry feat, expert spellcaster, skill increase
10 Ability boosts, convoker feat, skill feat
11 6th-level spells, general feat, resolve, simple weapon expertise, skill increase
12 Convoker feat, skill feat
13 7th-level spells, ancestry feat, life bond, light armor expertise, skill increase, weapon specialization
14 Convoker feat, skill feat
15 8th-level spells, ability boosts, general feat, juggernaut, skill increase
16 Convoker feat, skill feat
17 9th-level spells, ancestry feat, master spellcaster, skill increase
18 Convoker feat, skill feat
19 General feat, possess avatar, skill increase
20 Ability boosts, convoker feat, skill feat

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

  • Trained in Perception

Saving Throws

  • Expert in Fortitude
  • Trained in Reflex
  • Expert in Will

Skills

Attacks

  • Trained in simple weapons
  • Trained in unarmed attacks

Defenses

  • Trained in light armor
  • Trained in unarmored defense

Spells

  • Trained in divine spell attacks
  • Trained in divine spell DCs

Class Features

You gain these abilities as a convoker. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Key Terms

You’ll find these key terms in many convoker abilities.

Avatar: An avatar is a creature with a specific type (such as celestial, fiend, or monitor) associated with a convoker’s deity, brought into being by the convoker through prayer and ingenuity. Issuing commands to an avatar is done in the same way as issuing commands to a creature with the minion or summoned traits, except the avatar is smart enough to know what it is being commanded to do and accepts even complex commands, provided the convoker spends the proper number of actions to issue the command.

Blessing: Feats with the blessing trait can be traded out for each other during downtime. You can spend a week of downtime to replace any number of feats with the blessing trait for other feats with that trait of the same levels.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2 of the Pathfinder Second Edition Core Rulebook.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Avatar

Upon becoming a convoker, you have crafted and brought to life an avatar of your god, an otherworldly being bound to the physical form you give it. As your power grows, you can invest that power into your avatar, or entreat other divine entities to bless it as well. Choose Celestial Avatar, Fiendish Avatar, or Nature Avatar. You gain that feat and can substitute Religion for Nature when using the Command an Animal action to command your avatar. It takes 1 minute to summon your avatar, which appears with the same Hit Points it had when last Dismissed or banished (the avatar does not regain Hit Points with rest). If the avatar was banished after being reduced to 0 hit points, it returns with half its total hit points and you take that much damage (see lifelink, below). If you summon it during your daily preparations, you do not take this damage. You can use the Dismiss action to Dismiss your avatar as if it was a spell effect.

An avatar has both the minion and summoned traits, so you can command it to take up to 2 actions with the Command an Animal action; this is in place of the usual effects of Command an Animal.

Ability Modifiers

Avatars that take an animal form have ability scores determined by that form. Other avatars begin with base ability modifiers of +2, +2, +1, +1, +0, –2; which you can distribute how you want between Str, Dex, Con, Int, Wis, and Cha. Once these choices are made , increase two of these modifiers by 1 each.

Proficiencies

Your avatar uses your level to determine its proficiency bonuses. It’s trained in its unarmed attacks, unarmored defense, all saving throws, Perception, and additional skills equal to 2 + its Int modifier. Avatars can use abilities that require greater Intelligence, such as Coerce or Decipher Writing if trained in the appropriate skill. If the avatar’s form can cast spells, the avatar uses your proficiency with divine spell attacks and spell DCs in place of its own or that of its current form.

Hit Points

Your avatar has 6 ancestry Hit Points, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have. Its current Hit Points are reduced by 2 for each level you have if it moves more than 1,000 feet away from you. This damage cannot be healed until the avatar is back within 1,000 feet of you.

Convocation

While your avatar is not summoned, your bond to it can be turned into power to fuel your convocations. Convocation is a focus spell. It costs 1 Focus Point to cast convocation, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to beseech your deity for more power by performing some minor task for it or otherwise seeing to your avatar’s needs.

Convocation is automatically heightened to half your level rounded up. Convocation doesn’t require spell slots, nor can you cast it using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.

Divine Spellcasting

Your connection to your avatar awakens divine might within you. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you’re a convoker, you can usually draw on your connection to your avatar for the power to Cast a Spell instead of providing material components, so you don’t need to use a spell component pouch while you control a creature with the summoned trait.

Each day, you can cast up to two 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a convoker, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table: Convoker Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.

Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up, which equals the highest level of spell you can cast as a convoker. For example, as a 1st-level convoker, your cantrips are 1st-level spells, and as a 5th-level convoker, your cantrips are 3rd-level spells.

Spell Repertoire

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells from the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.

You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.

Swapping Spells in Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

Table: Convoker Spells per Day
Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 2
2 5 3
3 5 3 2
4 5 3 3
5 5 3 3 2
6 5 3 3 3
7 5 3 3 3 2
8 5 3 3 3 3
9 5 3 3 3 3 2
10 5 3 3 3 3 3
11 5 3 3 3 3 3 2
12 5 3 3 3 3 3 3
13 5 3 3 3 3 3 3 2
14 5 3 3 3 3 3 3 3
15 5 3 3 3 3 3 3 3 2
16 5 3 3 3 3 3 3 3 3
17 5 3 3 3 3 3 3 3 3 2
18 5 3 3 3 3 3 3 3 3 3
19 5 3 3 3 3 3 3 3 3 3 11
20 5 3 3 3 3 3 3 3 3 3 11

1: The possess avatar class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Lifelink

If your avatar is within 1,000 feet of you and would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your avatar takes none. However, if special effects occur when a hit damages your avatar (such as snake venom), they still apply to your avatar.

Convoker Feats 2nd

At 2nd level and every even-numbered level, you gain a convoker class feat.

Skill Feats 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 of the Pathfinder Second Edition Core Rulebook, and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5 of the Pathfinder Second Edition Core Rulebook.

Signature Spells 3rd

You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

Skill Increases 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Spirit Link 3rd

You gain the spirit link spell, adding it to your spell repertoire. You can cast this spell as a convoker spell, but only when targeting a creature that you control with the summoned trait. It counts as a signature spell, so you automatically gain access to the heightened versions of this spell.

Ability Boosts 5th

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2 of the Pathfinder Second Edition Core Rulebook.

Bond Senses 7th

The bond shared by you and your avatar grants you a better outlook on the world. You gain the Bond Senses action.

Bond Senses [one-action]

Concentrate

Requirement You are on the same plane as your avatar.

You tap into your avatar’s senses, allowing you to see, hear, and otherwise sense whatever it senses. While tapping into the avatar’s senses, you can’t use your own body’s senses, but you can change back to your body’s senses using a single action, which has the concentrate trait.

Lightning Reflexes 7th

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Alertness 9th

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Expert Spellcaster 9th

You have opened yourself up directly to the influence of your deity. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

Resolve 11th

You’ve steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Simple Weapon Expertise 11th

Training and magic improved your weapon technique. Your proficiency rank for simple weapons increases to expert.

Life Bond 13th

If your avatar is within 1,000 feet of you and you would take damage, as a reaction, you can transfer that damage to the avatar. If you do, it takes all the damage and you take none. However, if special effects occur when a hit damages you (such as snake venom), they still apply to you.

Light Armor Expertise 13th

You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Weapon Specialization 13th

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Juggernaut 15th

Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Master Spellcaster 17th

With your god’s avatar growing even stronger, some of its power bleeds into your own magic. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.

Possess Avatar 19th

You can retreat to the safety of your avatar’s form at any time. You gain the Merge Forms activity and add two common 10th-level divine spells to your repertoire that you can cast while merged with your avatar (see below). You don’t gain more 10th-level spells as you level up, unlike other spell slots. You can take the True Blessing feat to gain a second slot.

Possess Avatar [three-actions]

Requirement You must touch your avatar to possess it.

You possess your avatar’s form entirely. You can see, hear, and otherwise sense whatever it senses, and you can cast spells while in the avatar. You cannot be seen, damaged, or interacted with directly while in the avatar, but creatures can still scry your location, and time still passes for your normally.

Your proximity to your avatar also pushes the limits of your bond. You gain a single 10th-level spell slot you can use to cast one of the two spells added above using convoker spellcasting. You can’t use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots.

When your avatar has taken more than half its total Hit Points in damage, is critically hit by an attack, or critically fails a saving throw while you are inside, it expels you and deals 10d6 damage to you. You can Dismiss this as if it was a spell effect.

Convoker Feats

At every level that you gain a convoker feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

1st Level


Celestial Avatar Feat 1

Avatar Convoker

Prerequisites a non-evil alignment

Your avatar represents a divine entity of good, the nascent god of balance, or a greater power cursed to exist only in the form you can build for it. It takes the form of a common or uncommon creature that has the astral, celestial, elemental, or monitor trait and whose level is equal to or lower than your own (you may choose a new form from this list when you gain a new convoker level or spend 1 week during downtime to recreate your avatar). It gains that form’s attacks, movement, size, senses, special abilities, and spells as well as any weaknesses and vulnerabilities. It keeps its own ability modifiers, proficiencies, and Hit Points.

Special The celestial bond you share with your avatar grants you the ability to summon common creatures with the astral, celestial, elemental, or monitor traits when you cast convocation.

Fiendish Avatar Feat 1

Avatar Convoker

Prerequisites a non-good alignment.

Your avatar is a divinely evil being, spawn of a demon lord, or an imprisoned deity that can only manifest with your help. It takes the form of a common or uncommon creature that has the astral, celestial, elemental, or monitor trait and whose level is equal to or lower than your own (you may choose a new form from this list when you gain a new convoker level or spend 1 week during downtime to recreate your avatar). It gains that form’s attacks, movement, resistances, size, senses, special abilities, and spells as well as any weaknesses and vulnerabilities. It keeps its own ability modifiers, proficiencies, and Hit Points.

Special The fiendish bond you share with your avatar grants you the ability to summon common creatures with the astral, elemental, fiend, or undead traits when you cast convocation.

Nature Avatar Feat 1

Avatar Convoker

Your avatar represents a god of nature, an Overrealm occupant who enjoys your presence, or a reincarnated beast reliant on your power to exist. It takes the form of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities (you may choose a new form from the list of animal companions when you gain a new convoker level or spend 1 week during downtime to recreate your avatar). See Animal Companions in Chapter 3 of the Pathfinder Second Edition Core Rulebook for more information.

Special Even as an animal companion, your avatar’s base Int modifier is –2. It is trained in 2 additional skills of your choice and can use abilities that require greater Intelligence, if trained and able to do so. The natural bond you share with your avatar grants you the ability to summon common creatures with the animal, beast, plant, or fungus traits when you cast convocation.

2nd Level


Expanded Convocation Feat 2

Convoker

Your esoteric study of other religions yields greater ways to conjure their followers. Choose a feat with the avatar trait (such as Celestial Avatar). You gain the ability to summon common creatures with the traits listed in that feat when you cast convocation. You do not have to meet the prerequisites of the chosen feat.

Special You can select this feat more than once. Each time you select it, choose another feat with the avatar trait.

Familiar Blessing Feat 2

Blessing Convoker

Prerequisites Celestial Avatar or Fiendish Avatar

Your deity enjoys dabbling in the arcane, and so the general shape of its avatar resembles a wizard’s familiar. You can select two familiar or master abilities each day during your daily preparations as if your avatar was a familiar.

Special You can select this feat twice. If you do, you can select four familiar or master abilities each day, instead of two.

Idolatry Feat 2

Blessing Convoker

You carve or paint symbols on your avatar’s given form, then extract them with practiced effort. Choose 3 common talismans of level 2 or lower. Each day during your daily preparations, you can create three temporary talismans in any combination from among those you chose. See Talismans in chapter 11 of the Pathfinder Second Edition Core Rulebook for more information.

You can use the Affix a Talisman activity to attach temporary talismans to equipment normally, or you can use it to attach all of your temporary talismans to your avatar as if it were wearing or wielding the appropriate items. The avatar must meet the requirements of its talismans to activate them.

For example, you can affix a crying angel pendant to your avatar as if it were wearing armor, but only if it is trained in Medicine.

Any talismans you create this way become non?magical the next time you make your daily preparations. A temporary talisman has no value.

Shield Blessing Feat 2

Blessing Convoker

Requirement You are within your avatar’s reach.

Your avatar can flare one of its appendages out to protect you from physical harm. You can use the Raise a Shield action to gain a +2 circumstance bonus to your AC, and you can use the Shield Block reaction, treating your avatar as a shield with Hardness 5.

4th Level


Assumed Command Feat 4

Convoker

Your avatar gains some autonomy while you are otherwise occupied. During an encounter, even if you don’t use the Command an Animal action, your avatar can still use 1 action on your turn that round to Stride or Strike.

Special If you have Nature avatar, your avatar’s natural form grows to maturity, becoming a mature animal companion and gaining additional capabilities.

Practiced Command Feat 4

Convoker

You have spent extensive time growing accustomed to your conjurations. You can urge your summoned creatures to do their utmost. You can spend 2 actions to Command an Animal or Sustain a Spell instead of 1 when commanding your avatar or a creature summoned with your convocation spell. If you do, that creature uses an additional action.

Skilled Blessing Feat 4

Blessing Convoker

Requirement Your avatar must be trained in the skill associated with the chosen feat.

Your avatar gains a skill feat of your choice.

Strengthened Blessing Feat 4

Blessing Convoker

Prerequisites Celestial Avatar or Fiendish Avatar

The sigils drawn across your avatar’s form glow brighter than they once did. Increase up to 4 of your avatar’s ability modifiers by 1 each, and its damage from one die to two dice (for instance 1d8 to 2d8). Increase its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in four skills of your choice to trained, and if it was already trained in one of those skills, increase its proficiency rank in that skill to expert. If your Avatar is Medium or smaller, it grows by one size.

Surge of Energy [reaction] Feat 4

Convoker

Frequency once per day

Trigger Your avatar is banished or Dismissed.

Your bond to your avatar surges as it leaves reality, and you regain 1 Focus Point, up to your usual maximum.

6th Level


Aspect of Divinity Feat 6

Convoker

When you replace feats with the blessing trait during downtime, you can choose to apply the benefit of one of those feats of 4th level or lower to yourself, instead of to your avatar.

Augment Summoning Feat 6

Blessing Convoker

The movements required to improve your conjurations also glow as symbols upon your avatar. You gain the augment summoning focus spell. Increase the number of Focus Points in your focus pool by 1. Each day during your daily preparations, you can spend 1 focus point to grant your avatar 1 charge of augment summoning that either of you can then Cast at any time, granting the avatar the benefits of that spell for up to 1 minute. Your avatar can only store 1 charge of augment summoning at a time.

Feral Blessing Feat 6

Blessing Convoker

Your avatar becomes more feral, growing long tufts of hair across its form as it takes on a canid appearance. When you select this feat, choose one of the following options.

  • Your avatar gains a claw unarmed attack with the agile trait that deals 1d6 slashing damage and a jaws attack that deals 1d8 piercing damage.
  • Your avatar gains scent (imprecise, 30 feet) and grants you that sense for 1 minute after you use bond senses. You can Dismiss this effect.
  • Your avatar’s claw and jaws gain the deadly d10 trait.
  • You can give your avatar a –2 penalty to its AC to increase the damage die size of its claw and jaws by one step.

Special: You can select this feat more than once. Each time you select it, choose a different option.

Maker’s Call Feat 6

Convoker Teleportation

You gain the dimension door spell, adding it to your spell repertoire, but only to cast it as described here. The spell teleports your avatar as if it were you to an unoccupied space adjacent to you. When cast this way, dimension door counts as a signature spell, so you automatically gain access to the heightened versions of the spell.

8th Level


Ancient One’s Blessing Feat 8

Blessing Convoker

Your avatar has been blessed by an Ancient One, an aberrant god of chaos. When you select this feat, choose one of the following options.

  • Your avatar gains resistance 10 to precision damage and resistance 10 to extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn’t reduce the attack’s normal damage.
  • Your avatar gains darkvision and grants you darkvision for 1 minute after you use bond senses. You can Dismiss this effect.
  • Poison coats your avatar’s skin. Any creature that hits the avatar with an unarmed attack or with a non-reach melee weapon takes 2d6 poison damage.

Special You can select this feat three times. Each time, choose a different option. If you have Avatar of Two Faiths, you can grant your avatar the aberration trait and learn spells from the occult spell list.

Mighty Blessing Feat 8

Blessing Convoker

Prerequisites Assumed Command or Strengthened Blessing

Your avatar grows stronger still. It gains benefits as if it were a nimble or savage animal companion (your choice).

Unusual Convocation Feat 8

Convoker

The unusual bond you share with your avatar grants you the ability to summon common creatures with the aberration, construct, fey, or ooze traits when you cast convocation.

Special: If you have Avatar of Two Faiths, you can grant your avatar the aberration trait and learn spells from the occult spell list.

10th Level


Avatar of Two Faiths Feat 10

Convoker

You practice more than one faith, which has a profound effect on your avatar and the power it grants you. Choose a feat with the avatar trait that you do not already have and one of the traits listed by that feat. Your avatar gains that trait and qualifies for blessing feats with that feat as a prerequisite.

In addition, you can have one spell in your spell repertoire from a tradition that matches one of your avatar feats. You cast that spell as a divine convoker spell. You can swap which spell you add and from which tradition any time you could retrain your blessing feats, but you can’t have more than one spell from another tradition in your spell repertoire at the same time using this feat.

  • Celestial Avatar abjuration, conjuration, divination, or evocation spells from the arcane tradition
  • Fiendish Avatar enchantment, illusion, necromancy, or transmutation spells from the arcane tradition
  • Nature Avatar primal tradition

Improved Idolatry Feat 10

Blessing Convoker

Prerequisites Idolatry

You can change your chosen talismans for any 5 common talismans of level 10 or lower. Each day during your daily preparations, you can create five of these talismans in any combination.

Quickened Convocation [free-action] Feat 10

Blessing Convoker

Frequency once per day

Choose one of the following options.

  • You can use your next action to summon your avatar.
  • If your next action is to cast a convoker spell that conjures a creature and is at least 2 levels lower than the highest level convoker spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).
  • You can quicken your avatar’s actions, granting it the effects of a 3rd-level haste spell for 1 minute.

Greater Shield Blessing Feat 10

Blessing Convoker

Prerequisites Shield Blessing

Requirements The protected creature is within your avatar’s reach.

You can use the Raise a Shield action when you or one of your allies is within reach of your avatar, granting that creature a +4 circumstance bonus to its AC, and you can use the Shield Block reaction, treating your avatar as a shield with Hardness equal to 5 + half your level.

12th Level


Improved Aspect of Divinity Feat 12th

Convoker

When you replace feats with the blessing trait during downtime, you can choose to apply the benefit of two of those feats of 6th level or lower or one of those feats of 10th level or lower to yourself, instead of your avatar.

Spider Queen’s Blessing Feat 12

Blessing Convoker

Your avatar is blessed by the spider queen, whose favor does not come cheap. It grows several additional legs as its form extends out to give it the appearance of a tauric spider creature.

When you select this feat, choose one of the following options.

  • Your avatar gains greater darkvision and grants you that sense for 1 minute after you use bond senses. You can Dismiss this effect.
  • Your avatar gains tremorsense (imprecise, 60 feet) and grants you that sense for 1 minute after you use bond senses. You can Dismiss this effect.
  • Your avatar gains a climb Speed equal to its speed.

Special You can select this feat more than once. Each time you select it, choose a different option.

Spirit Mending Feat 12

Convoker

You can channel soothing energy through your bond to your avatar after opening the way with your life link. If you and your avatar both rest for 10 minutes after you cast spirit link on it or prevent damage to it with life link, it recovers half its maximum Hit Points. If you take your daily rest after doing so, the rest restores your avatar to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.

Special: If you also have the Verdant Blessing feat, your avatar can gain the benefits listed above without your aid, so long as it is in its non-creature plant form.

Transposition [reaction] Feat 12

Convoker Teleportation

Prerequisites Maker’s Call

Trigger You cast use Maker’s Call to cast dimension door.

You teleport yourself into the space your avatar occupied before it was transported to you as part of dimension door’s effect.

14th Level


Fey Court’s Blessing Feat 14

Blessing Convoker

Prerequisites Assumed Command or Strengthened Blessing

Your avatar has been blessed directly by the Fey Court of the Overrealm. It gains one animal companion specialization of your choice.

Special You can select this feat twice. Each time, add a different specialization to your avatar.

Primal Blessing Feat 14

Blessing Convoker

Your avatar has been blessed by one of the original, primal entities of your world. When you select this feat, choose one of the following options.

  • Your avatar gains a fly Speed of 60 feet.
  • Your avatar gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage.
  • Your avatar’s attacks deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water.
  • Your avatar gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.

Verdant Blessing Feat 14

Blessing Convoker

Prerequisites Nature avatar

Your avatar’s physical form becomes a plant version of itself. It gains the plant trait. When you use the Command an Animal action, you can command your avatar to change from a form that looks mostly like its old self into a tree or any other noncreature plant as a single action, which has the concentrate trait. This has the same effect as tree shape, except your avatar can turn into any kind of non-creature plant and its AC is 30.

16th Level


Blessing of Knowledge Feat 16

Blessing Convoker

You have received the blessing of the gods of knowledge and secrets, former seekers who deposed their creator and ascended to godhood in his place. You and your avatar can each communicate telepathically with creatures within 60 feet of both of you with whom you both share a language. The communication is two-way once established, so a creature your avatar contacts can also communicate with each of you.

In addition, while within 1,000 feet of you, your avatar can use an Interact action to gain limited access to the seeker hivemind, granting you a +3 item bonus to Arcana, Lore, Medicine, Nature, Occultism, Performance, Religion, and Survival checks, and all checks to Recall Knowledge for up to 1 hour, after which the avatar must rest for at least 10 minutes before activating its mechanical brain again.

Effortless Concentration [free-action] Feat 16

Convoker

Requirement You haven’t acted yet on your turn.

You can maintain a spell with hardly a thought. You immediately gain the effects of a Sustain a Spell action, allowing you to extend the duration of one of your active convoker spells.

Greater Idolatry Feat 16

Blessing Convoker

Prerequisites Improved Idolatry

You can change your chosen talismans for any 8 common talismans of level 16 or lower. Each day during your daily preparations, you can create eight of these talismans in any combination.

Reckless Blessing [free-action] Feat 16

Blessing Convoker

Trigger Your turn begins, and your avatar is at half or fewer Hit Points.

Your avatar grows furious at the impertinence of mortal beings, and throws caution to the wind to finish the fight. It gains a +2 circumstance bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your avatar is banished or Dismissed, or until it is brought above half Hit Points, whichever comes first.

18th Level


Auspicious Blessing Feat 18

Blessing Convoker

Prerequisites Celestial Avatar or Fiendish Avatar

You tap directly into your avatar’s divine nature to awaken more of its godly power, turning it pure white, deep red, or darkest black. It gains the following benefits:

  • It is marked as a sacred creature by your deity’s religious.
  • Its proficiency rank in Religion increases to expert (or master if it was already an expert).
  • It can speak the language associated with your deity’s servitors (Celestial for avatars who are good).
  • It increases its Intelligence modifier by 2 and its Wisdom modifier by 1.

Special This feat counts as Fey Court’s Blessing.

Dragon God’s Blessing Feat 18

Blessing Convoker Polymorph

You have received the blessing of a chromatic or metallic god of dragons. Your avatar gains resistance 5 to your choice of acid, cold, electricity, fire, or poison. It can spend two of its own actions to transform into a ferocious huge dragon, gaining the effects of an 8th-level dragon form spell for 1 minute, or until it uses an action to Dismiss the effect. When the effect ends, the avatar can’t use it again for 1 minute.

Effortless Control [free-action] Feat 18

Convoker

Frequency once per minute

Requirement You haven’t acted yet on your turn.

You can command your avatar without concern. You immediately gain the effects of a Command an Animal action, allowing you to command your avatar to take up to two actions.

Temporary Reformation [three-actions] Feat 18

Convoker

Frequency once per day

Requirement Your avatar must be adjacent to you.

You immediately retrain one of your blessing feats for another of the same level or lower. The feat returns to normal the next time you take your daily rest.

20th Level


Greater Avatar of Two Faiths Feat 20

Convoker

Prerequisites Avatar of Two Faiths

Your bond to your avatar is extraordinarily complex. Choose a third feat with the avatar trait that you do not already have and one of the traits listed by that feat. Your avatar gains that trait and qualifies for blessing feats with that feat as a prerequisite.

In addition, you can have up to three spells from any of the traditions associated with your avatar in your spell repertoire, rather than just one. These spells must each be of a different spell level, but they don’t need to be from the same magical tradition.

True Blessing Feat 20

Convoker

Prerequisites merge forms

You can draw further power from the bond you share with your avatar. You gain an additional 10th-level spell slot.

Twin Avatar [two-actions] Feat 20

Convoker Polymorph

Frequency once per day

You have fully developed the bond you share with your avatar, which allows you to take a similar form, gaining the effects of a 10th-level avatar spell for 1 minute, or until you use an action to Dismiss the effect.

For the purpose of this feat, you are treated as having any deity whose alignment is within one step of your own and that of your avatar. The form you take is not otherwise associated with that deity.

Convoker Multiclass Archetype

You might have already been a devout follower of your god, or maybe you only paid lip service to the pantheon when others expected it. None of that matters anymore, because you are being chosen for something greater than yourself. You are being given a direct path to a deity through their avatar.

Multiclass Convoker Characters

The convoker archetype grants you a special companion that you customize through blessings and command in much the way you would an animal. If you want an ally whose life is bound to your own, take the first steps as a convoker.

Convoker Avatar Dedication Feat 2

Archetype Dedication Multiclass

Prerequisites Wisdom 14

You gain the lifelink class feature out to 250 feet and an avatar with 4 ancestry Hit Points, plus a number of Hit Points equal to 4 plus its Constitution modifier for every 2 levels you have, as you would if you were a convoker.

You become trained in your choice of Arcana or Nature, and can use the Command an Animal action with either; if you are already trained in both of these skills, you become trained in a skill of your choice.

Special You cannot select another dedication feat until you have gained two other feats from the convoker archetype.

Convoker Dedication Feat 2

Archetype Dedication Multiclass

Prerequisites Wisdom 14

You cast spells like a convoker and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the divine spell list, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for convoker archetype spells is Wisdom, and they are divine convoker spells. You become trained in Arcana and Occultism; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.

Choose a feat with the avatar trait as you would if you were a convoker. You have that feat for all purposes, allowing you to take feats that use it as a prerequisite, but you don’t gain any of the other abilities it grants.

Special You cannot select another dedication feat until you have gained two other feats from the convoker archetype.

Basic Entreaty Feat 4

Archetype

Prerequisites Convoker Dedication or Convoker Avatar Dedication

You gain a 1st- or 2nd-level convoker feat of your choice.

Basic Convoker Spellcasting Feat 4

Archetype

Prerequisites Convoker Dedication

You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the convoker archetype, add a common divine spell or another spell you learned or discovered to your repertoire, of the appropriate spell level.

Convocation Feat 4

Archetype

Prerequisites Convoker Dedication

You gain the convocation focus spell with the traits from your chosen avatar feat. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by beseeching your god through your avatar.

Advanced Entreaty Feat 6

Archetype

Prerequisites Basic Arcana

You gain one convoker feat. For the purpose of meeting its prerequisites, your convoker level is equal to half your character level.

Special You can select this feat more than once. Each time you select it, you gain another convoker feat.

Expert Convoker Spellcasting Feat 12

Archetype

Prerequisites Basic Convoker Spellcasting, master in Arcana

You gain the expert spellcasting benefits of a multiclass character.

Master Convoker Spellcasting Feat 18

Archetype

Prerequisites Expert Convoker Spellcasting, legendary in Arcana

You gain the master spellcasting benefits of a multiclass character.

Convoker Focus Spells

Convocation Focus 1

Uncommon Conjuration Convoker

Cast [three-actions] material, somatic, verbal

Range 30 feet

Duration sustained up to 1 minute

You conjure a creature to fight for you. This works like summon animal, except you summon a common or uncommon creature that has one of the traits listed by your avatar feat chosen at 1st level. You can add more creature types to a convocation list with convoker feats.

Heightened As summon animal.

Section 15: Copyright Notice
The Faithful Few © 2019, Samurai Sheepdog; Author: Kevin Glusing.