Sources
CR
Type
Size
Alignment
Movement

Evoker Wizard

Medium Humanoid, Any alignment

Armor Class 12, 15 with mage armor
Hit Points 121 (22d8 + 22)
Speed 30 ft.
STR
9
-1
DEX
14
+2
CON
12
+1
INT
17
+3
WIS
12
+1
CHA
11
+0
Saving Throws INT +7, WIS +5
Skills Arcana +7, History +7
Senses passive Perception 11
Languages any four languages
Challenge 9 (5,000 XP)

Spellcasting

Spellcasting. The evoker casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

At will: light, mage hand, message, prestidigitation

1/day each: wall of ice

2/day each: ice storm, lightning bolt, mage armor

Actions

Multiattack. The evoker makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit:25 (4d10 + 3) force damage.

Sculpted Explosion (Recharge 4–6). The evoker unleashes a magical explosion of a particular damage type: cold, fire, lightning, or thunder. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a DC 15 Dexterity saving throw. The evoker can select up to three creatures it can see in the area to ignore the spell, as the evoker sculpts the spell's energy around them. On a failed save, a creature takes 40 (9d8) damage of the chosen type and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Lore

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.