5x Evoker

Martial Bonus: Spellcasting
If your class type is Martial, you gain this feature. You gain access to the Wizard spell list. If you do not have a spellcasting ability, then Intelligence becomes your spellcasting ability. Spell Save DC = 8 + your proficiency bonus + your spellcasting modifier
 * Cantrips Known: You know two cantrips from the Wizard spell list. You learn an additional Wizard cantrip at 10th level.
 * Ritual Casting: As an Evoker, you cannot cast a spell as a ritual.
 * Spell Slots: The Evoker Spellcasting Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.
 * Spells Known: You know three spells from the Wizard spell list. You learn more Wizard spells as you gain levels with this archetype (see the Evoker Spellcasting Table).
 * Versatile Spells: When you finish a long rest, you can choose one Wizard spell that you know and replace with with another Wizard spell.

Spell Attack Modifier = your proficiency bonus + your spellcasting modifier

Control Spell
At 1st level, when you cast a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + your spellcasting modifier (a minimum of 1) to protect from your spell. A chosen creature automatically succeeds on it's saving throw against the spell.

Adept Evoker
At 3rd level, you have a pool of d6's equal to half your Evoker level (rounded up). Whenever you cast an evocation spell of 1st-level or higher that deals damage you can choose to expend a number of dice no greater than your proficiency bonus. You roll the number of dice that you wish to expend and increase the damage of the spell by the amount rolled. You regain any expended uses of these dice when you finish a long rest.
 * If the spell deals damage to more than one creature, the bonus damage provided by this feature is halved.
 * If the spell deals multiple types of damage to a creature, you can increase the damage of only one of those damage types using this feature.
 * If the spell deals damage over a period of time that is longer than one turn, you can only increase the first instance of damage that the creature takes using this feature.

Powerful Cantrip
At 6th level, you can add your spellcasting modifier (a minimum of 1) to the damage of any cantrip that you cast. If you do not know any cantrips, you can learn three cantrips from any spell list (excluding Eldritch Blast).

Master Evoker
At 9th level, you can add your spellcasting modifier (a minimum of 1) to the damage of any spell of 1st-level or higher that you cast.

Powerful Spell
At 13th level, you can invoke powerful condensed magic to enhance your spells and make them more powerful. If you cast a spell before moving on your turn, you can choose to make that spell more powerful. If the spell has an Attack roll, you gain a bonus to that attack roll equal to your proficiency bonus. If the spell forces a creature to make a saving throw, the creature suffers a penalty to the saving throw equal to half your proficiency bonus. If you choose to make your spell more powerful, your speed is reduced to 0 until the start of your next turn.

Legendary Evoker
At 17th level, when you cast a spell of 5th-level or lower that deals damage, you can choose to automatically roll the maximum amount of damage that the spell can deal. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest you will take 1d6 necrotic damage for each level of the spell: this damage cannot be reduced or negated by any means.