Holocron

Invocation Versatility

Variant Rules · optional rule

With the semi-recent release that added a second level of customization classes that lack them—collectively referred to as invocations, due to their inspiration from the warlock feature of that name—every class now has two levels of customization available to them: their class's invocation feature, and their archetype. Most (all?) of the class's invocation features are hard-locked; that is, once you choose it, you've got it for life. Benevolent GMs might allow players to replace a choice if they found it underwhelming, but others might not. With this variant rule, however, it is encouraged for GMs to allow their player's to rechoose invocations on a case-by-case basis.

What are Invocations?

Beyond their choice of archetype, each class has a second level of customization collectively referred to as invocations. These invocations are as follows:

  • Berserkers have Berserker Instincts.
  • Consulars have Force-Empowered Casting.
  • Engineers have Modification Slots, which vary based on their class.
  • Fighters have their Combat Superiority Maneuvers.
  • Guardians have their Guardian Auras.
  • Monks have their Monastic Vows.
  • Operatives have their Operative Exploits.
  • Scholars have their Academic Superiority Maneuvers and Discoveries.
  • Scouts have their Scout Routines.
  • Sentinels have their Sentinel Ideals.

Of the ten classes, only engineers (mostly), fighters, and scholars can re-choose their invocations, and even then only sparingly. Using this rule, you can instead let all ten classes re-choose their invocations, at appropriate intervals.

When Can They Re-choose?

The easiest route would be to allow characters to re-choose one of their invocation options when they complete a long rest, or even when they level up. Alternatively, you might enforce a narrative moment for them to re-choose. For instance, a guardian might not be able to relearn their Guardian Aura without spending some time with their master, while a monk might have to spend time in a monastery to re-choose a Monastic Vow, and a scout might have to spend time alone practicing to re-choose a Scout Routine. Ultimately, the method in which allow your players to re-choose their invocations is up to you and your playgroup. You might even let them re-choose on the fly.

Re-choosing Archetypes or Classes?

Re-choosing archetypes or classes is not intended as a part of this variant rule. However, you could easily allow players to do so, though I'd recommend the narrative approach over the simple level up or long rest.