Warlock Invocations and Boons (5e Class Feature)

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Pact Boons[edit]

Pact of the Aegis[edit]

You may use your action to create a set of pact armor this armor appears on your person, fitted perfectly for you. Any armor you were wearing is magically removed and appears at your feet. You are proficient with your pact armor. It always appears as a full-body suit of armor made of some alien material. Your pact armor and its parts disappear if it is more than 5 feet from for 1 minute or more. You may summon part of your armor instead of all of it (like without the helmet, or just the gauntlets), gaining the protective benefits as reasonable.
Your pact armor has a base AC = 14 + your Dexterity Modifier (maximum 2), and counts as medium armor.
You can transform one set of magic armor into your pact armor by performing a special ritual while you hold or wear the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor as a bonus action, shunting it into an extradimensional space, and it appears whenever you create your pact armor thereafter. You can’t affect an artifact or sentient set in this way. The armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different armor, or if you use a 1-hour ritual to break your bond to the set. The armor appears at your feet if it is in the extradimensional space when the bond breaks. Your pact armor can be summoned using its base AC or the integrated armors AC.

Pact of the Crown[edit]

Your patron sends you a magical servant to both obey your commands and slowly influence you to your patron’s way of thinking. Choose one of the following three roles for your servant: Guard, Scout or Consort. Your choice will determine your servant’s abilities. Your servant is has the following statistics:

It is a Medium size creature with half as many HD as you (round down, uses d8s and always takes average), and a walk speed of 30 ft. and its type depends on your otherworldly patron. All its ability scores are 13 and it has the same proficiency bonus as you at all times. Your servant always acts on your Initiative and costs you a bonus action to command it every turn. Its appearance is tailored specifically to whatever you would find most appealing.

Guard: The servant’s Strength and Constitution scores become 17 instead of 13 and gains proficiency on Athletics and Strength and Constitution saves. Additionally, it adds its proficiency bonus to AC and gains a Strength-based natural melee attack fitting to its form that deals 2d6 damage. At warlock level 11, the damage increases to 3d6, and then to 4d6 at warlock level 19.

Scout: The servant’s Dexterity and Wisdom scores become 17 instead of 13 and gains proficiency on Acrobatics, Sleight of Hand, Stealth, Perception, Insight and Survival, as well as Dexterity and Wisdom saves. Its speed increases to 40 ft and it gains the ability to become invisible (as per the Invisibility spell) once per short rest. The scout cannot make attacks.

Consort: The servant’s Intelligence and Charisma scores become 17 instead of 13 and gains proficiency on Arcana, Religion, Investigation, Deception, Intimidation, Performance and Persuasion, as well as Intelligence and Charisma saves. It gains the ability to cast Charm Person, Enthrall and Command once each per short rest. The consort cannot make attacks.

Your magical servant cannot be equipped with items or armour, or wield weaponry, and can only hold 100 pounds of physical objects any more weight and before they phase through its magical flesh. Furthermore, it is unable to leave an area of 1000 feet from you, and is automatically brought along if you are moved great distances or shifted to another plane. Attempts to move the magical servant outside of the zone (including a different plane from yours) automatically fail, but deal 6d6 force damage to it.

Should your magical servant be slain, its essence immediately enters your body and remains there for at least 24 hours regaining its strength. You may attempt to resummon it after that time has passed and you have had a long rest. The summoning ritual takes 1 hour to complete.

Pact of the Claw[edit]

One of your hands turns into a claw of pure magical energy. This claw can act as your arcane focus. It can be used for a magical unarmed strike, which uses your Charisma modifier for its attack and damage rolls. The claw deals 1d6 force damage. This claw can also extend up to 15 feet. Through this feature, you can use your attack to cast any spell, invocation, or patron ability with a range of 5 feet or touch at any creature within 15 feet, and you can add the claw's damage to those effects.

Pact of the Mantle[edit]

You may use your action to create a radiant crown on your head. The appearance of the crown is completely up to you. If you were wearing a helmet, it transforms into a crown, while still conferring the same AC. While wearing the crown, you and up to four other creatures within 10 feet of you have a +1 bonus to damage rolls and saving throws. If you stop wearing the mantle, it disappears.

Pact of the Palemaster[edit]

Your Undying Patron has granted you with a powerful but cursed hand which appears rotten or completely skeletal. Granting you control over necrotic energies.
As an action, you may suck the life out of a creature you can see within 30 feet of you. The target must make a Constitution saving throw against your warlock spell save DC. A creature takes 1d4 + your Charisma modifier + your warlock level necrotic damage on a failed save, or half as much damage on a successful one and you are healed for the same amount same amount of hit points. Once you use this feature, you can not use it again until you finish a long rest.

Pact of the Shroud[edit]

Your patron has bestowed upon you a magical shroud that protects you from harm, particularly magic. Your pact shroud shroud can take a myriad of different forms, such as a cloak, cowl, or cape.
You can use your action to summon your pact shroud, which automatically wears itself on your body. While wearing your pact shroud, you gain a +1 bonus to AC and a +1 to spell saves made to avoid or resist the effect of spells.
It remains on you until you die, dismiss it (no action required), or if it is more than 5 feet away from you for more than 1 minute.

Pact of the Wand[edit]

You can use your action to create a wand in your empty hand. The appearance of your pact wand is at your discretion, and like an ordinary wand, it can be used as an arcane focus for a warlock spell you cast. While you are holding your pact wand, you gain a +1 bonus to your warlock spell save DC, and a +1 bonus to any attack rolls you make when casting a spell that requires an attack roll.
Your pact wand disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the wand (no action required), or if you die.
You can transform one magic wand, such as wand of magic missiles, into your pact wand by performing a special ritual while you hold the wand. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the wand, shunting it into an extradimensional space, and it appears whenever you create your pact wand thereafter. You can’t affect an artifact or a sentient wand in this way. The wand ceases being your pact wand if you die, if you perform the 1-hour ritual on a different wand, or if you use a 1-hour ritual to break your bond to it. The wand appears at your feet if it is in the extradimensional space when the bond breaks.

Eldritch Invocations[edit]

General[edit]

The following invocations do not require a specific prerequisite, other than your warlock level.

Aberrant Silk[edit]

Prerequisite: 7th level

You can cast web at will, without expending a spell slot.

Ancient One's Respite[edit]

Prerequisite: 5th level

You are able to cast the entangle spell at will without expending a spell slot. When you are reduced to 0 hit points, a bed of magical tendrils within a cage of chains is summoned around your body, instantly stabilizing you and bringing you up to 1 hit point. While inside the cage, your speed is reduced to 0. At the start of your turn, you can choose to dismiss or remain inside the cage. If you remain inside the cage, you regain hit points equal to 2d8 + Charisma modifier but you are unable to take any actions or bonus actions. Upon dismissing the cage, it crumbles away and cannot be used further. If the cage is destroyed before while you are still inside it, you are dropped on the ground and are knocked prone.

The cage has an AC of 20, 40 hit points, and has vulnerability to radiant damage.
Once you use this invocation, you cannot use it again until you finish a long rest.

Cloud of Locusts[edit]

Prerequisite: 9th level

You can cast insect plague once using a warlock spell slot. You can't do so again until you finish a long rest.

Cosmic Influence[edit]

Prerequisite: 17th level

You can choose wish or time stop as your 9th-level Mystic Arcanum. You do not risk the 33% chance of being unable to cast wish when using this invocation.

Deceive Magic Item[edit]

Prerequisite: 12th level

Choose one other class. You count as a member of that class for the purposes of determining which magic items you can attune to. You gain an additional magic item attunement slot.

Defy Death[edit]

Prerequisite: 9th level

You can cast revivify without expending material components or using a warlock spell slot. You can't do so again until you finish a long rest.

Dual Boon[edit]

Prerequisite: 8th level

You may take another Pact Boon. If you switch this invocation for another as normal for gaining another warlock level, invocations that require this invocation or the Pact Boon it grants cease to function.

Eldritch Missile[edit]

Prerequisite: 9th level

You can cast magic missile at will, at its lowest level without expending a spell slot. You may take this invocation more than once to increase the spell level by 1.

Eldritch Mobility[edit]

Prerequisite: 5th level

Your walking speed increases by 10 feet. You gain a climbing speed equal to your walking speed.

Eldritch Speech[edit]

Prerequisite: 9th level

You can cast tongues on yourself at will, without expending a spell slot or material components.

Ghost Drift[edit]

Prerequisite: 9th level

You may use your action to phase, until the start of your next turn. When you do so you become semitransparent, you can move through walls, floors, objects, and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of feet you are moved.

Lithic Resilience[edit]

Prerequisite: 7th level

You can cast stoneskin without using a warlock spell slot. You can't do so again until you finish a long rest.

Locus of Two Minds[edit]

Prerequisite: 9th level

You may cast one additional spell with a concentration requirement for its duration while maintaining one other spell that requires concentration. You may never maintain more than two spells with a concentration requirement simultaneously. Additionally, if you are only maintaining one spell that requires concentration, you have advantage on saving throws to maintain concentration on that spell.

Martial Prowess[edit]

Prerequisite: 2nd level

You can choose one fighting style available to the fighter.

Oakflesh[edit]

Prerequisite: 9th level

You can cast barkskin on yourself at will, without expending a spell slot or material components. You need not maintain concentration on this spell while casting it through this feature.

Otherworldly Physics[edit]

Prerequisite: 13th level

When you choose your 7th-level Mystic Arcanum, you can choose reverse gravity. It counts as a warlock spell when you cast it in this way.

Patron's Homestead[edit]

Prerequisite: 18th level

You can create an extradimensional dwelling similar to the magnificent mansion spell with this invocation which lasts until you create a new one and casting time is 1 action. Any creature who enters it regains 1 hit point for every minute it spends entirely within the mansion and is affected by the lesser restoration spell until it leaves. The unseen servants which populate your homestead you decide the visual appearance of these servants and their attire. The entire homestead is varied based on your patron. Patron's Homestead is permanent until a new one is created, in which case the old one is destroyed. Only creatures the caster allows are able to enter the homestead and see and sense the portal otherwise they cannot. Any personal belongings of the warlock that were stored in an old Patron's Homestead are transferred to the new one when it is created. You can create a new homestead or create and destroy portals to your homestead from any distance. If a caster casts dispel magic it'll destroy a portal but it will not destroy a homestead. You can use the homestead to travel between portals unless the portal is destroyed.

Patronly Protection[edit]

Prerequisite: 5th level

Your patron infuses your form with eldritch energy. Whenever you use your Dexterity modifier to calculate your AC or Dexterity saving throw you can instead use your Charisma modifier.

Rift Walk[edit]

Prerequisite: 15th level

You can cast misty step without expending a spell slot.

See the Unseen[edit]

Prerequisite: 7th level

You can cast see invisibility at will, without expending a spell slot.

Spider Walk[edit]

Prerequisite: 7th level

You are always under the effect of the spider climb spell.

Tomb of the Lich[edit]

Prerequisite: 18th level

You cast the clone spell requiring no components, however, this uses up all warlock spell slots you have remaining and has an 8 hour cast time. A magical black sarcophagus is created out of an alien material. One cubic inch of the cloned target's flesh must be inserted in the sarcophagus before commencing the cloning. Destroying the sarcophagus will stop the spell and everything will evaporate in a black mist. The sarcophagus has AC 20, 50 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. A 1-hour ritual can be done to repair all damage done to the sarcophagus.

Hex-Related[edit]

Unending Hex[edit]

Prerequisite: 13th level, hex spell

Whenever you cast hex you can force the target to make a Wisdom saving throw. If the target fails its saving throw, this casting of hex does not require concentration. On a successful save, the spell ends. When used in this way, hex cannot be moved after the target is reduced to 0 hit points.

Necromantic Hex[edit]

Prerequisite: 11th level

When you kill a humanoid creature that's under the effects of your hex spell, it rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
You can have a number of zombies equal to your Charisma modifier under your control with this invocation (a minimum of one). If you raise another zombie after that with this feature, a zombie chosen by the DM collapses into dust.

Rushed Malediction[edit]

Prerequisite: 7th level

When you enter combat you may use your bonus action to cast hex. You may use this on your first turn whenever you enter combat. When the hexed creature dies you may select a new target, you can do this a number of times equal to your Charisma modifier.

Eldritch Blast-Related[edit]

The following invocations require eldritch blast cantrip as a prerequisite.

Acidic Blast[edit]

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, you can choose to have it deal acid damage. If you do so, it ignores a creature's resistance (but not immunity) to acid damage.

Eldritch Blow[edit]

Prerequisite: 5th level, eldritch blast cantrip

As an action, you may make a melee attack against a creature, dealing additional damage equal to your eldritch blast's damage on top of the existing weapon damage.

Eldritch Cone[edit]

Prerequisite: 11th level, eldritch blast cantrip

As an action, you may unleash a 20ft cone of energy in front of you. Affected creatures must make a Dexterity saving throw versus your Warlock Save DC. They take damage equal to a single ray of your eldritch blast on a failed save and take half damage on a successful save.

Ensnaring Blast[edit]

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, you can choose to deal no damage, and instead for a creature to make a Dexterity saving throw or be restrained until the end of your next turn as the eldritch energy surrounds and traps it. If you do this, you cannot use any of the extra beams provided by eldritch blast.

Quickened Blast[edit]

Prerequisite: 10th level, eldritch blast cantrip

When you cast eldritch blast, you can choose to expend a Pact Magic spell slot. If you do this you can cast eldritch blast again as a bonus action.

Shattering Blast[edit]

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, you can choose to have it deal psychic damage. If you do so, it ignores a creature's resistance (but not immunity) to psychic damage.

Splitting Blast[edit]

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, you can choose to make a second attack roll against a target within 5 feet of the original target, as long as each beam strikes the same creature.

Eldritch Gravity[edit]

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can choose to either push the creature 10 feet away from you, or pull the creature 10 feet towards you.

Pact Boon-Related[edit]

The following invocations require a specific Pact Boon feature as a prerequisite.

Acolyte of the Crown[edit]

Prerequisite: Pact of the Crown feature

Your magical servant becomes your loyal acolyte, gaining a suit of spells to complement your own. Choose two cantrips from any spell list. Your magical servant gains them, using your own spellcasting statistics for them.

Ameliorated Armor[edit]

Prerequisite: 9th level, Pact of the Aegis feature

You may summon a version of your pact armor that has an AC of 18 and counts as heavy armor or another version that has an AC of 16 + your Dexterity modifier (maximum +2) that counts as medium armor. While wearing your pact armor you may add your Charisma modifier to checks and saving throws made to resist environmental effects and atmospheric hazards.

Arcana Bestowments[edit]

Prerequisite: 15th level, Pact of the Wand feature

While your pact wand is on your person, you may restore an expended warlock spell slot as a bonus action. You must complete a long rest to use this feature again.

Arcane Conversion[edit]

Prerequisite: 17th level, Pact of the Tome feature

You may choose to use your Mystic Arcanum to instead cast a lower level spell you know as the spell slot you use.

Arcane Servos[edit]

Prerequisite: 7th level, Pact of the Aegis feature

While wearing your pact armor you may use your Charisma score in place of your Strength score when you roll for a weapon attack, Strength-based skill check, when determining your carrying capacity and the weight you can push, drag, or lift, and Strength limit for armor. Your carrying capacity is doubled. Additionally, your pact armor's gauntlets count as magic clubs.

Arcane Jets[edit]

Prerequisite: 12th level, Pact of the Aegis feature

While you are wearing your pact armor you gain a fly speed equal to your walking speed.

Book of High Arcanum[edit]

Prerequisite: 17th level, Pact of the Tome feature

You may choose a spell of 8th or 9th level from any class list, and you may expend your use of Mystic Arcanum for that level to cast that spell as a warlock spell.

Book of the Rune Keeper[edit]

Prerequisite: 5th level, Pact of the Tome feature

You can now inscribe magical spells in your Book of Shadows. Choose two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, or wizard. You must choose your spells from that class's spell list. (the two need to be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as if they are warlock spells. On your adventures, you can add other spells to your Book of Shadows (if they are from your chosen spell list or warlock spells). When you find a warlock spell of 1st level or higher, you can add it to your Book of Shadows if it is of a level which you can cast, and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. If the spell is from your chosen list, the time and cost is doubled the normal amount.

At 15th level you gain this extra benifit; You can gain higher level spells and more spell slots form the transcribing process. This process is harder to do so the cost and time to transcribe a spell is doubled the normal amount. Each time you choose to transcribe a spell that is above 5th level, and gain its spell slot, roll a d100; On a 41 or higher you transcribe the spell as normal and you can use your Mystic Arcanum, equal to the spells level to cast that spell. On a 40 or less you gain a spell slot equal to the transcribed spells level, and you transcribe the spell as described above. (You can use this benifit to a maximum of 2 times, for each level of spell slot. (E.g. you can get 2 extra 6th level spell slots this way and 2 extra 7th level spell slots and so on to a maximum of 9th level.)). These spell slots do not count towards the number of known spell slots, and are seperate to your pact magic spell slots.

Boundless Arcanum[edit]

Prerequisite: 17th Level, Pact of the Tome feature.

You can choose any spells as your Mystic Arcanum. You do not risk the 33% chance of being unable to cast wish when using this invocation.

Call from the Grave[edit]

Prerequisite: 5th level, Pact of the Chain feature

You can cast animate dead once using a warlock spell slot. You can't do so again until you finish a long rest.

Dual Pact Boons[edit]

Prerequisite: 5th level, Pact of the Blade feature or Pact of the Wand feature

You can bind up to two pact weapons or pact wands, and have them both summoned simultaneously. All other guidelines to respective boons apply.

Eldritch Secrets[edit]

Prerequisite: 7th level, Pact of the Tome feature

When you gain this invocation, choose two spells from any class's spell list (the two needn't be from the same list). While you have your Book of Shadows on your person you can cast them as warlock spells, provided they are of a level for which you have spell slots.

Energy Barrier[edit]

Prerequisite: 5th level, Pact of the Aegis feature

At the start of each of your turns, you gain temporary hit points equal to your Charisma modifier, provided that you are wearing your pact armor and have at least 1 hit point.

Empowered Influence[edit]

Prerequisite: 4th level, Pact of the Mantle feature

You can affect two additional creatures with your Mantle.

Exceeding Expectations[edit]

Prerequisite: 8th level, Pact of the Crown feature

When you take this invocation, you may grant your servant a feat. At level 16 you may grant them another feat. If at some point you replace this invocation and later take it back, you may select new feats.

Extended Influence[edit]

Prerequisite: 5th level, Pact of the Mantle feature

The range of your mantle increases by 10 feet. You may take this Eldritch Invocation twice, but you must have at least 9 levels in the warlock class before you take it the second time.

Ferocious Wand[edit]

Prerequisite: 9th level, Pact of the Wand feature

Your pact wand's bonus to spell attack rolls and spell save DCs are increased by +2. Spell attacks made through your pact wand score a critical hit on a 19-20.

Mantle of Concentration[edit]

Prerequisite: Pact of the Mantle feature

Creatures affected by your mantle gain a +1 bonus to attack rolls.

Mantle of Draining[edit]

Prerequisite: 11th level, Pact of the Mantle feature

Hostile creatures within range of your mantle take 5 + your Charisma modifier necrotic damage at the start of each of their turns.

Mantle of Protection[edit]

Prerequisite: Pact of the Mantle feature

Creatures affected by your mantle gain a +1 bonus to AC.

Mouth of the Void[edit]

Prerequisite: 11th level, Pact of the Claw feature

In the palm of your claw, a mouth opens. When you must make a saving throw against a spell that deals damage, you can use your reaction to absorb part of the spell, you cut the damage you take by half. You can use this feature before or after you roll your save. This feature can be used once per short or long rest.

Pact Shield[edit]

Prerequisite: Pact of the Blade feature or Pact of the Aegis feature

When you summon your pact weapon or armor you may choose to also summon a shield in the same action. You are proficient with this shield. You may shatter this shield as a reaction to gain advantage on saving throws you make against spells and you gain resistance to damage from spells until the start of your next turn. After using this feature, you cannot summon your shield again until you finish a short rest or long rest.
You may also bind a magical shield as a pact shield, follows the same guidelines as a pact weapon or armor, but for shields only

Perfected Servitude[edit]

Prerequisite: 9th level, Pact of the Crown feature

Your magical servant strives to become the best servant they can be. When you choose this invocation, the main stats of your servant increases to 20 (Strength and Constitution for Guard, Dexterity and Wisdom for Scout, Intelligence and Charisma for Consort). In addition, after every long rest, your servant gains temporary hit points equal to half your level rounded up.

Overcharged Strikes[edit]

Prerequisite: 5th, Pact of the Claw feature

When you make an attack with your clawed hand, you can use your bonus action to cast a cantrip or use a patron ability, any of which can have a regular casting time of at least 1 action. You can use your claw for this bonus action.

Rejuvenating Mantle[edit]

Prerequisite: 19th level, Pact of the Mantle feature, Mantle of Draining Eldritch Invocation

When an enemy takes damage from Mantle of Draining, you can distribute hit points to creatures you choose (including yourself) within the range of your Mantle equal to the amount of damage the enemy took.

Shroud of the Ancients[edit]

Prerequisite: 9th level, Pact of the Shroud feature

Your pact shroud's bonuses are increased to +2. You also become proficient in the Arcana skill, and may add your proficiency bonus twice to ability checks made with that skill.

Otherworldly Patron-Related[edit]

The following invocations require a specific Otherworldy Patron as a prerequisite, in addition to other prerequisites.

Archfey[edit]

The following invocation require the Archfey patron as a prerequisite, in addition to other prerequisites.

Bear King's Honey[edit]

Prerequisite: Archfey patron

The mighty Bear King, who rules a domain of revelry and sport, gifts you with one of his many ornamental clay pots filled with succulent golden honey. The Pot is small enough to hang on your waist and contains 2 servings of honey, which it regains daily at dawn. As an action, you can fling a glob of honey at a target within 30 feet as a ranged weapon attack. If the attack hits, the creature must make a DC 14 Strength saving throw or be restrained. As an action, a creature restrained by the honey can make a DC 14 Strength check, freeing itself on a success. You may spend an action to eat a serving of honey or feed it to another creature instead of throwing it to restore hit points as though you had just used a potion of healing. The Bear King's honey is highly addictive and enticing to all, though you are guarded from its ill effects. If a non-fey creature other than you consumes any amount of the honey, they must succeed on a DC 17 Constitution saving throw or become addicted to the honey.

While addicted, the creature must eat at least one serving of the Bear King's honey once a day or have disadvantage on all attack rolls and ability checks until it consumes another serving of honey.

Bear King's Fine Honey[edit]

Prerequisite: 9th level, Archfey patron

The Bear King gifts you with some of his finer honey. As an action, you can fling a glob of honey at a target within 30 feet as a ranged weapon attack. If the attack hits, the creature is must make a DC 16 Strength saving throw or be restrained (escape DC 16). You may spend an action to eat a serving of honey or feed it to another creature instead of throwing it to restore hit points as though you had just used a greater potion of healing. If a non-fey creature other than you consumes any amount of the fine honey, they must succeed on a DC 19 Constitution saving throw or become addicted to the honey.

Bear King's Perfect Honey[edit]

Prerequisite: 15th level, Archfey patron

The Bear King gifts you with some of the finest honey in his possession. As an action, you can fling a glob of honey at a target within 30 feet as a ranged weapon attack. If the attack hits, the creature is must make a DC 18 Strength saving throw or be restrained (escape DC 18). You may spend an action to eat a serving of honey or feed it to another creature instead of throwing it to restore hit points as though you had just used a superior potion of healing. If a non-fey creature other than you consumes any amount of the fine honey, they must succeed on a DC 21 Constitution saving throw or become addicted to the honey.

Blessing of the Witch[edit]

Prerequisite: 9th level, Archfey patron

You have gained the favor of the Queen of Witches. When you deal damage to a creature, you can expend a warlock spell slot. If you do, you treat any die rolled to determine damage dealt as if they have rolled their maximum value.

Once you use this invocation, you can’t use it again until you finish a long rest.

Faerie Strike[edit]

Prerequisite: 12th level, Archfey patron, Pact of the Blade feature

Your patron enhances you pact weapon with eldritch power, changing its damage type to force damage. In addition, the weapon gains a bonus to its attack and damage rolls equal to your Charisma modifier.

Feywild Frolic[edit]

Prerequisite: 9th level, Archfey patron

You are able to cast misty step at will, without expending a spell slot.

Moonlit Magic[edit]

Prerequisite: Archfey patron, eldritch blast cantrip

The manic Moonlit King rules from his Tower of the Moon and possesses powerful lunar sorceries. His magic makes your eldritch blast deals 1d10 + your Charisma modifier radiant damage. When you hit with a creature with your eldritch blast, If the target is a creature in a form other than its natural form, it takes an additional 2d10 + your Charisma modifier radiant damage and must succeed Charisma saving throw against your spell save DC or revert to its natural form. When the moon bolt hits a target, moonlight glows in a 10-foot radius from that point, creating dim light. You can also cast crown of madness once without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.

Neifion's Tendrils[edit]

Prerequisite: 6th level, Archfey patron

As an action, you lower your hand and rootlike tendrils shoot from your palm into the ground. An instant later they erupt from the earth beneath the feet of a creature and bore into its flesh, replenishing you with their lifeforce. Make a ranged spell attack against a creature within 30 feet of you. On a hit, the target takes 3d6 + your Charisma modifier necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

Once you use this invocation, you cannot use it again until you complete a short or long rest.

Nymph's Beauty[edit]

Prerequisite: 15th level, Archfey patron

Verenestra, First of the Nymphs, blesses you with a nymph-like beauty. Your new soft and delicate looking form makes everyone you meet fawn over you and causes even the most savage of foes reconsider attacking you. You have advantage on Charisma (Deception and Persuasion) checks and you are able to add your Charisma modifier to your AC. However, this boon also makes you far less intimidating and any attempt to be menacing is taken much less seriously. You now make Charisma Intimidation checks at disadvantage and targets have advantage on Wisdom (D6 (5).png) checks against your intimidation. In addition, you can cause one creature charmed by you to become infatuated with you as a bonus action, believing you to be its one true love until the charmed condition ends. A creature infatuated with you makes saving throws to end the charmed condition with disadvantage and is only able to make a saving throw to end the charmed condition after being directly attacked by you yourself.

Once you use this invocation, you cannot use it again until you finish a long rest.

Seelie Servant[edit]

Prerequisite: 4th level, Archfey patron, Pact of the Chain feature

The Fairy Queen has sent her servant to aid you. Your familiar becomes a [daughter or son of Titania]. You familiar also gains a number of Hit Dice equal to your Warlock level + your Charisma modifier.

Titania's Cradle[edit]

Prerequisite: 5th level, Archfey patron

You are able to cast the entangle spell at will without expending a spell slot. When you are reduced to 0 hit points, a bed of magical flowers within a cage of thick vines is summoned around your body, instantly stabilizing you and bringing you up to 1 hit point. While inside the cradle, your speed is reduced to 0. At the start of your turn, you can choose to dismiss or remain inside the cradle. If you remain inside the cradle, you regain hit points equal to 2d8 + Charisma modifier but you are unable to take any actions or bonus actions. Upon dismissing the cradle, it withers away and cannot be used further. If the cradle is destroyed before while you are still inside it, you are dropped on the ground and are knocked prone.

the cradle has an AC of 20, 40 hit points, and has vulnerability to fire damage.
Once you use this invocation, you cannot use it again until you finish a long rest.

Unseelie Queen's Eyes[edit]

Prerequisite: Archfey patron Level 17

The Queen of the Glooming Court grants you the power to see the world as it truly is. You gain truesight out to a distance of 120 feet.

Wild Hunter[edit]

Prerequisite: 6th level, Archfey patron, Pact of the Blade feature

You are blessed as a member of the Wild Hunt. You can cast hunter's mark at will without expending a spell slot and you ignore difficult terrain. The Horned Lord of the Hunt himself inscribes your pact weapon with sylvan hunting runes, causing it to deal an additional die of damage. In addition, when you hit a creature with your pact weapon, you can expend a spell slot to deal an additional 2d8 damage to the target per spell level.

Carar Host[edit]

The following invocations require the Carar Host patron as a prerequisite, in addition to other prerequisites.

Carar Blade[edit]

Prerequisite: 9th level, Carar Host patron, Pact of the Blade feature

Your pact weapon deals poison damage equal to its base damage on a hit.

Lingering Carar[edit]

Prerequisite: 7th level, Carar Host patron, Pact of the Blade feature

You can use a bonus action when you hit with an attack to not only deal poison damage equal to the damage you would otherwise have dealt, but also have the target take the same damage next turn, no action or attack roll required. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Celestial[edit]

The following invocations require the Celestial patron as a prerequisite, in addition to other prerequisites.

Celestial Bow[edit]

Prerequisite: Pact of the Blade feature, The Celestial patron

You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood and gold, which vanishes after 1 minute. You have advantage on attack rolls against Undead with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.

Wrath of Celestia[edit]

Prerequisite: 5th level, eldritch blast cantrip, The Celestial patron

You can channel the Radiance of Mount Celestia through your eldritch blast. When you channel the Radiance of Mount Celestia your Eldritch blast does Radiant Damage instead of Force Damage and When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.

Blessing of Elysium[edit]

Prerequisite: The Celestial patron

Your patron has deemed you worthy to go to Elysium when you die because of this you are granted a Blessing. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value. Also while you are still alive you have access to your home in Elysium however how you are traveling to Elysium while still alive is up to the DM.

Note: After selecting this Invocation you cannot change this invocation to a different invocation like you would with a normal warlock Invocation.

Gearmind[edit]

The following invocations require the Gearmind patron as a prerequisite, in addition to other prerequisites.

Arm Servos[edit]

Prerequisite: 5th level, Gearmind patron

Your Strength increases by 1, to a maximum of 20. Your unarmed strikes deal 1d4 damage. You may add your warlock spellcasting ability modifier to the attack and damage of unarmed strikes, as well as to checks made to grapple, push or pull using your arms.

Focused Servos[edit]

Prerequisite: 9th level, Gearmind patron, eldritch blast cantrip

Your eldritch blast gains a +2 bonus to attack and damage rolls, as long as all the beams are targeting a single creature.

Leg Servos[edit]

Prerequisite: 5th level, Gearmind patron

You gain advantage on Strength and Dexterity saving throws against effects that would move you against your will or knock you prone. You also gain advantage on Constitution saving throws against exhaustion due to running. Your carrying capacity is doubled. Your base walking speed is increased by 10 feet.

Neurotic Servos[edit]

Prerequisite: 5th level, Gearmind patron

You gain proficiency in Intelligence saving throws.

Primordial[edit]

The following invocations require the Primordial patron as a prerequisite, in addition to other prerequisites.

Elemental Strike[edit]

Prerequisite: 12th level, Primordial patron, Pact of the Blade feature

When you hit a creature with your pact weapon, you may deal additional damage equal to your Charisma modifier. Its type depends on your element:

Patron Damage type
Air Thunder
Earth Bludgeoning
Fire Fire
Water Cold

You cannot use this invocation with the Lifedrinker invocation if you have both of them.

Primordial Blast[edit]

Prerequisite: Primordial patron, eldritch blast cantrip

When you cast eldritch blast, you can choose to have it deal damage dependent on your Patron's elemental type. If you do so, it ignores a creature's resistance (but not immunity) against that damage.

Patron Damage type
Air Thunder
Earth Bludgeoning
Fire Fire
Water Cold
Primordial Summon[edit]

Prerequisite: Primordial patron, Pact of the Chain feature

Your familiar is a mephit, whose type must be in common with that of your elemental type (example: If you chose Water, it must be steam, mud, or ice). Such mephits cannot summon other mephits. If a mephit has the Innate Spellcasting feature or a breath weapon, such abilities recharge after you finish a short or long rest, as opposed to its usual recharge period.

Seraphim[edit]

The following invocations require the Seraphim patron as a prerequisite, in addition to other prerequisites.

Lightbearer[edit]

Prerequisite: 12th level, Seraphim patron or Undying Light patron (UA), Pact of the Blade feature

When you hit a creature with your pact weapon, you may deal additional radiant damage equal to your Charisma modifier. You cannot use this invocation with the Lifedrinker invocation if you have both of them.

Radiant Blast[edit]

Prerequisite: Seraphim patron or Undying Light patron (UA), eldritch blast cantrip

When you cast eldritch blast, you can choose to have it deal radiant damage. If you do so, it ignores a creature's resistance (but not immunity) to radiant damage.

Radiant Sword[edit]

Prerequisite: Seraphim patron, Pact of the Blade feature

When you create your pact weapon as a longsword, it manifests as a longsword that glows with radiant power and has a hilt shaped like an angel in flight. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level, and you can cause the creature to emit bright light in a 30-foot radius for 1 minute, and dim light for an additional 30 feet.

The Flesh[edit]

The following invocations require The Flesh patron as a prerequisite.

Absorb Artifact[edit]

Prerequisite: The Flesh patron

The Flesh's mass within you allows you to siphon power from magical items you absorb into your flesh's inter-dimensional space. As an action, you can absorb a single wielded magical item, such as wand, rod, or weapon, into your flesh and have it augment both your magic and unarmed attacks. As long as that item provides an enhancement bonus, you can add that bonus to your spell attacks, spell DCs, and your unarmed attack and damage rolls, no matter what the item's original enhancement.

Your flesh adapts to the absorbed item, amalgamating with it and exerting properties similar to it. Your unarmed attacks become 1d6 force, count as magical, and take on the properties of your absorbed item (ie. cold iron if it is a cold iron weapon). You can still use the special abilities of that item as if you were wielding it, and on-hit abilities are activated by your unarmed strikes. You can absorb only one item in this manner at a time. You can remove the item from your flesh as an action, and, if you die, the item is ejected from your body and drops at your feet.

Adaptive Tissues[edit]

Prerequisite: 5th Level, The Flesh patron

Your skin is constantly shifting and changing, reacting with a mind of its own to potential threats and bubbling over potential obstacles, making you difficult to pin down. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and have advantage on saving throws against being paralyzed. Being underwater imposes no penalties on your natural movement or attacks, but wielded weapons are effected as normal.

Fleshy Forms of Deception[edit]

Prerequisite: The Flesh patron

You can cast disguise self at will, without expending a spell slot. You can also shift your flesh to augment this illusion, shifting your form to perfectly mimic the individual's physical, organic aspects similar to alter self's Change Appearance usage. There is no roll necessary to determine whether your physical form matches whomever you are impersonating. However, any clothes you conjure are still illusory, so, if you have conjured vestments as part of your disguise, individuals can still see through that illusion by an Intelligence (Investigation) check at disadvantage.

Thrall of the Leech[edit]

Prerequisite: 5th level The Flesh patron, Pact of the Leech feature

Your Leech can tunnel into the brains of those you have infected to probe their minds and exert your control over them. You can telepathically communicate with creatures infected by your leech so long as both of you are on the same plane. Additionally, once every long rest for up to eight hours, you can apply one of the following effects to a creature infected by your leech, depending on your level, using your spell DC for its saving throws:

At 5th level, you can apply the effects of charm person.

At 7th level, you can apply the effects of charm monster.

At 9th level, you can apply the effects of dominate person.

At 11th level, you can apply the effects of dominate monster.

Thrall of the Leech is not a spell and does not use a warlock spell slot, though the affected creature still makes their Will saves as normal. On any successful save, the leech is destroyed and the effect ends. Additionally, if you retrieve your leech from the affected creature, you can also choose to instead rip it from their skull, dealing damage as usual and knocking the host unconscious for 10 rounds minus its Constitution modifier. A successful Constitution save halves these effects.

Tomb of Flesh[edit]

Prerequisite: 15th level

You cast the clone spell requiring no components. However, you can only target yourself, you use up all warlock spell slots you have remaining, and it has an 8 hour cast time. After removing one cubic inch of your flesh, a writhing, fleshy cocoon surrounds it and begins cloning your replacement body. Destroying the cocoon will stop the spell and everything will quickly desiccate to an unrecognizable dust. The cocoon has AC 18, 40 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The cocoon regenerates health at a rate of 1d8 per round.

The Formless One[edit]

The following invocations require The Formelss One patron as a prerequisite, in addition to other prerequisites.

Amorphous Armor[edit]

Prerequisite: The Formless One patron

As bonus action, you can conjure a transparent membrane that covers your body for 1 minute. When you conjure the membrane, and at the start of each of your turn while you are covered with the membrane, you gain temporary hit points equal to your Charisma modifier (minimum of 1). You regain use of this invocation when you complete a short or long rest.

Corrosive Blast[edit]

Prerequisite: 5th level, The Formless One patron, eldritch blast cantrip

When you deal damage with your eldritch blast cantrip you can expand a spell slot to cause the blast to explode in a ball of acidic goo. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 acid damage on a failed save, or half as much damage on a successful one. The goo spreads around corners. It melts objects in the area that aren’t being worn or carried.

Mucous Strike[edit]

Prerequisite: 5th level, The Formless One patron, Pact of the Blade feature

When you hit a creature with your pact weapon, you can cast the slow spell on that creature and up to 5 other creatures by expanding a warlock spell slot.

Osmotic Maul[edit]

Prerequisite: The Formless One patron, Pact of the Blade feature

As a bonus action, you can form a maul of crystalized ooze. When you hit a creature with it, you can expend a spell slot to deal an additional 1d8 acid damage to the target per level of the spell slot. In addition, and you temporary hit points equal to half the acid damage you deal this way.

Slime Walk[edit]

Prerequisite: The Formless One patron

You are always under the effect of the spider climb spell.

Slimy Explosion[edit]

Prerequisite: The Formless One patron, eldritch blast cantrip

Once during your turn when you hit a creature with your eldritch blast, you can cast grease as a bonus action without expending a spell slot. However, the spell must be centered on a creature you hit with eldritch blast.

Tamer of Oozes[edit]

Prerequisite: 9th level, The Formless One patron, Pact of the Chain feature

You can cast the dominate monster spell at will, without expending a spell slot or material components. You must target an ooze when casting the spell this way, and duration for the spell is up to 24 hours. You must finish a long rest before you can use this invocation on the same creature again.

Uncanny Metabolism[edit]

Prerequisite: The Formless One patron

Your body can digest and regenerate at tremendous speed. Whenever you finish a short rest, you gain temporary hit points equal to half your warlock level plus your Charisma modifier (a minimum of 1), as long as you are provided with sufficient food and drink.

Vibrant Perception[edit]

Prerequisite: The Formless One patron

You have a tremorsense radius of 60 feet, allowing you to detect and pinpoint objects and creatures without seeing them, as long as you and the source of the vibrations are in contact with the same ground or substance. You cannot detect flying or incorporeal creatures this way.

Mistress of the Night[edit]

The following invocations require Mistress of the Night patron as a prerequisite, in addition to other prerequisites.

Disc of the Night[edit]

Prerequisite: Mistress of the Night patron, Pact of the Blade feature

You can create a chakram with a jet-black blade using your Pact of the Blade feature. This weapon is the symbol of the Mistress of the Night, your patron and the creator of the Shadow Weave. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level. This damage ignores the creature's resistance.

Shadow Double[edit]

Prerequisite: 9th level, Mistress of the Night patron

You can cast mislead once using a warlock spell slot. You cannot do so again until you finish a long rest.

Shield of Shadows[edit]

Prerequisite: 7th level, Mistress of the Night patron

You can cast private sanctum once using a warlock spell slot. You cannot do so again until you finish a long rest.

Shifting Shadows[edit]

Prerequisite: 5th level, Mistress of the Night patron, eldritch blast cantrip

When you hit a creature with a eldritch blast cantrip, you can cast hypnotic pattern as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.

Thrall of the Night[edit]

Prerequisite: 15th level, Mistress of the Night patron, eldritch blast cantrip

When you kill a humanoid creature with your eldritch blast cantrip, it rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
You can have a number of zombies equal to your Charisma modifier under your control with this invocation (a minimum of one). If you raise another zombie after that with this feature, a zombie chosen by the DM collapses into dust.

Veil of the Night[edit]

Prerequisite: 9th level, Mistress of the Night patron

You can cast hallow once using a warlock spell slot. You cannot do so again until you finish a long rest. When you cast the spell this way, you can apply only darkness, energy vulnerability, fear, or silence with it.

The Void[edit]

The following invocations require the The Void, in addition to other prerequisites.

Call Upon Shadows[edit]

Prerequisite: The Void patron

You can cast darkness at will, without expending a spell slot.

Transistor[edit]

The following invocations require the Transistor Otherworldly Patron, in addition to other prerequisites.

Burst[edit]

Prerequisite: 7th level, Transistor patron

Crash's damage increases by 1d6.

Duet[edit]

Prerequisite: Transistor patron

When a creature within 30 feet of you casts a cantrip that deals damage, you can use your reaction to cast the same cantrip on the same target, provided that you know the cantrip and the target is within range. If you do so, your spell attack roll has advantage.

Firewall[edit]

Prerequisite: Transistor patron

Your AC increases by 1.

Help[edit]

Prerequisite: 7th level, Transistor patron

You can cast the conjure woodland beings spell once without expending a spell slot or material components. You must finish a long rest before casting it in this way again.

Sight[edit]

Prerequisite: Transistor patron

You can cast darkvision once without expending a spell slot or material components. You must finish a long rest before you do so again.

Soul Affinity[edit]

Prerequisite: 5th level, Transistor patron

You become resistant to radiant damage.

Soul Evocation[edit]

Prerequisite: Transistor patron

You know the sacred flame cantrip. It does not count against the number of cantrips you know.

Turn[edit]

Prerequisite: 17th Level, Transistor patron.

You can choose time stop as your 9th-level Mystic Arcanum.

Others[edit]

Draconic Summon[edit]

Prerequisite: Dragon patron, Pact of the Chain feature

Your familiar is a tiny draconic familiar that uses the psuedodragon statistics, except for the following traits:

  • Its type is of your choice, and it gains a damage immunity that corresponds with its type.
  • Instead of a sting attack, it gains a breath weapon that deals damage of its draconic type. The area of effect is either a 10-foot cone or a 20-foot line (as appropriate to the dragon's type). All creatures within the area of the breath weapon must succeed on a Dexterity or Constitution saving throw (appropriate to the dragon's type) against your warlock spell save DC, dealing 3d6 damage appropriate to the dragon's type on a failed save, or half as much damage on a successful one. This damage is increased to 4d6 at 5th level, 5d6 at 11th level, and 6d6 at 17th level.
You must complete a short or long rest before your familiar can use its breath weapon again.
Hellish Blast[edit]

Prerequisite: The Fiend patron, eldritch blast cantrip

When you cast eldritch blast, you can choose to have it deal fire damage. If you do so, it ignores a creature's resistance (but not immunity) to fire damage.

Thanotic Blast[edit]

Prerequisite: The Undying patron (SCAG) or Shadowmaster patron, eldritch blast cantrip

When you cast eldritch blast, you can choose to have it deal necrotic damage. If you do so, it ignores a creature's resistance (but not immunity) to necrotic damage.

Variant Rule-Related[edit]

The following invocations uses a specific variant rule.

Defier of Death[edit]

Prerequisite: 12th level

This invocation uses the point-based Pact Magic variant rule.

If you drop to 0 hit points and are not killed outright, you can spend 4 spell points to drop to 1 hit point instead. Each time you use this invocation after the first, the spell points cost increased by 3. When you finish a short rest or long rest, the spell points cost resets to 4.

Eldritch Safeguard[edit]

This invocation uses the point-based Pact Magic variant rule.

When you are hit by an attack, you can use a reaction to spend a number of spell points, up to half your warlock level plus your Charisma modifier, rounded up (a minimum of 1). If you do so, the damage you take from the attack is reduced by a number equal to the amount of spell points spent this way.

Overchannelled Arcanum[edit]

Prerequisite: 15th level

This invocation uses the point-based Pact Magic variant rule.

When you cast a warlock spell that deals damage, you can spend a number of spell points equal to four plus the level of spell you cast as a bonus action. If you do so, you deal maximum damage with that spell.

Overchannelled Pact Weapon

Prerequisite: Pact of the Blade feature

This invocation uses the point-based Pact Magic variant rule.

Once on your turn before you make a weapon attack with your pact weapon, you can spend a number of spell points, up to half your warlock level plus your Charisma modifier, rounded up (a minimum of 1). If the attack hits, you deal an extra damage with the attack equal to the amount of spell points spent this way.

Pragmatic Witchcraft[edit]

Prerequisite: Pact of the Tome feature

This invocation uses the point-based Pact Magic variant rule.

You learn one Metamagic option from the list available to the sorcerer class. While you have your Book of Shadows on your person, you can use this Metamagic option to a warlock spell you cast, and you spend your spell points instead of sorcery point to fuel your Metamagic.
If you have learned another Metamagic option from another source, you can use only one Metamagic option on a spell when you cast it, unless otherwise noted.



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