Warlock Invocations and Boons (5e Class Feature)

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Pact Boons

Pact of the Aegis

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. You can create one of three different versions of your pact armor chosen each time you create your pact armor.

  • A set of light armor with a base AC = 11 + your Dexterity Modifier.
  • A set of medium armor with a base AC = 14 + your Dexterity Modifier (maximum 2). While wearing this armor, you have disadvantage on Dexterity (Stealth) skill checks.
  • A set of heavy armor with a base AC = 16. While wearing this armor, you have disadvantage on Dexterity (Stealth) skill checks.

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 extra-dimensional 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 extra-dimensional space when the bond breaks. Your pact armor can be summoned using its selected base AC or the integrated armors AC and you can ignore all Strength requirements and encumbered penalties related to your pact armor. If the integrated armor imposes disadvantage to your Dexterity (Stealth) checks, your pact armor does as well.

Pact of the Crown

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. It has 12 base AC. Your servant always acts on your Initiative and costs you a bonus action to command it. 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. You can use your action to perceive through its senses as Find Familiar spell and can communicate telepathically as long as it is on the same plane as you.

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. When it is summoned, you can re-spec your servant at your choice. The summoning ritual takes 1 hour to complete.

Pact of the Claw

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 Elements

Choose one of the following elements, granting you use of the associated cantrip as a warlock cantrip: Air—gust, Earth—mold earth, Fire—control flame, or Water—shape water. After taking a short or long rest, you can select a different element to be associated with. You also gain a minor physical mark on your body relating to the first element you selected upon gaining this pact. Examples include a kiss of flame on your cheek, a frostbitten toe, skin with a stone-like texture, or a light breeze that always seems to be blowing through your hair.

The following invocations are associated with the Pact of the Elements: Elementalism, Primordial Tongue, and Summon Elemental.

Pact of the Mantle

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

Your 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

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.

You can transform one magic cloak, cowl, cape, or other similar garment into your shroud 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 shroud as a bonus action, shunting it into an extradimensional space, and it appears whenever you create your shroud thereafter. You can’t affect an artifact or sentient item in this way. The garment ceases being your pact shroud if you die, if you perform the 1-hour ritual on a different garment, or if you use a 1-hour ritual to break your bond to it. The garment appears at your feet if it is in the extradimensional space when the bond breaks. If the item conferred any bonuses before being transformed, such as with a Cloak of Protection, the effects stack with those given by the pact shroud.

Pact of the Wand

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 extra-dimensional 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.

Pact of the Necklace

You may use your action to summon a necklace with a empty potion on your neck. The appearance of the necklace follow the same rule of the Pact of the Blade. If you were wearing a necklace, it transforms into your pact necklace, while still conferring the same AC. While wearing the necklace, you can spend a spell slot to fill the potion with a magic fluid, the fluid last for 1 minute after the creation, choose one of the following effects:

  • As a action you can drink it and recover 2D6 + your Charisma modifier.
  • You learn for the duration a cantrip of your choose, it can be of any class.
  • You can use your action to enter in a rage state, while in this form your gain the same benefits and disadvantage of a barbarian in rage at level 1.
  • For the time you gain 30fts of magic vision

Pact of the Glove

You may use your action to create a arcane glove on your hand. The appearance of the glove follow the same rule of the Pact of the Blade. If you were wearing a glove, it transforms into your pact glove, while still conferring the same AC. While wearing the glove, you have a +1 bonus to the ac and you can use mage hand with the range of 60 feet, your mage hand now has the same weight limits as you , it can be used to attack and activate magic items. If you stop wearing the gloves, it disappears.

Pact of the Ring

You may use your bonus action to create a ring in one of your fingers, fitted perfectly for you. It always appears as a ring made of some alien material and covered by runes. Your pact ring disappear if it is more than 5 feet from for 1 minute or more. You can transform a ring into your pact ring by performing a special ritual while you hold or wear the ring. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the ring as a bonus action, shunting it into an extra-dimensional space, and it appears whenever you create your pact ring thereafter. You can’t affect an artifact or sentient set in this way. The ring ceases being your pact ring if you die, if you perform the 1-hour ritual on a different ring, or if you use a 1-hour ritual to break your bond to the ring. The ring appears at your feet if it is in the extra-dimensional space when the bond breaks. While you have your pact ring equipped you gain +1 in the proficiency.

Pact of the Runes

You may use your action to summon runes all over your body . Any armor you were wearing is magically removed and appears at your feet.The symbol's color and format depends on your patron. While the runes are active you gain unarmored defense equals to your 10 + constitution modifier + charisma modifier.

Eldritch Invocations

General

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

Aberrant Silk

Prerequisite: 7th level

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

Ancient One's Respite

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.

Ancient Spirit's Favor

Prerequisite: 3rd level, good or neutral alignment

You gain the Druidcraft, Guidance, and Mold Earth cantrips.

Cloud of Locusts

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

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

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

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

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

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

Prerequisite: 5th level

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

Eldritch Speech

Prerequisite: 9th level

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

Elemental Avatar

Prerequisite: must not have the Eldritch Blast cantrip, 5th level

You learn the Control Flames, Gust, Mold Earth, and Shape Water cantrips.

Ghost Drift

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

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

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

Prerequisite: 2nd level

You can choose one fighting style available to the fighter.

Mind Over Matter

Prerequisite: 14th level

You can cast Telekinesis at will without expending a spell slot.

Oakflesh

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

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 Blessing

You may spend a spell slot of the appropriate level to cast any spell on your patron's extended spell list, even if you do not know it.

Patron's Homestead

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

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

Prerequisite: 15th level

You can cast misty step without expending a spell slot.

See the Unseen

Prerequisite: 7th level

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

Spider Walk

Prerequisite: 7th level

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

Tomb of the Lich

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

Unending Hex

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. When used in this way, hex cannot be moved after the target is reduced to 0 hit points.

Necromantic Hex

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

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

The following invocations require eldritch blast cantrip as a prerequisite.

Acidic Blast

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

Prerequisite: 5th level, eldritch blast cantrip

You can use your bonus action to make the next melee attack deal additional damage equal to your eldritch blast's damage on top of the existing weapon damage.

Eldritch Cone

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

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

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

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

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

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.

Elementalism

Prerequisite: Pact of the Elements feature

When you cast eldritch blast, or any cantrip or spell that deals energy damage, you may change the type of damage that cantrip or spell does so that it matches the element you have currently attuned to with your Pact of the Elements. In addition, such cantrips or spells also deal an additional amount of energy damage equal to your Charisma modifier of a type associated to your current element even if you do not choose to convert the original spell to the same type. The associated types of damage are as follows: Air—Lightning, Earth—Bludgeoning, Fire—Fire, and Water—Cold.

You may not select this eldritch invocation if you already know Agonizing Blast, and vice-versa.

Cantrip-Related

Note that some of these invocations may require another source of cantrips, such as Pact of the Tome, multiclassing, or the Magic Initiate feat.

Abyssal Flames

Prerequisite: Fire Bolt cantrip

A creature hit by your Fire Bolt cantrip is set on fire and takes 1d8 fire damage at the start of their turn and must take an action on their turn to put out the flames.

Benevolent Restoration

Prerequisite: Spare the Dying cantrip

When you cast Spare the Dying on a creature, they gain temporary hit points equal to your charisma modifier and gain advantage on their next roll.

Bewitched Staff

Prerequisite: Shillelagh cantrip

When you hit a creature with a weapon affected by Shillelagh you can cast a touch cantrip through it as a bonus action.

Blade Mimic

Prerequisite: Sword Burst cantrip

When you casting Sword Burst while wielding a melee weapon, you can change the damage dice of the spell to the one of your weapon, and any magical effects from the sword are applied to the targets hit.

Blinding Light

Prerequisite: Light cantrip

You can use the Light cantrip on a creature, forcing them to make a constitution saving throw, if they fail they are blinded until the end of their turn.

Crowd Ridicule

Prerequisite: Vicious Mockery cantrip

When you cast Vicious Mockery a number of creatures equal to your charisma modifier within 30 feet may use their reaction to mock or laugh at the target, adding an additional die of damage.

Defile the Dying

Prerequisite Spare the Dying cantrip

When casting Spare the Dying you gain advantage on an attacks or saving throw until the end of your next turn.

Debilitating Frost

Prerequisite: Frostbite cantrip

When rolling a 6 on the damage dice of your Frostbite cantrip, the target's AC is lowered by 1 for each for each additional 6 rolled. This reduction lasts for 1 minute or if the target takes 1 point of fire damage.

Delayed Inferno

Prerequisite: Fire Bolt cantrip

When casting Fire Bolt you can turn the mote of fire into a harmless ball of coal for up to 1 hour, after which it turns to dust. During this hour, you can use your bonus action to turn the ball back into a fire bolt, causing it to explode in a 5 foot sphere, dealing the spell's damage to any creature in range that fails a dexterity saving throw.

Desiccate

Prerequisite: Shape Water cantrip

Using Shape Water you can target a creature and force them to make a constitution saving throw or take 1d10 necrotic damage as you extract the water from their body. This spells damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. Plant creatures affected by this spell additional necrotic damage equal to your level.

Earthen Might

Prerequisite: Mold Earth cantrip

Using Mold Earth you can cause the excavated loose earth to form into a solid spike or pillar, you can cause a creature to make a dexterity saving throw or take 1d10 bludgeoning, slashing, or piercing damage, depending on the shape you create. The earth loses its solidity after 1 minute. The damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.

Elecrtify

Prerequisite: Shocking Grasp cantrip

When using a weapon made of metal, you can cast Shocking Grasp on it to deal 1d8 lightning damage when landing a hit using the weapon.

Everyone's Friend

Prerequisite: Friends cantrip, 5th level

When the Friends spell ends, the targeted creature must succeed an intelligence saving throw in order to know that they had been affected by the spell.

Explosive Bubble

Prerequisite: Acid Splash cantrip

Using Acid Splash, any creature within 5 feet of the two targets must also succeed on a dexterity saving throw or take the damage.

False Reality

Prerequisite: Minor Illusion cantrip

You are able to create and maintain number of illusions equal to your charisma modifier with Minor Illusion.

Facsimile Sculpture

Prerequisite: Mold Earth cantrip

Using the ­Mold Earth cantrip you can shape dirt or stone into the shape, weight, texture, and appearance of another object you can see or imagine. These effects last the duration of the spell, after which the object becomes normal dirt or stone, though can retain it's shape. You can shape a number of objects equal to your charisma modifier.

Forbidden Mockery

Prerequisite: Vicious Mockery cantrip, 8th level

When you cast Vicious Mockery and the target fails their saving throw, they must make another wisdom saving throw, if they fail they are frightened of you until the end of your next turn.

Frozen Barrage

Prerequisite: Ray of Frost cantrip

When you hit a creature using Ray of Frost, they must make a dexterity saving throw or take an additional 1d6 piercing damage as the ray of frost freezes the moisture in the air as it travels. This damage scales with the cold damage.

Floran Bond

Prerequisite: Druidcraft cantrip

Using the Druidcraft cantrip you can command a single plant, or a mass of plants (such as roots) within a 5 foot cube to move. This can be used to form a bridge, hold down an object, or block a path. The plants move slowly at 10 feet per round, and is not strong enough to cause damage.

Golden Wind

Prerequisite: Druidcraft cantrip

With the Druidcraft cantrip you can turn non-magical material weighing no more than 10 pounds into non-magical life, such as a bug, rodent, plant, etc. of the same weight.

Gripping Claws

Prerequisite: Primal Savagery cantrip

Using Primal Savagery you can use it and maintain concentration, during which you gain a climbing speed equal to your walking speed.

Guiding Moth

Prerequisite: Druidcraft cantrip

Using Druidcraft you choose to summon a moth, when summoning it you think of a location within 1 mile, and the moth will begin flying towards the location. If a bright light is within 10 feet of the moth, the moth will be distracted and seek the light source.

Hellfire Pit

Prerequisite: Create Bonfire cantrip

When casting Create Bonfire, each creature in a 15 foot circle centered on the bonfire must succeed on a dexterity saving throw or take 1d4 piercing damage as flaming stakes erupt towards them, at the start of their next turn if they have not moved they take an additional 1d6 fire damage. A creature that moves within the space of the stakes is unaffected.

Hidden Blaze

Prerequisite: Produce Flame cantrip

You can now cast Produce Flame up to 60 feet away without vocal components, and casting it this way does not reveal your position. You can use it to target a creatures clothing, causing them to catch on fire.

Lightning Web

Prerequisite Lightning Lure cantrip

When casting Lightning Lure any creature within 5 feet of the target will also be damaged and affected.

Master Magician

Prerequisite Prestidigitation cantrip, 5th level

You can now cast the spell Prestidigitation 8 times in one action, and can have up to 8 effects active for the duration.

Meteorite

Prerequisite: Magic Stone cantrip

The Magic Stone spell now has an unlimited range as long as you can see your target. Additionally the damage of each stone increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Miniature Stars

Prerequisite: Dancing Lights cantrip

While Dancing Lights is active, you can make a ranged spell attack roll against a creature in range using the motes of light, each dealing 1d6 radiant damage.

Mutual Benefit

Prerequisite: Resistance cantrip

When casting Resistance on another creature than yourself, you gain temporary hit points equal to your level if the target succeeds on their saving throw.

Noxious Gas

Prerequisite: Poison Spray cantrip

With Poison Spray you can create a 5 foot cube of poisonous gas within 10 feet of you, any creature that passes thought it is affected by the spell. You can use your action on your turn to move it up to 10 feet in any direction, a gust of wind is able to dissipate the cloud.

Omnidextrous

Prerequisite: Mage Hand cantrip

When casting Mage Hand you can summon a number of hands equal to your charisma modifier, with a total lifting weight of each hand combined, you can move each hand as a single action.

Open Communication

Prerequisite: Message cantrip

When casting Message you can begin concentrating on it for up to 10 minutes and can target a number of people equal to your Charisma modifier, during this time you may all talk among each other as if the spell was constantly being cast among everyone.

Orbiting Stones

Prerequisite: Magic Stone cantrip

You can now affect a number of stones equal to your charisma modifier with Magic Stone, and you can cause the stones to orbit around you or another creature. As an action you can send each stone attacking one or more creatures, you must make a ranged spell attack roll for each stone.

Orchestra of Judgement

Prerequisite Toll the Dead cantrip

When casting Toll the Dead on a creature that attacked you on your turn after it attacked you, you add your charisma modifier to the damage dealt.

Patron's Guidance

Prerequisite: Guidance cantrip, 5th level

When you roll initiative, you can cast Guidance as a reaction on yourself.

Persistent Fortune

Prerequisite: Guidance cantrip

You no longer need to maintain concentration on the Guidance cantrip.

Petrifying Grasp

Prerequisite: Chill Touch cantrip, 10th level

When rolling a natural 20 on an attack roll using Chill Touch, the creature is petrified until the end of its next turn.

Powerful Aura

Prerequisite: Thaumaturgy cantrip

You can use Thaumaturgy to make yourself appear as some sort of powerful supernatural entity, giving you advantage on all charisma skill checks.

Precise Strike

Prerequisite True Strike cantrip, 5th level

When you cast the True Strike cantrip, the target's AC is reduced by your proficiency bonus, but only on attacks made by you.

Preemptive Shattering

Prerequisite: Booming Blade cantrip

After you successfully hit a creature with Booming Blade you can use your reaction to immediately deal the thunder damage, rather than waiting for the creature to move. When you do so, the target must succeed on a constitution saving throw or be stunned until the end of its next turn.

Punish the Unworthy

Prerequisite: Sacred Flame cantrip

When an undead or evil-aligned creature target fails their save against Sacred Flame they become restrained until the end of your next turn as holy fire snakes around them and chains them in place.

Radiant Light

Prerequisite: Light cantrip

Casting Light on a weapon lets it deal additional radiant damage equal to your charisma modifier.

Reflective Ward

Prerequisite Blade Ward cantrip While under the Blade Ward spell, any time you're hit with bludgeoning, piercing, or slashing damage, you reflect damage equal to half your level or the same damage type.

Self Repairing

Prerequisite Mending cantrip

You can now have the Mending spell last up to 8 hours on an item, repairing any damage done to it over 1 minute.

Share Thoughts

Prerequisite: Encode Thoughts cantrip

You can allow other creatures to access the thought strand by casting Encode Thoughts on them as they hold the thought strand.

Shielding Breeze

Prerequisite: Gust cantrip

When casting Gust you can choose to form a shield of wind around yourself or a creature you can see within 30 feet until the start of your next turn. Any attacks made at disadvantage against the shielded creature will automatically miss.

Shockwave

Prerequisite Thunder Clap cantrip

When rolling a 6 on the damage for Thunder Clap one creature per 6 rolled is stunned untill the end of its next turn.

Spider Whip

Prerequisite Thorn Whip cantrip

When casting Thorn Whip you can use the whip as a rope or grappling hook, the whip will latch onto surfaces and is capable of withstanding the weight of one medium sized creature before dispelling.

Spirit Claw

Prerequisite: Mage Hand cantrip, 8th level

You can now make spell attack rolls with your Mage Hand, which deals 1d6 force damage. The damage dice increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Telepath

Prerequisite Message cantrip, 8th level

Your Message cantrip now has a range of 1 mile and you no longer need to know the direction of the target.

Tempest

Prerequisite: Gust cantrip

You can use the Gust cantrip to cause a miniaturied storm in a 5 foot tall by 30 feet tall cylinder, capable of sending objects that are neither held nor carried and that weighs no more than 5 pound flying up to 30 feet, as well as creatures Medium or Smaller that are pushed by the tempest take 1d8 force damage as well as being pushed twice as far. A Large or larger creature must also make a strength saving throw but only takes 1d6 force damage and is not moved.

Unbound Flame

Prerequisite: Green-Flame Blade cantrip, 10th level

When you hit a creature with Green-Flame Blade the green fire that leaps from the target can then leap to a different creature of your choice that you can see within 5 feet of the second target, and again to a creature within 5 feet. The subsequent creatures takes fire damage equal to your spellcasting ability modifier.

Unlimited Blade Works

Prerequisite Sword Burst cantrip, 5th level

After casting Sword Burst, one sword for each damage dice remains, each turn after casting the spell, one sword will launch itself towards towards a creature you can see within 30 feet, make a ranged spell attack roll, the sword deals 1d6 force damage.

Vile Swarm

Prerequisite: Infestation cantrip

When casting Infestation, you can choose to summon a Swarm of Insects, which requires you to maintain concentration for one minute, after which it disappears.

Voice of Authority

Prerequisite: Word of Radiance cantrip, 5th level

When casting Word of Radiance you can shout a single word command, any creature who failed their save must obey this command to the best of their ability or take an additional 1d6 radiant damage. This damage increases to 2d6 at 11th level and 3d6 at 17th level.

Voidlight

Prerequisite: Dancing Lights cantrip

When casting Dancing Lights you can instead summon four motes of darkness which turns all light within 10 feet of the mote into dim light and turn dim light into darkness.

Pact Boon-Related

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

Acolyte of the Crown

Prerequisite: Pact of the Crown feature

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

Ameliorated Armor

Prerequisite: 9th level, Pact of the Aegis feature
Your pact armor improves allowing you to summon of your choice of three types of armor each time you create your pact armor.

  • A set of light armor with a base AC = 13 + your Dexterity Modifier.
  • A set of medium armor with a base AC = 16 + your Dexterity Modifier (maximum 2).
  • A set of heavy armor with a base AC = 18.

While wearing your pact armor you may add your Charisma modifier to checks and saving throws made to resist environmental effects and atmospheric hazards.

Body Entrancement

Prerequisite: 9th level, Pact of the Aegis or Pact of the Runes or Pact of the Glove
Your pact improves granting you +1 AC while using your pact.If you has the 15th level you gain a extra +1 AC. While using your pact you may use your Charisma score in place of your Strength score when determining your carrying capacity and the weight you can push, drag, or lift. Also your carrying capacity is doubled.

Arcana Bestowments

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 Collector

Prerequisite: 12th level, Pact of the Blade feature or Pact of the Aegis

Now you can perform the ritual over the course of 1 hour, which can be done during a short rest, to insert a magical armor/weapon inside your actual pact weapon/armor, when done your pact weapon/armor will gain all the magical attributes of the item. When done the physical form if the magical item will be destroyed. The magical attributes gained will stay dormant and will be needed a bonus action to activate it for 1 minute, if the time end or if you you use another bonus action to change the dormant attribute you will need to do a long rest to choose it again.The magical damage isn't cumulative. (NOTE: This invocation needs heavy revision and clarification. Please see discussion page for more details.)

Arcane Conversion

Prerequisite: 14th level, Pact of the Tome feature or Pact of the Elements or Pact of the Wand or Pact of the Glove

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

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 unarmed attack or a weapon attack, Strength-based skill check, or when determining your carrying capacity and the weight you can push, drag, or lift. Your carrying capacity is doubled. Additionally while wearing gauntlets from your pact armor, your pact armor's gauntlets count as magic clubs and your weapon attack's count as magical for the purposes of overcoming resistances and immunities.

Arcane Jets

Prerequisite: 14th level, Pact of the Aegis feature or Pact of the Runes or Pact of the Shroud

While you are using your pact you gain a fly and swimming speed equal to your walking speed.

Auto-Bio Control

Prerequisite: Pact of the Aegis feature or Pact of the Shroud or Pact of the Necklace

Whenever you regain hit points while you are using your pact, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Book of High Arcanum

Prerequisite: 17th level, Pact of the Tome feature

You may choose two spells, one of 8th and the other of 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 Arcana Unbounded

Prerequisite: 5th level, Pact of the Tome feature

When you select this eldritch invocation, you may select two spells from any spellcasting class and inscribe them in your Book of Shadows. These spells needn't be from the same spellcasting class, but both must be of a level for which your spell slots can accommodate or be a cantrip. These spells are always prepared for you and do not count against your known spells, and are treated as warlock spells for you. Whenever you gain a level, you may trade one of these selected spells for a new one so long as it is of a level which you can cast. You may select this invocation several times and learn two additional spells for every instance of this eldritch invocation.

Book of the Rune Keeper

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 benefit; 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, roll a d100; On a 51 or higher you transcribe the spell as normal and you can use your Mystic Arcanum, equal to the spells level to cast that spell.

Boundless Arcanum

Prerequisite: 14th Level, Pact of the Tome feature.

You can choose a class whos spells you can use your Mystic Arcanum spells. You do risk the 33% chance of being unable to cast wish when using this invocation.

Call from the Grave

Prerequisite: 5th level, Pact of the Chain feature or Pact of the Palemaster or Pact of the Claw

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

Chain Master's Focus

Prerequisite: 9th level, Pact of the Chain feature

While your familiar is active, you may have them rest upon your shoulder. While in this state, your familiar may not take any actions and their movement speed is reduced to 0. While in this state however, you may choose to transfer concentration of a single spell onto your familiar. This allows you to maintain concentration on a single spell while your familiar maintains concentration on a second spell. At any point as a bonus action, you may free your familiar from this state, restoring their ability to move and act, but losing your secondary concentration slot.

Dual Pact Boons

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

Prerequisite: 7th level, Pact of the Tome feature or Pact of the Runes

When you gain this invocation, choose two spells from any class's spell list (the two needn't be from the same list). If 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

Prerequisite: 5th level, Pact of the Aegis feature or Pact of the Runes or Pact of the Necklace or Pact of the Palemaster

At the start of each of your turns, you gain temporary hit points equal to your Charisma modifier (minimum of 1) + your proficiency bonus, provided that you are using your pact and have at least 1 hit point.

Empowered Influence

Prerequisite: 4th level, Pact of the Mantle feature or Pact of the Necklace

You can affect two additional creatures with your pact bonus , the creatures cant be hostile and need to be 10fts of you.

Exceeding Expectations

Prerequisite: Pact of the Crown feature

When you take this invocation, you may grant your servant a feat. At level 10 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

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

Prerequisite: 9th level, Pact of the Wand feature or Pact of the Ring or Pact of the Glove or Pact of the Necklace or Pact of the Palemaster or Pact of the Elements or Pact of the Claw

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

Mantle of Concentration

Prerequisite: Pact of the Mantle feature

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

Mantle of Draining

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

Prerequisite: Pact of the Mantle feature

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

Mouth of the Void

Prerequisite: 11th level, Pact of the Claw feature or Pact of the Runes or Pact of the Glove or Pact of the Palemaster or Pact of the Elements

In the palm of your claw/hand/glove, 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 and heal for the same amount if you have 1 health or more left after receiving the spell. 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

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

When you summon your pact you may choose to also summon a shield in the same action. You are proficient with this shield. You may shatter this shield to make the fragments float around you as a bonus action to gain advantage on saving throws you make against spells and you gain immunity to all damage until the start of your next turn. After using this feature, you cannot summon your shield again until you finish a 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

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.

Primordial Tongue

Prerequisite: 10th level, Pact of the Elements or Pact of the Runes or Pact of the Necklace or Pact of the Crown

Your patron gifts you with the ability to speak and understand any spoken language, similar to the spell tongues, except that listeners believe you are a native speaker. You may attempt to command a single individual with the use of this invocation, though once used you may not do so again until you take a long rest.

Overcharged Strikes

Prerequisite: 5th, Pact of the Claw feature or Pact of the Blade or Pact of the Palemaster or Pact of the Wand or Pact of the Glove

When you make an attack using your pact, 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.

Rejuvenating Mantle

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

Prerequisite: 9th level, Pact of the Shroud feature or Pact of the Ring

Your pact'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.

Summon Elemental

Prerequisite: Pact of the Elements, 10th level

As an action, you may summon an elemental associated with the element you are currently attunted to, as per the spell conjure elemental. However, you do not need to maintain concentration and the elemental remains a loyal servant for the full hour or until it has died or you dismiss it as a bonus action. Treat the elemental as if you had conjured it with the highest level spell slot you have available, though it does not consume any of your spell slots to do so. You may not summon another elemental until after you have taken a short or long rest, even if you have voluntarily dismissed your previous elemental.

Otherworldly Patron-Related

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

Archfey

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

Bear King's Honey

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

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

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

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

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

Prerequisite: 9th level, Archfey patron

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

Moonlit Magic

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

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

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

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

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

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

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

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

Carar Blade

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

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

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

Celestial Bow

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

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

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

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

Arm Servos

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

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

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

Prerequisite: 5th level, Gearmind patron

You gain proficiency in Intelligence saving throws.

Great Old One

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

Eldritch Rebuke

Prerequisite: 5th level, Great Old One patron

You learn the arms of hadar spell if you don't know it already. You can now use this spell as a reaction which you take in response to being damaged by a creature within 10 feet of you that you can see. You may do so once without expending a spell slot before needing to take a long rest.

Expanded Mind

Prerequisite: 10th level, Great Old One patron

Your patron has opened your mind and granted you enhanced psionic abilities. You gain the ability to send out a massive psionic blast from your mind. This Mind Blast ability requires everyone in a 5 foot radius to make an Intelligence saving throw or take 1d4 psychic damage or half on a successful save. For each creature affected by this ability the radius increases by 5 feet and the damage increases by 1d4. You may use this ability again once you've finished a short rest. Additionally, your Awakened Mind ability increases to a 1 mile radius.

Grasping Hex

Prerequisite:Great Old One patron

When you cast hex on a target and land a hit you can instead choose to reduce its speed to 0 as spectral tendrils wrap around it.

Observing Servant

Prerequisite:11th level, Great Old One patron

You can spend an hour performing a ritual granted to you by your patron, this ritual takes 1 hour to perform and once complete you summon a Spectator which obeys your order or your patrons. Once it reaches 0 hit point it dissolves and returns to the void. You must wait 24 hours before performing the ritual again. When performing the ritual you must make a Charisma saving throw with a DC of 20 minus your Charisma modifier. If you fail the Spectator will be hostile and attack you.

Psychic Empowerment

Prerequisite:14th level, Great Old One patron, eldritch blast cantrip

Psychic energy runs through your mind and body, you gain immunity to psychic damage, whenever you are dealt psychic damage you can store the damage until the end of your next turn, you can then add the stored damage on the next eldritch blast you cast. However, your mind is now much more sensitive to sound, you gain vulnerability to thunder damage and if concentrating on a spell while taking thunder damage you roll your concentration saving throw with disadvantage.

Lolth, the Queen of Spiders

The following invocations require the Lolth, the Queen of Spiders patron as a prerequisite, in addition to other prerequisites.

Arachnid Loyalty

Prerequisite: 5th level, Lolth, the Queen of Spiders patron

When you get certain invocations, your spider familiars can gain the benefits of the effects of those invocations as well. Only the following invocations are counted: Devil’s Sight, Eldritch Sight, Eyes of the Rune Keeper, One With Shadows, and Witch Sight. Additionally, the range of your telepathy with your spider familiar doubles to 200ft.

Rapier of the Spider Queen

Prerequisite: Lolth, the Queen of Spiders patron, Pact of the Blade boon

You can create a rapier using your Pact of the Blade feature, one which appears to be made entirely of eerily white metal. This weapon has the finesse property. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 poison damage per spell level. The poison causes agonising pain, and thus causes a critical hit on a natural 19 or 20.

Spider Transformation

Prerequisite: 12th level, Lolth, the Queen of Spiders patron

You can transform into a regular spider three times per long rest. Once every long rest, you can transform into a giant spider. While transformed, you still retain a link to your spider familiar. You may use an action to transform back at any time. At 20th level you gain the ability to transform into a Drider, while still retaining possession of your weapons. This ability replaces your giant spider transformation.

Primordial

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

Elemental Strike

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

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

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

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

Lightbearer

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

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

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

The following invocations require The Flesh patron as a prerequisite.

Absorb Artifact

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

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

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

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 Wisdom 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

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

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

Amorphous Armor

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

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

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

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

Prerequisite: The Formless One patron

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

Slimy Explosion

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

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

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

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

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

Disc of the Night

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

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

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

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

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

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

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

Call Upon Shadows

Prerequisite: The Void patron

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

Transistor

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


Passive Function: Crash

Prerequisite: 7th level, Transistor patron

You are now resistant to non-magical Bludgeoning, Slashing, and Piercing damage. You are also not slowed by difficult terrain.

Passive Function: Mask

Prerequisite: 7th level, Transistor patron

When you kill a creature you can choose to become invisible until the beginning of your next turn.

Passive Function: Purge

Prerequisite: 7th level, Transistor patron

You can cast hellish rebuke without using a warlock spell slot a number of times equal to your Charisma Modifier. You regain all uses after you finish a long rest.

Passive Function: Bounce

Prerequisite: Transistor patron

You can cast the spell absorb elements spell at will at its lowest level without expending a spell slot.

Passive Function: Void

Prerequisite: 7th level, Transistor patron

All Functions’ damage increases by 1 die size.

Upgrade Function: Crash

Prerequisite: 5th level, Transistor patron

Crash main function can now stun the target. The target must make a Constitution saving throw vs your spell DC or be stunned until the end of your next turn.

Upgrade Function: Cull

Prerequisite: Pact of the Blade Transistor patron

Crash main function can be applied to pact weapon attacks.

Upgrade Function: Breach

Prerequisite: Transistor patron

All main functions range is doubled.

Upgrade Function: Bounce

Prerequisite: 10th level, Transistor patron

When you deal damage to a creature with the main functions Crash or Ping, the attack jumps to a creature within 10 feet dealing half the damage of the original attack.

Upgrade Function: Load

Prerequisite: 10th level, Transistor patron

The main function Breach can be cast as a 10 foot wide line but has half the range. It can also be cast as a 15 foot cube within 60 feet.

Upgrade Function: Get

Prerequisite: Transistor patron

When you deal damage to a creature with a main function you can pull the creature up to 10 feet closer to you.

Upgrade Function: Purge

Prerequisite: 10th level, Transistor patron

When you deal damage to a creature with the main functions Crash, Ping, or Breach you can apply the Purge main function.

Upgrade Function: Flood

Prerequisite: Upgrade Function: Purge, Transistor patron

All Purge Saving throws are at disadvantage and healing no longer removes it.

Upgrade Function: Tap

Prerequisite: 10th level, Transistor patron

When you deal damage to a creature with a main function you heal hit points equal to your Constitution Modifier. (minimum 1)

Duet

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.

Active Function: Help

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.

Soul Affinity

Prerequisite: 5th level,Pact of the Blade, Transistor patron

Whatever weapon you bond with as your Transistor if it has a magical bonus that bonus applies to your spell attacks and saving throws as well as the normal weapon.

Soul Evocation

Prerequisite: Transistor patron

You can choose to have your main functions deal Radiant or Necrotic damage instead of Force. Consolidated Functions level 10 feature applies to this damage.

User: Turn

Prerequisite: 5th Level, Transistor patron.

You can cast the haste spell targeting only yourself, once without expending a spell slot or material components. You must finish a long rest before casting it in this way again.

Super User: Turn

Prerequisite: 17th Level, Transistor patron.

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

Others

Draconic Summon

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

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

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

The following invocations uses a specific variant rule.

Defier of Death

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

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

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

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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