Eldritch Invocations
The following is a comprehensive list of all Eldritch Invocations available to Warlocks.
Anything marked with an asterick (*) is modified from its core rules version. Anything in a blue box is homebrew.
Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
You can cast Mage Armor on yourself without expending a Spell Slot.
You can cast Levitate on yourself without expending a Spell Slot.
You can cast Speak with Animals without expending a Spell Slot.
You gain Proficiency in two of the following Skills of your choice: Deception, Performance, or Persuasion.
As a Bonus Action, you call forth intangible and invulnerable insect-like spirits, which originate and flit around you in a 10-foot Emanation. This Emanation lasts for 10 minutes, or until you have the Incapacitated condition, die, or end the effect early as a Bonus Action. Once you use this invocation, you can't use it again until you finish a Short or Long Rest. Any Hostile creature that starts its turn in the Emanation takes an amount of Poison damage equal to half your Warlock level, and has its Speed reduced by 10 feet until the start of your next turn.
You gain Proficiency in two of the following Skills of your choice: Arcana, Linguistics, or Religion.
You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.
You have Advantage on Constitution Saving Throws that you make to maintain Concentration.
You can cast Detect Magic without expending a Spell Slot.
Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
You can read and decipher all writing (excluding unintelligible text).
You can cast False Life on yourself without expending a Spell Slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.
You can breathe underwater, and you gain a Swim Speed equal to your Speed. You can also cast Water Breathing once without expending a Spell Slot. You regain the ability to cast it in this way again when you finish a Long Rest.
You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
You can cast Disguise Self without expending a Spell Slot.
You can cast Alter Self without expending a Spell Slot.
You can cast Silent Image without expending a Spell Slot.
While you're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a Spell Slot.
You can cast Jump on yourself without expending a Spell Slot.
Choose one of your known Warlock cantrips that require an Attack Roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
You can cast Arcane Eye without expending a Spell Slot.
You can cast Speak with Dead without expending a Spell Slot.
You have Truesight with a range of 30 feet.
As a Bonus Action, you can conjure a Pact Weapon in your hand—a Simple or Martial weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have Proficiency with the weapon, and you can use it as a Spellcasting Focus. Whenever you attack with the bonded weapon, you can use your Charisma modifier for the Attack and Damage Rolls instead of using Strength or Dexterity, and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal Damage Type. Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
You learn the Find Familiar spell and can cast it as a Magic action without expending a Spell Slot. When you cast the spell, you choose one of the normal forms for your familiar or one of the special Pact of the Chain specific forms. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
Stitching together strands of shadow, you can conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die. Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class' Spell List, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you. Spellcasting Focus. You can use the book as a Spellcasting Focus.
Joining together strands of glimmer, you can conjure a talisman in your hand at the end of a Short or Long Rest. This Eldritch Talisman (you determine its appearance) serves to aid the wearer when the need is great, but only when you permit it. The talisman disappears if you conjure another talisman with this feature or if you die. You can also use the talisman as a Spellcasting Focus. When a creature you allow to wear the talisman is wearing it and makes an Ability Check, they can add a 1d4 bonus to the roll. Once this benefit is used, it can't be used again until the start of your next turn, and only if you don't have the Incapacitated or Unconscious conditions.
The Extra Attack of your Thirsting Blade invocation convers two extra attacks rather than one.
Once per turn when you hit a creature with your Pact Weapon, you can expend a Pact Magic Spell Slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the Spell Slot, and you can give the target the Prone condition if it is Huge or smaller.
Whenever you finish a Short or Long Rest, you can choose an Exotic weapon of your choice. When you conjure your Pact Weapon, you can have it be the chosen Exotic weapon, instead of a Simple or Martial weapon. Additionally, while your Pact Weapon is the chosen Exotic weapon, it has a +1 bonus to its Attack and Damage Rolls.
A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an Action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name). When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest. As a Magic action, you can erase a name on the page by touching it.
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.
Once per turn when you hit a creature with your Pact Weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll + your Constitution modifier (minimum of 1 HP).
A new page appears in your Book of Shadows when you conjure it. On this page is an oddly drawn map of a 30-foot Cube you have occupied within the last 24 hours (you choose the area when you conjure the book). As a Magic action, you can open your Book of Shadows and activate the map. The map stays active until you close the book (no action required). Map Duration. A map in your Book of Shadows lasts until you finish a Long Rest, conjure a new Book of Shadows, or erase the map as an Action. Reading the Map. While the map is active, you can see the names of creatures who occupy the area, noteworthy objects, as well as the environment and any changes made to it. A creature's name moves as they move. If a creature has no given name or if you have not met this creature before, it is given the name of its species, instead. A creature protected by Divination magic does not appear on the map.
Your familiar from the Find Familiar spell has its Hit Point maximum increased by an amount equal to your Warlock level. Additionally, if your familiar takes on one of the forms listed below, and your Warlock Patron (subclass) matches the form, the familiar's Hit Point maximum is further increased by an amount equal to your Charisma modifier (minimum of 0).
When the wearer of your Eldritch Talisman is damaged by a Hostile creature while you are within 60 feet of the wearer, you can as a Reaction, choose a creature within 30 feet of the wearer to make a Charisma Saving Throw (DC equals your Spell Save DC). On a failed save, the creature takes 1d8 Necrotic or Radiant damage (your choice each time you use this invocation). On a success, they take half as much damage. The damage this invocation deals increases by 1d8 when you reach Warlock levels 5 (2d8), 11 (3d8), and 17 (4d8).
You gain the Extra Attack feature for your Pact Weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.
Some patrons—like the Accursed Archive and Great Old One—revolve around the pursuit or hoarding of knowledge and secrets. As such, it's not uncommon for more intelligent individuals to seek out contracts with them, resulting in Intelligence-based Warlocks. You gain the following benefits.
Your flesh grows corrupt in appearance but is imbued with terrible might. While you are not wearing Armor or using a Shield, your Armor Class equals 10 + your Strength modifier + your Charisma modifier.
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While within the Accursed Archive, you have Advantage on Saving Throws. Additionally, when you cast a spell of 1st level or higher that deals damage, you can use your Bonus Action to cause one target of the spell to become Vulnerable to a single Damage Type until the start of your next turn, rolled randomly on the table below. If the creature has Resistance to the damage type, this Resistance is instead ignored for the duration. If the spell you cast deals that damage type, roll again until you get a different result. Once you use this Bonus Action, you can't do so again until you finish a Short or Long Rest. Journal Damage Type (d4)
1 - Fire
2 - Cold
3 - Poison
4 - Necrotic
Using your Pact of the Blade feature, you can create a weapon wrapped in raven feathers and the hide of abominations that drips and bleeds black ink. When you hit a creature with this weapon, you can cast a single 1st-level spell you know with a Casting Time of one Bonus Action without expending a Spell Slot. Once you cast a spell in this way, you can't do so again until you finish a Short or Long Rest.
Your Book of Shadows attains a binding of dragon scales, becoming Immune to all damage, and can only be destroyed by a Wish spell (or something as powerful as the spell). Additionally, as an Action, you can write into your grimoire the name of an item which you have held or worn in the last minute. While you are on the same plane of existence as that item, your grimoire keeps a precise record of its location, and the identity of any creature you have met that is wearing or carrying it.
You can cast the Identify spell at will, without expending a Spell Slot or requiring material components. Your patron can choose to gain the knowledge of whatever item you identify with this spell. Additionally, you can accurately estimate the value in Gold Pieces of any nonmagical item (if it has one) that you identify, without the need for an Ability Check (like Mercantile).
You learn the Leomund's Secret Chest spell, it counts as a Warlock spell for you, and it doesn't count towards the number of spells you can know. Additionally, you can cast the spell without the need for a replica of the chest (i.e. you would ignore any mention of the "replica" in the spell's description).
Whenever you use your Recovered Memories feature to absorb the knowledge of a creature, you can store the experience in your Book of Shadows, and make it come to life upon the pages of the book. You can copy and transfer any memories within the book to another creature by touching them with the Book as an Action.
While you have a Wiggly Cube as your familiar, it gains additional Maximum Hit Points equal to your Warlock level. When you reach 6th level, you can choose to have your Wiggly Cube grow to become a Medium sized creature, and at 14th level, you can choose to have it become a Large sized creature. Whenever it is Medium, it's Engulf damage improves to 2d8 initial damage and to 4d8 at the start of the cube's turn. When it is Large, the damage improves to 3d8 initial damage and to 5d8 at the start of the cube's turn. When you finish a Long Rest, you can choose to change the Size of your Wiggly Cube to an appropriate Size.
You learn the Arms of Hadar spell, and it doesn't count towards the number of spells you can know. In addition to being able to cast it normally, you can also cast this spell as a Reaction, in response to being damaged by a creature within 10 feet of you that you can see.
As an Action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You have Proficiency with this suit of armor (provided it isn't Exotic) until it’s removed.
Your quest for knowledge allows you to master any spoken language. When you complete a Long Rest, you can choose two Languages. You have the ability to speak, read, and write the chosen languages until you finish your next Long Rest.
The Seeker grants you a special talisman—a charm forged from starlight, decorated with seven gleaming motes of brightness. While the charm is on your person, you know the Augury spell and can cast it as a Ritual. The spell doesn't count against your number of spells known. The talisman has 7 charges; as an Action while your eyes are closed, you can expend a charge and gain Blindsight with a range of 60 feet, which lasts for 1 minute or until you open your eyes. When a charge is used, one of the seven notes of brightness dims. You regain all expended charges when you finish a Long Rest.
General
Agonizing Blast
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals DamageChoose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
Armor of Shadows
You can cast Mage Armor on yourself without expending a Spell Slot.
Ascendant Step
Prerequisite: Level 5+ WarlockYou can cast Levitate on yourself without expending a Spell Slot.
Beast Speech
Prerequisite: Level 2+ WarlockYou can cast Speak with Animals without expending a Spell Slot.
Beguiling Influence
You gain Proficiency in two of the following Skills of your choice: Deception, Performance, or Persuasion.
Cloak of Flies
Prerequisite: Level 5+ WarlockAs a Bonus Action, you call forth intangible and invulnerable insect-like spirits, which originate and flit around you in a 10-foot Emanation. This Emanation lasts for 10 minutes, or until you have the Incapacitated condition, die, or end the effect early as a Bonus Action. Once you use this invocation, you can't use it again until you finish a Short or Long Rest. Any Hostile creature that starts its turn in the Emanation takes an amount of Poison damage equal to half your Warlock level, and has its Speed reduced by 10 feet until the start of your next turn.
Deep Knowledge
You gain Proficiency in two of the following Skills of your choice: Arcana, Linguistics, or Religion.
Devil's Sight
Prerequisite: Level 2+ WarlockYou can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.
Eldritch Mind
You have Advantage on Constitution Saving Throws that you make to maintain Concentration.
Eldritch Sight
Prerequisite: Level 2+ WarlockYou can cast Detect Magic without expending a Spell Slot.
Eldritch Spear
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals DamageChoose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
Eyes of the Rune Keeper
Prerequisite: Level 2+ WarlockYou can read and decipher all writing (excluding unintelligible text).
Fiendish Vigor
Prerequisite: Level 2+ WarlockYou can cast False Life on yourself without expending a Spell Slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
Gaze of Two Minds
Prerequisite: Level 5+ WarlockYou can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other.
Gift of the Depths
Prerequisite: Level 5+ WarlockYou can breathe underwater, and you gain a Swim Speed equal to your Speed. You can also cast Water Breathing once without expending a Spell Slot. You regain the ability to cast it in this way again when you finish a Long Rest.
Lessons of the First Ones
Prerequisite: Level 2+ WarlockYou have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
Mask of Many Faces
Prerequisite: Level 2+ WarlockYou can cast Disguise Self without expending a Spell Slot.
Master of Myriad Forms
Prerequisite: Level 5+ WarlockYou can cast Alter Self without expending a Spell Slot.
Misty Visions
Prerequisite: Level 2+ WarlockYou can cast Silent Image without expending a Spell Slot.
One with Shadows
Prerequisite: Level 5+ WarlockWhile you're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a Spell Slot.
Otherworldly Leap
Prerequisite: Level 2+ WarlockYou can cast Jump on yourself without expending a Spell Slot.
Repelling Blast
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack RollChoose one of your known Warlock cantrips that require an Attack Roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
Visions of Distant Realms
Prerequisite: Level 9+ WarlockYou can cast Arcane Eye without expending a Spell Slot.
Whispers of the Grave
Prerequisite: Level 7+ WarlockYou can cast Speak with Dead without expending a Spell Slot.
Witch Sight
Prerequisite: Level 15+ WarlockYou have Truesight with a range of 30 feet.
Pact Boons
Pact of the Blade
As a Bonus Action, you can conjure a Pact Weapon in your hand—a Simple or Martial weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have Proficiency with the weapon, and you can use it as a Spellcasting Focus. Whenever you attack with the bonded weapon, you can use your Charisma modifier for the Attack and Damage Rolls instead of using Strength or Dexterity, and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal Damage Type. Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
Pact of the Chain
You learn the Find Familiar spell and can cast it as a Magic action without expending a Spell Slot. When you cast the spell, you choose one of the normal forms for your familiar or one of the special Pact of the Chain specific forms. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
Pact of the Tome
Stitching together strands of shadow, you can conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or if you die. Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class' Spell List, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you. Spellcasting Focus. You can use the book as a Spellcasting Focus.
Pact of the Talisman
Joining together strands of glimmer, you can conjure a talisman in your hand at the end of a Short or Long Rest. This Eldritch Talisman (you determine its appearance) serves to aid the wearer when the need is great, but only when you permit it. The talisman disappears if you conjure another talisman with this feature or if you die. You can also use the talisman as a Spellcasting Focus. When a creature you allow to wear the talisman is wearing it and makes an Ability Check, they can add a 1d4 bonus to the roll. Once this benefit is used, it can't be used again until the start of your next turn, and only if you don't have the Incapacitated or Unconscious conditions.
Pact Boon Specific
Devouring Blade
Prerequisite: Level 12+ Warlock, Thirsting Blade InvocationThe Extra Attack of your Thirsting Blade invocation convers two extra attacks rather than one.
Eldritch Smite
Prerequisite: Level 5+ Warlock, Pact of the Blade invocationOnce per turn when you hit a creature with your Pact Weapon, you can expend a Pact Magic Spell Slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the Spell Slot, and you can give the target the Prone condition if it is Huge or smaller.
Exotic Pact Weapon
Prerequisite: Level 5+ Warlock, Pact of the Blade invocationWhenever you finish a Short or Long Rest, you can choose an Exotic weapon of your choice. When you conjure your Pact Weapon, you can have it be the chosen Exotic weapon, instead of a Simple or Martial weapon. Additionally, while your Pact Weapon is the chosen Exotic weapon, it has a +1 bonus to its Attack and Damage Rolls.
Gift of the Protectors
Prerequisite: Level 9+ Warlock, Pact of the Tome InvocationA new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an Action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name). When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest. As a Magic action, you can erase a name on the page by touching it.
Investment of the Chain Master
Prerequisite: Level 5+ Warlock, Pact of the Chain InvocationWhen you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits.
- Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.
- Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.
- Necrotic or Radiant Damage. Whenever the familiar deals Physical damage, you can make it deal Necrotic or Radiant damage instead.
- Your Save DC. If the familiar forces a creature to make a Saving Throw, it uses your Spell Save DC.
- Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.
Lifedrinker
Prerequisite: Level 9+ Warlock, Pact of the Blade InvocationOnce per turn when you hit a creature with your Pact Weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll + your Constitution modifier (minimum of 1 HP).
Living Map
Prerequisite: Level 2+ Warlock, Pact of the Tome InvocationA new page appears in your Book of Shadows when you conjure it. On this page is an oddly drawn map of a 30-foot Cube you have occupied within the last 24 hours (you choose the area when you conjure the book). As a Magic action, you can open your Book of Shadows and activate the map. The map stays active until you close the book (no action required). Map Duration. A map in your Book of Shadows lasts until you finish a Long Rest, conjure a new Book of Shadows, or erase the map as an Action. Reading the Map. While the map is active, you can see the names of creatures who occupy the area, noteworthy objects, as well as the environment and any changes made to it. A creature's name moves as they move. If a creature has no given name or if you have not met this creature before, it is given the name of its species, instead. A creature protected by Divination magic does not appear on the map.
Loyal Servant
Prerequisite: Level 2+ Warlock, Pact of the Chain InvocationYour familiar from the Find Familiar spell has its Hit Point maximum increased by an amount equal to your Warlock level. Additionally, if your familiar takes on one of the forms listed below, and your Warlock Patron (subclass) matches the form, the familiar's Hit Point maximum is further increased by an amount equal to your Charisma modifier (minimum of 0).
- Accursed Archive. Record-Hunter.
- Archfey. Sprite.
- Celestial. Sphinx of Wonder.
- Elder Dragon. Pseudodragon.
- Fiend. Imp, Quasit.
- Great Old One. Slaad Tadpole.
- Undead. Crawling Hand, Skeleton.
Possessor’s Ire
Prerequisite: Pact of the Talisman InvocationWhen the wearer of your Eldritch Talisman is damaged by a Hostile creature while you are within 60 feet of the wearer, you can as a Reaction, choose a creature within 30 feet of the wearer to make a Charisma Saving Throw (DC equals your Spell Save DC). On a failed save, the creature takes 1d8 Necrotic or Radiant damage (your choice each time you use this invocation). On a success, they take half as much damage. The damage this invocation deals increases by 1d8 when you reach Warlock levels 5 (2d8), 11 (3d8), and 17 (4d8).
Thirsting Blade
Prerequisite: Level 5+ Warlock, Pact of the Blade InvocationYou gain the Extra Attack feature for your Pact Weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.
Patron Specific
Bargain of the Archivist
Prerequisite: Accursed Archive or Great Old One SubclassSome patrons—like the Accursed Archive and Great Old One—revolve around the pursuit or hoarding of knowledge and secrets. As such, it's not uncommon for more intelligent individuals to seek out contracts with them, resulting in Intelligence-based Warlocks. You gain the following benefits.
- Additional Spell Slot. The number of Spell Slots you have to cast your Warlock spells of levels 1-5 is increased by 1.
- Intelligence Ability Score. Intelligence is your Spellcasting Ability for your Warlock spells, rather than Charisma. Whenever a Warlock class feature or Eldritch Invocation references your Charisma modifier, you use your Intelligence modifier instead.
Curse of Carasphyx
Prerequisite: Level 5+ Warlock, Accursed Archive SubclassYour flesh grows corrupt in appearance but is imbued with terrible might. While you are not wearing Armor or using a Shield, your Armor Class equals 10 + your Strength modifier + your Charisma modifier.
WIP
The Archivist's Index
Prerequisite: Accursed Archive patron, Pact of the TomeWhile within the Accursed Archive, you have Advantage on Saving Throws. Additionally, when you cast a spell of 1st level or higher that deals damage, you can use your Bonus Action to cause one target of the spell to become Vulnerable to a single Damage Type until the start of your next turn, rolled randomly on the table below. If the creature has Resistance to the damage type, this Resistance is instead ignored for the duration. If the spell you cast deals that damage type, roll again until you get a different result. Once you use this Bonus Action, you can't do so again until you finish a Short or Long Rest. Journal Damage Type (d4)
1 - Fire
2 - Cold
3 - Poison
4 - Necrotic
Butcher's Quill
Prerequisite: Accursed Archive patron, Pact of the BladeUsing your Pact of the Blade feature, you can create a weapon wrapped in raven feathers and the hide of abominations that drips and bleeds black ink. When you hit a creature with this weapon, you can cast a single 1st-level spell you know with a Casting Time of one Bonus Action without expending a Spell Slot. Once you cast a spell in this way, you can't do so again until you finish a Short or Long Rest.
Legendary Ledger
Prerequisite: Elder Dragon patron, Pact of the TomeYour Book of Shadows attains a binding of dragon scales, becoming Immune to all damage, and can only be destroyed by a Wish spell (or something as powerful as the spell). Additionally, as an Action, you can write into your grimoire the name of an item which you have held or worn in the last minute. While you are on the same plane of existence as that item, your grimoire keeps a precise record of its location, and the identity of any creature you have met that is wearing or carrying it.
For the Hoard
Prerequisite: Elder Dragon patronYou can cast the Identify spell at will, without expending a Spell Slot or requiring material components. Your patron can choose to gain the knowledge of whatever item you identify with this spell. Additionally, you can accurately estimate the value in Gold Pieces of any nonmagical item (if it has one) that you identify, without the need for an Ability Check (like Mercantile).
Secret Stash
Prerequisite: Elder Dragon patron, 9th levelYou learn the Leomund's Secret Chest spell, it counts as a Warlock spell for you, and it doesn't count towards the number of spells you can know. Additionally, you can cast the spell without the need for a replica of the chest (i.e. you would ignore any mention of the "replica" in the spell's description).
Catalogue of Experiences
Prerequisite: Gelatinous Convocation patron, Pact of the TomeWhenever you use your Recovered Memories feature to absorb the knowledge of a creature, you can store the experience in your Book of Shadows, and make it come to life upon the pages of the book. You can copy and transfer any memories within the book to another creature by touching them with the Book as an Action.
Convocation's Child
Prerequisite: Gelatinous Convocation patron, Pact of the ChainWhile you have a Wiggly Cube as your familiar, it gains additional Maximum Hit Points equal to your Warlock level. When you reach 6th level, you can choose to have your Wiggly Cube grow to become a Medium sized creature, and at 14th level, you can choose to have it become a Large sized creature. Whenever it is Medium, it's Engulf damage improves to 2d8 initial damage and to 4d8 at the start of the cube's turn. When it is Large, the damage improves to 3d8 initial damage and to 5d8 at the start of the cube's turn. When you finish a Long Rest, you can choose to change the Size of your Wiggly Cube to an appropriate Size.
Eldritch Rebuke
Prerequisite: Great Old One patron, 5th levelYou learn the Arms of Hadar spell, and it doesn't count towards the number of spells you can know. In addition to being able to cast it normally, you can also cast this spell as a Reaction, in response to being damaged by a creature within 10 feet of you that you can see.
Eldritch Armor
Prerequisite: Hexblade patron, 5th levelAs an Action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You have Proficiency with this suit of armor (provided it isn't Exotic) until it’s removed.
Seeker's Speech
Prerequisite: Seeker patronYour quest for knowledge allows you to master any spoken language. When you complete a Long Rest, you can choose two Languages. You have the ability to speak, read, and write the chosen languages until you finish your next Long Rest.
Star Charm
Prerequisite: Seeker patron, Pact of the TalismanThe Seeker grants you a special talisman—a charm forged from starlight, decorated with seven gleaming motes of brightness. While the charm is on your person, you know the Augury spell and can cast it as a Ritual. The spell doesn't count against your number of spells known. The talisman has 7 charges; as an Action while your eyes are closed, you can expend a charge and gain Blindsight with a range of 60 feet, which lasts for 1 minute or until you open your eyes. When a charge is used, one of the seven notes of brightness dims. You regain all expended charges when you finish a Long Rest.