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Eldritch Invocations

General Invocations

These invocations

Eyes of the Lore Keeper

(Prerequisite: 9th level) You can cast Identify without expending a spell slot. You cannot use this feature again until you complete a short or long rest.  

Blade Invocations

 

Fighting Hand

You can select one of the following fighting styles:
  • Archery. You gain +2 to attack roll you make with ranged weapons.
  • Dueling. While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
 

Chain Invocations

 

Arcane Binding

(Prerequisite: 5th level) When you cast a spell with a Self range whilst your familiar is within 30ft of you. Your familiar also gains the benefits of that spell.  

Eldritch Puppet

(Prerequisite: eldritch blast cantrip) You can use your action to cast Eldritch Blast through your familiar, so long as they are within 100ft of you. When you do this the blast is considered to have originated from your familiar.   (For example, if you possess the Repelling Blast invocation and use it in conjunction with this invocation, the creature is pushed 10ft from your familiar, rather than yourself).  

Improved Pact Bond

When you cast Find Familiar spell through the Pact of the Chain feature, you now have access to the following special forms: faerie dragon (red, yellow or orange), gazer, pixie, quickling.  

Loosened Leash

You can forgo your bonus action this turn, to have your familiar make one attack with its reaction.  

Shadow Invocations

 

Cloak of Obfuscation

Whilst your aura is passive, you can cast Pass without Trace once without expending a spell slot. You can't do so again until you complete a long rest. The spell ends early if your aura becomes Active.  

Dark Impact

Any creature that starts its turn within your aura whilst it is Active takes force damage equal to your Charisma modifier.  

Enforcing Shade

When your aura becomes active, each creature within must make a Strength saving throw or be pushed or pulled 5ft towards you.  

Grasping Ground

(Prerequisite: 12th level) You can use your action to select a creature within your Active aura. The creature must make a Strength saving throw against your Spell Save DC. On a failure, the creature is restrained until they are no longer within your Active aura. You can use this ability once per long rest.  

Improved Pact Mantle

Creatures of your choice within your Passive aura gain +1 to their proficient skills. Creatures of your choice within your Active aura gain +1 to their proficient saving throws.  

Repel the Eyes

(Prerequisite: 9th level) All creatures within your Passive aura are under the effects of the Nondetection spell.  

Tyrannical Presence

(Prerequisite: 15th level) Both your passive and active aura have their range increased to 30ft.  

Umbral Shift

(Prerequisite: 12th level) You can use an action to extract your aura from your corporeal form and place it on a surface within 60ft of you. If your aura is more than 60ft from you at the start of your next turn, it returns to you in its Passive state.  

Skull Invocations

 

Achillean Breaker

As an action, you can select one creature that you can see within 30 feet. You immediately know the creature’s weakest saving throw and one vulnerability, resistance or immunity. You cannot activate this feature again until you finish a long rest.  

Archaic Memory

You gain +2 to your Arcana, History, Nature and Religion skills.  

Cassopher's Intrusive Eye

You gain proficiency in the Insight and Investigation skills.  

Eldritch Repulsion

(Prerequisite: eldritch blast cantrip) You can use your bonus action to cast a singular beam of the Eldritch Blast cantrip.  

Ghoulish Stare

(Prerequisite: 5th level) You can cast See Invisibility without expending a spell slot.  

Improved Pact Crown

You have advantage on Insight and Charisma ability checks when interacting with the creature type chosen from your Pact of the Skull feature.  

Mark of the Mire

You can cast Hunter's Mark once using your warlock spell slot. You can't do so again until you finish a long rest.  

Master's Mind

(Prerequisite: 12th level) When making an Intelligence ability check, you can use your Charisma modifier instead.  

Tome Invocations

 

Improved Pact Script

Select one 1st level spell from any class spell list. You can cast that spell without expending a spell slot. This spell is cast at your Warlock Spell Level. You can only cast this spell once per long rest.   This spell cannot be cast outside of this feature and does not count as one of your known spells. If the chosen spell is not on the warlock spell list, it is nevertheless a warlock spell for you.


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