Eldritch Invocations
A Play Most Foul
Prerequisite: Pact of the Tome feature, The King In Yellow Patron.
Your book of Shadows now contains all the pages within a copy of the King in Yellow. When you use Cassilda's Song, you have advantage on all concentration checks.
Anchor Charm
Prerequisite: Pact of the Talisman
Your talisman summoned through the pact of the talisman boon gains a surprising Heft to it. A creature wearing your talisman has advantage of saves to resist being moved or being knocked prone. on a failed save against being moved or knocked prone, you can expend one of the charges from the talisman to add half your warlock level, potentially turning it into a success.
Amulet of Resurrection
Prerequisite: Pact of the Talisman, 9th Level
Your talisman is no longer destroyed if you die, and can be used in place of your corpse to restore you to life. If the talisman is on your corpse or used in place of your corpse, the spell used to resurrect you doesn’t require material components.
Arcane Karma
Prerequisite: Conflicted Soul Patron, pact of the tome
Whenever you cast a spell using your warlock spell slot that deals radiant damage you increase your balance scale by 1 and if you cast a spell that deals necrotic damage decrease your balance scale by 1.
Armored Cloak
7th-level, Pact of the Cloak
Whenever you cast mage armor, the your ac is instead 13 + your charisma modifier
Arm Growth
Prerequisite: 7th Level
You grow two additional arms. These arms do not grant you any additional actions nor attacks, however you may hold equipment in them and use them to manipulate objects (For example, these additional arms could allow you to wield a greatsword in two, a shield in another, and still supply somatic components for spells with the final arm)
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast levitation yourself at will, without expending a spell slot or material components.
Aspect of the Moon
Prerequisite: Pact of the Tome feature
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Avatar of Arcanum
Prerequisite 11th level
Whenever you cast a spell with your Mystic Arcanum Feature, you may choose to instead use any of that spells basic spell masteries.
GM's Note, please have a short list of masteries you are most likely to use, spellcasters are already slow enough at the table not knowing what they want to do.
Awakened Key
Prerequisite: 15th Level, Master's Door Invocation
As a bonus action, while you are planes channeling layer three, you may expend a use of your mystic arcanum to ascend to layer four.
Beast Speech
You can cast speak with animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bequest of Algernon
Prerequisite: 9th level, Pact of the Chain feature
As an action, you can permanently dismiss your familiar and use it’s essence to cast awaken without material components or spending a spell slot. You may only target a beast with the spell and the duration ends when you cast find familiar again.
Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
Blasphemous Prayer
Prerequisite: 5th-level Warlock
You memorize a single Channel Divinity option of your choice from those available to any Cleric Divine Domain or Paladin Oath at 2nd level. You use your Warlock level in place of Cleric level and use your Spell save DC. This Channel Divinity may also be used to for a channel divinity granted to you through your religion. You can invoke this Channel Divinity once, then you must finish a long rest before you can invoke it again.
If you have the pact of the Tome, A new page appears in your Eldritch Tome allowing you regain this use of channel divinity on a short rest as well.
Blood Ledger
Prerequisite: Pact of the Tome
Your Eldritch tome gains an additional page, taking the form of a debt ledger. The ledger can have a number of names written in it equal to your proficiency bonus.
As an action, you can propose a pact to a currently non-hostile creature that possesses a soul, and that is not currently under the effects of enchantment magic. What you offer to the creature you are attempting to make the contract with is up to the player, but whatever is promised must be paid in full.
In return, if someone signs the contract, that creature loses one Hit Die, as part of their health is leached into the book and written as a name. For each name on the page, you gain one additional Hit Die (this does not increase your maximum hit points, merely your maximum number of Hit Dice.)
Bond of the Talisman
Prerequisite: 12th level, Pact of the Talisman feature
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Bonded Spirit
Prerequisite: 5th level, Pact of the Chain feature
Your familiar adds twice your proficiency bonus to its maximum hit points and is granted additional features, dependant upon your Warlock Patron:
- The Archfey. When targeted by an attack or ability, your familiar can use its reaction to become invisible until the start of its next turn and magically teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Once it uses this trait, it can’t do so again until you finish a short or long rest.
- The Celestial. As an action, your familiar can make use of one die from your Healing Light feature with a range of touch. If it does, the maximum die value is applied.
- Conflicted Soul. You gain access to the celestial or fiend feature of this invocation based on where your balance is, if you are neutral you may choose.
- The Fathomless & The Ghost Ship. Your familiar can see normally in magical and non- magical darkness to a distance of 60 feet and can breathe underwater.
- The Fiend. When reduced to 0 hit points, your familiar explodes in a burst of fire and brimstone. creature within 5 feet of it must make a Dexterity saving throw vs your spell DC, taking 2d6 plus your Charisma bonus fire damage on a failed save, or half as much damage on a successful one.
- The Genie. Your familiar’s creature type can be Elemental. Your familiar gains immunity to a damage type determined by your patron's kind: bludgeoning (da), thunder (djinni), fire (efreeti), or cold (marid).
- The Great Old One. & The King in Yellow Your familiar’s creature type can be Aberration. Any time you cast a spell with a range of touch through your familiar, you can choose for the target to make a Charisma saving throw against your spell DC. On a failure, the target has disadvantage on its next attack roll before the end of its next turn.
- The Hexblade. If the target of your Hexblade’s Curse dies within 30’ of your familiar, it gains temporary hit points equal to your Warlock level + your Charisma modifier.
- The Undead & The Arch Vampire. Your familiar’s creature type can be Undead. If it is reduced to 0 hit points, it returns to life at full health after a short rest.
Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't 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 rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) 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.
Finally, Half of the spell masteries granted to you by your book of shadows can now be of leveled spells you know. If Your book of shadows is "Empowered" One of the masteries you know may be a Mythic mastery.
Buried Treasure
You can pinpoint the location of precious metals and stones, such as coins, gems, and jewelry, within 60ft of you, even if you can't see or smell them.
Caiphon's Beacon
Prerequisite: The Great Old One patron
The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
Captain's Parrot
Prerequisite: Pact of the Chain
Your familiar gains the ability to speak, read, and write two languages of your choice. It also learns the Vicious Mockery cantrip, which it casts using your spell save DC. When determining the spells damage, your familiar uses your spell casting level.
Celestial Radiance
Prerequisite: Celestial patron
When you use your healing light feature to restore a creature's hitpoints, that creature has advantage on the next saving throw it makes against a charm or fear effect within the next minute.
Additionally, when you damage a creature with your Eldritch light, you can grant temporary hit points equal to your charisma modifier to creature of your choice within 5 feet of the target. These temporary hit points fade after 1 minute or when you leave initiative.
Chain Master's Menagerie
Prerequisite: 7th level, Pact of the Chain feature
You can cast conjure animals once without expending a spell slot. The spirits summoned can only take the form of beasts of challenge rating of 0 and they share the same creature type as your familiar. You regain the use of this feature after you finish a long rest.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Channeling Edge
Prerequisite: Shadow Forger Invocation
You may now infuse your pact weapon with the advanced channeling potential of a spell foci, choose one of the traits of a spell foci to add to your weapon, you may change this trait the same way you would change one of your weapon's properties.
Crawling Eye
Prerequisite: 8th Level
As an action, you may detach one of your eyes and allow it to move independently of yourself. Your eye is a tiny creature that has a speed of 30-feet and you may control it on your turn (No action required) You can see through this eye out to your normal vision capabilities. Your eye has an AC equal to your Warlock DC and it is instantly destroyed if it takes any damage. If your eye is destroyed, you regenerate it after 1d4 hours have passed.
As an action while your eye is within 5-feet of you, you may pick it up and slot it back into your socket. Over the course of one minute while your eye is unattached, you may conduct a ritual that causes it to teleport back into your eye socket if it is unattached. You may only have one eye detached at a time using this feature.
Cloak of Flies
Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
If you have the boon of the Cloak, you may use this ability at will, otherwise once you use this invocation, you can't use it again until you finish a short or long rest, .
Cloak of Storms
Prerequisite: Pact of the Cloak
The darkness of your cloak roils and swirls like that of black clouds and arcs of static energy jump between its folds.
When you are hit with a melee weapon that is made of metal, the target takes PB lighting damage.
If you are rolling a d20 test to avoid a storm based terrain effect, challenge, or hazard, You may treat any roll of a 9 or lower as a 10.
Collector of Curses
Prerequisite: 5th Level
Cursed Items don't count against the total number of items you can attune to.
Dark Passage
Prerequisite: Pact boon of the Cloak
As an action, you flatten your cloak against a solid surface such as a wall the ground, conjuring a shadowy walkway through the surface. This walkway can be conjured through (prof bonus * 10 feet) of solid dirt or wood, half as much if it is stone or a similar substance, and a quarter of that distance if its an artificial substance such as metal. If your passageway would not reach the an empty space within that distance, it fails but you do not expend your use of this invocation. You may remove the cloak from the walkway from either side as a bonus action, closing the passage. If there is a creature within the passageway when it closes, it is shunted to the closest side of the passageway where there is an unoccupied space for it to be pushed into.
Once you have used this Invocation, you may not do so again until you finish a short or long rest.
Death Funnel
Prerequisites: Undead Patron
Whenever you cast a spell of 1st level or higher, you can choose to deal an additional 1d6 damage for each corpse within 60 feet of you that has been dead for no longer than a day. The number of additional d6's cannot exceed you level.
Dealmaker
Prerequisites: Pact of the Tome
As an action, you may light your hand aflame and offer a bargain to a creature within 30-feet of you. The bargain could be anything, but it must be within your capabilities (Such as offering protection to the creature, promising them an item, ect)
You stipulate what you expect from the other creature in exchange for fulfilling your half of the bargain. If you attempt to add hidden stipulations or loopholes, you must make a Charisma (Deception) check contested by their insight. The stipulations/loopholes cannot undermine the entire bargain.
The creature being offered the bargain hears everything in their head, and understands the nature of the bargain. If they choose to accept it, they can use their action on their turn to shake your hand provided they are within 5-feet of you. They cannot shake your hand if they under magical coercion of any sort, nor can they be threatened into shaking your hand.
The contract remains until both participants fulfill their ends of the deal, one of them dies, both agree to nullify it, or one of them breaks it. If a creature breaks it, they suffer a number of d10's in true damage equal to twice your Warlock level. Their hit point maximum is reduced by an amount equal to the damage suffered. This reduction cannot be removed by means short of the Greater Restoration spell cast at 9th level.
You can have no more bargains active at a time than an amount equal to your Charisma modifier (Minimum of 1)
*Note: Bargains that attempt to impose Mechanical consequences such as inflicting conditions like frightened or charmed require DM approval. This Invocation is primarily for roleplay purposes, the DM has the final say on mechanical implications not implicitly stated within the description.
Destined Desire
Prerequisite: Genie Patron
When a creature expends a d4 granted to them by your Eldritch wish, all sources of disadvantage are removed.
Whenever you are within your genies vessel, and can see and hear outside of it through other means, such as a familiar or gaze of two minds. You may cast spells through the creature allowing you to sense. the spell cannot have somatic components, and if it requires verbal components you must be able to speak through the projected senses from whatever feature you are using to project your senses.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Delinquent Destination
Prerequisite: 7th level, Pact of the Lodestone feature
When you choose a landmark using your lodestone, you can choose to jinx the way. While you move towards the chosen location, any creature not traveling with you attempting to reach it has disadvantage on ability checks to find its way there. On a failed check, such a creature magically loses its way and begins moving directly away from that location for the next hour, convinced it's on the right course.
While you have no landmarks under this jinx, creatures suffer this effect while trying to locate or track you.
Door From Nothing
13th-level, Pact of the Cloak
You may cast arcane gate without expending a use of Mystic Arcanum. You may not cast that spell using this invocation again until you have finished a long rest.
When you use this invocation to cast arcane gate the range become 1 mile, and you can choose a point for the second portal that you cannot see, as long as you have been in the location before.
Disembodied Hand
Prerequisite: 8th Level
As an action, you may detach one of your hands and cause it to float independently of you. Your hand is a tiny creature that has a flying speed of 30-feet and can hover-you may control it on your turn (No action required) Your hand can supply somatic components for spells and interact with items as normal, however you must still expend the appropriate actions in order to do so. Your hand has an AC equal to your Warlock DC and it is instantly destroyed if it takes any damage. If your hand is destroyed, you regenerate it after 1d4 hours have passed.
As an action while your hand is within 5-feet of you, you may pick it up and attach it back to your arm. Over the course of one minute while your hand is unattached, you may conduct a ritual that causes it to teleport back to your wrist if it is unattached. You may have as many hands detached at a time as you have hands.
Dreadful Word
Prerequisite: 7th level
You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
Duality of Blades
Prerequisite: 5th level, Pact of the Blade feature
You can bind up to two pact weapons simultaneously, and have them both summoned simultaneously. All other guidelines to the pact boon apply. The first weapon you conjure deals necrotic damage, and the second deals Radiant damage.
Ear Growth
Prerequisite: 7th Level
You grow additional ears across your body, granting you advantage on all perception checks reliant on hearing. You also gain immunity to nonmagical sources of the deafened condition (Such as a creature attempting to cut your ears off) and you are capable of regrowing cut off ears at will. Cut off ears disintegrate to dust.
Erupting Blast
Prerequisite: 5th-level Warlock
When you damage a creature with a damage dealing cantrip, you can use a bonus action to cause other creatures of your choice within 5 feet of the target to take damage of the type of the spell equal to your Charisma modifier (minimum of 1 damage). Creatures already damaged by that cantrip cannot be targets of this feature.
Eye Growth
Prerequisite: 7th Level
You grow additional eyes across your body, allowing you to see in all directions at all times and granting you advantage on all perception checks reliant on sight. You also gain immunity to nonmagical sources of the blinded condition (Such as a creature attempting to gouge your eyes out) and you are capable of regrowing lost eyes at will. Removed eyes disintegrate to dust.
Eldritch Arms
Prerequisite: Great Old One, Yellow King or Fathomless Patron
Your patron grants you an additional appendage: a ghostly translucent tentacle that sprouts from your back. This tentacle can perform somatic components of spells, has a reach 10ft, and can be used to interact with objects and hold things just as freely as you could with an arm, but it cannot make weapon attacks or wield a shield. The tentacle has a carry capacity of 15 * your charisma Modifier. You can dismiss or recall the tentacle as a part of casting your Eldritch secret. You gain an additional tentacles for each spark you are able to cast with your Eldritch secret, each of which act independently of the first.
Additionally whenever you cast your Eldritch secret you may choose to instead reach out and make attacks with the tentacles, you make a melee spell attack against creatures within range of the tentacles, dealing 2d6 damage on hit. This attack has advantage if made against a frightened creature. You make additional attacks for each tentacles that you have.
Eldritch Blade Master
Prerequisite: Pact Boon of the Blade, or Hexblade Patron, 7th level
Choose one weapon you are proficient in, you may gain a weapon mastery which that weapon is eligible.
Eldritch Mastery
When you gain this invocation, choose one Warlock spell you know. You learn one basic spell mastery for that spell. Whenever you finish a long rest, you can change your choice to a different mastery, for the same spell or a different one. The spell must be at least one level lower than your slot level.
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot or material components.
Eldritch Smite
Prerequisite: 5th level, Pact of the Blade feature or Hexblade Patron
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
If a spell mastery or ability refers to "divine smite" this ability functions as such for that feature.
Eldritch Spear
When you cast any cantrip with a range other than self, its range is multiplied by 2.
Eldritch Stance
Prerequisite: 9th level, Eldritch Smite invocation
You learn two "Spell Blade stances" of your choice, you may swap out which stance you have chosen whenever you gain a warlock level.
Enspelled Blade
Prerequisite: 7th-level Warlock, Pact of the Blade
You channel your eldritch magicks through your Pact Blade. Whenever you hit a creature with an attack using your pact weapon, it applies all the additional effects of your Eldritch Secrets from Invocations which are activated on damage dealing cantrips and your Patron, other than its damage, on hit.
Eyes of the Rune Keeper
You can read all writing. This allows you to comprehend the "meaning" of the writing even from hidden languages such as druidic or thieves cant, as well as the intended meaning behind things such as incomprehensible scribblings.
Empowered Element
When you gain this invocation, choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. Whenever you deal 10 or more of the chosen damage type to a creature at once using a warlock spell or class feature, that creature also comes under the relevant damage condition until the end of your next turn.
Far Scribe
Prerequisite: 5th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.
Festering Blast
Prerequisite: Conflicted Soul Patron, damage dealing cantrip
While your balance scale is at least -2, when you deal damage by casting a cantrip, you can cast inflict wounds as a bonus action using a warlock spell slot. The spell must target a creature you hit with the cantrip this turn.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Focus of the Dual Mind
Prerequisite: 9th level, Pact of the Chain feature
While your familiar is within 60 feet of you, you can maintain concentration on a second spell. If you or your familiar takes damage, you make concentration checks to maintain both spells. If your familiar reaches 0 hit points, your concentration automatically fails on both spells.
Gaze of Two Minds
You can use your action to touch a willing humanoid 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 use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Gift of the Protectors
Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
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 short or long rest.
As an action, you can magically erase a name on the page by touching it.
Grace and Guile
Prerequisite: Archfey Patron
When you cast any cantrip that deals damage, you can cause the spell to originate from a creature you can see within 60ft of you that is either charmed or frightened by you, calculating their range from that new origin. You must still be able to see the target(s). When you cast this spell in this way, it does not require verbal or somatic components
When you conjure your eldritch tricks outside of combat, they remain until you dismiss them as a free action, or they take any damage. You can cause your voice to originate from any one of them.
Grasp of Hadar
Once on each of your turns when you deal damage to a creature with a cantrip, you can move that creature in a straight line 10 feet closer to yourself.
Greater Phylactery
Prerequisite: Pact of the Talisman, Undead Patron, 17th level
You now imbue the fragments of your soul into your talisman over the course of a short or long rest instead of a creature. Doing so allows you to consume charges from your talisman to use the reaction from your Phylactery bond feature. Additionally if you have your talisman on a creature other than yourself, they gain resistance to necrotic damage as long as they are on the same plane as you.
Hands of the Serpent God
Prerequisite: Patron's Hand Invocation, Warlock 9th level
You call upon the the god of thieves and mercenaries, greatly empowering the summoned hand of your patron. When you use the mage hand cantrip granted to you by the patrons hand invocation, it is now a bonus action to cast, as well as control the mage hand. You may recast the spell to summon additional hands, having up to pb active hands at once. You may control any and all hands of your choice as a part of the same bonus action, If multiple hands attempt to interact with an object, their carrying capacity is combined to do so.
Have You Seen The Yellow Sign?
Prerequisite: Pact of the Talisman, The King in Yellow Patron
Your talisman bears the image of the Yellow Sign. As a bonus action you may inflict 1d4 psychic damage against a target within 30ft and gain advantage on your next skill check against the target by expanding a single charge from your talisman. This feature cannot be used while in initiative.
Heart's Desire
Prerequisite: Pact of the Lodestone
Your lodestone acts as a compass for something you want above all else. Choose an object, you may cast Locate Object At will targeting this object without expending a spell slot. You may change what this object is after You complete a long rest.
HellFire
Prerequisite: Fiend Patron
When you cast your Eldritch Blast, you evoke a single burst of flame at your target's position instead of making an attack roll. The target must make a dexterity saving throw or take 1d12 fire damage and gain anti heal of the same amount until the start of your next turn. This damage is increased based on the amount of sparks you have upon casting the secret, dealing 1d12 on failure per spark. Regardless of success or failure, all creatures within 5ft of the target take fire damage equal to your charisma modifier(including the creature)
Hellshadow Hand
Prerequisite Mage Hand
You learn the Mage Hand: Efficient Control spell mastery, plus up to two basic masteries of your choice for the Mage Hand spell. However, your Mage Hand is instantly dispelled if it is touched by sunlight.
Holy Sun
Prerequisite: Celestial Patron, 5th Level
Whenever you deal radiant damage to a fiend or undead, they take an additional d12 radiant damage. If you are standing Within sunlight, this is increased to 2d8 extra radiant damage.
Improved Pact Weapon
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Investment of the Chain Master
Prerequisite: Pact of the Chain feature
When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
- The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
- As a bonus action, you can command the familiar to take the Attack action.
- The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Judgment Scales
Prerequisite: Conflicted Soul Patron
When your Eldritch Scales applies advantage to creature, you can grant them pb temp hp. When it applies disadvantage, you may deal pb damage to those creatures.
When you conjure Eldritch scale with more than 1 spark, instead of expanding the plates, you may designate two creatures per non "used" spark, 1 to be tied to plate 1, and one to plate 2.
Lance of Lethargy
Once on each of your turns when you deal damage to a creature with a cantrip, you can reduce that creature's speed by 10 feet until the end of your next turn.
Lifedrinker
Prerequisite: 12th level, Pact of the Blade or Hexblade patron
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Maddening Hex
Prerequisite: 5th level, hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Master's Door
Prerequisite: 5th level
You gain the ability to conjure dominion from the dwelling place of your patron. As a bonus action you may expend a pact slot and begin to planeschannel the plane of your master(listed below)
- ArchFey | Feywild
- ArchVampire | Shadowfell
- Celestial | Arborea
- Conflicted Soul | Celestial or Fiend planes, based on current balance
- Fathomless | Carceri
- Fiend | Gehenna
- Genie | Elemental plane of your genie
- Ghost ship | Maelstra
- HexBlade | Acheron
- King in Yellow | Carcosa
- Great Old One | Pandemonium
- Undead | Hades
Once you have used this invocation, you cannot do so again until you complete a long rest.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
Method of Loci
Prerequisite: 5th Level, Pact of the Lodestone feature
Your prowess with your lodestone increases, granting you the following benefits:
- You can choose a structure or landmark a number of miles away equal to ten times your warlock level.
- You can have up to five structures or landmarks tracked by your lodestone at a time. If you choose a new one while you already have five, the oldest vanishes.
- Nothing short of a wish spell can cause you to become lost while moving towards a chosen structure or landmark.
Minions of Chaos
Prerequisite: 9th level
You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
Mire the Mind
Prerequisite: 5th level
You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
Mouth Growth
Prerequisite: 7th Level
You grow additional mouths across your body-this could take the form of one large mouth (Such as on your stomach) or multiple smaller mouths across your body. Regardless of the form it takes, you can speak through these mouths even when you would be incapable of speech normally (Such as in zones of silence) meaning you can supply verbal components using these extra mouths while leaving your normal mouth free.
Nautical Charts
Prerequisite: Pact of the Tome
As long as you can see a body of water, you know where your current location and the distance and direction to the nearest area of civilization such as a fort, village, or town where you can safely feed and house you and the creatures traveling with you.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Alertness
Prerequisite: Pact of the Chain feature
While your familiar is within 30 feet of you, you can’t be surprised and have advantage on Initiative rolls.
Otherworldly Leap
Prerequisite: 9th level
You can cast jump at will, without expending a spell slot.
Patron's Hand
Your patron has granted you the ability to manipulate things beyond mortal reach. This could take the form of tendrils made of blood, spectral hands, tentacles, strings, or something else appropriate to your patron. You learn the Mage Hand cantrip with some empowerments. The hand can be (15 * pb) feet from you before it vanishes, and it can interact with objects of a weight equal to (5 X PB) lbs. The mage hand does not have a duration, and instead the spell only ends when you fall to 0 hp, unconscious, or it leaves its maximum range, You may also dispel it as a free action.
Patron's Gift
Prerequisite: 9th level Warlock, Eldritch mastery or Secrets of the Master Invocation
You learn an additional spell mastery, which cannot be applied to spells cast through invocations, or your Arcanum. This Spell mastery can be a Mythic spell mastery.
Patron's Will
Prerequisite: 7th level Warlock
You can no longer lose concentration by taking damage when concentrating on spells granted to you by your patron(Expanded Spell List).
Paths of Shekinester
Prerequisite: Pact of the Lodestone feature
You know the augury spell and can cast it at-will, without expending a spell slot. The spell doesn’t count against your number of spells known, and you can use your lodestone as its material component.
When you cast augury, state a goal of up to five words. In addition to the spell's normal effects, you learn whether the stated course of action would take you closer or further from achieving that goal. This information can be rendered inaccurate from repeated casting of the spell, as normal.
Persistent Crew
Prerequisite: Ghost Ship Patron, 7th Level
When you cast your Eldritch Crew, any ethereal pirates that do not attack, or miss their attack, remain until the end of your next turn. If a creature moves out of the reach of one of these pirates, it may make a its melee attack against it as a free action, disappearing on success.
If you are in "Ship Combat" you may choose to take ship actions as if you were in the square of any lingering ethereal pirates.
Plank's Penumbra
Prerequisite: Pact of the Cloak
You may take the Hide action as a bonus action.
You can also cast invisibility once per long rest without expending a spell slot.
Protection of the Talisman
Prerequisite: 7th level, Pact of the Talisman feature
When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Quarter Master's Stockpile
Prerequisite: Pact of the blade
When you would summon your pact weapon, you can instead summon one tool or piece of adventuring gear of your choice, so long as it isn't a piece of adventuring gear that is consumed when used. This piece of gear vanishes, reforms and otherwise follows the same rules as your weapon for conjuring or dismissing the item, this does not give you proficiency in it however.
Rebuke of the Talisman
Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
Relentless Hex
Prerequisite: 7th level, hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Repelling Blast
When you deal damage to a creature with a cantrip, you can push the creature up to 10 feet away from you in a straight line.
Restless Graveyard
Prerequisite: Undead Patron
When you cast your Eldritch Grasp, you may instead choose a point you can see within 60 ft. All creatures within 10ft of the point must make a dexterity saving throw or take d6 necrotic damage and gain anti heal of the same amount until the start of your next turn. This damage is increased based on the amount of sparks you have upon casting the secret, dealing 1d6 on failure per spark. You gain temp hp equal to the highest damage dealt to a creature in the area.
Road to Everywhere
Prerequisite: 15th level, Pact of the Lodestone feature
You can cast teleportation circle as an action without expending a spell slot. You use your lodestone in place of the spell's material component, and when you cast it this way, you can choose any plane known to you. If there is a teleportation circle on that plane, you teleport to a random circle there, unless you know a specific sigil sequence.
Once you cast teleportation circle this way, you can't do so again for 72 hours.
Scorpion's Tail
Prerequisite: 7th level
As a bonus action on your turn, you may cause a creature you can see within (5 * pb) feet to make a str saving throw vs your warlock DC, on failure you can pull them in a straight line towards you.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Secrets of the Master
You learn pb spell masteries, however these masteries must be for a spell which was granted to you by your patron's expanded spell list.
Whenever you gain a level in the warlock class, you may replace any of these masteries with another mastery that meets the criteria.
Seeing Double
Prerequisite: Arch-Fey Patron
If you are inflicting the Frightened, or Charmed Condition on a creature, your eldritch trick is cast with an additional spark. This effect also triggers if you are concentrating on an illusion spell. This can only grant one additional spark to your eldritch trick.
Shadow Forger
Prerequisite: Pact boon of the blade
You gain proficiency in smithing tools, over the course of a short or long rest, you may use these tools to replace one of the beneficial properties of your weapon with another.
at 11th level you may choose to add an additional beneficial property with this feature.
Shadow Step
Prerequisite: Pact boon of the Cloak
When you are in darkness, you may teleport to another square in darkness within 30ft by expending 5ft of movement on your turn.
Shroud of Shadow
Prerequisite: 15th level
You can cast invisibility at will, without expending a spell slot.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Speed of Shadows
7th-level, Pact of the Cloak
While you are in an area of dim light or darkness, your movement speed is increased by 10 feet.
You can also cast dimension door once per long rest without expending a spell slot.
Stage Hand
Prerequisite: Pact of the Chain, Phantasmal Spell Known
Your familiar inflicts psychic damage and gains advantage on all attacks against any creature affected by an Illusion spell.
Strengthened Fangs
Prerequisite: Arch Vampyr patron
The damage from your Eldritch Drain is now magical Piercing.
As long as the damage from your Drain drain doesn't reduce a creature below half hit points, any charm effects it is under are not broken by the "you or an ally deals damage" clause.
If you have a familiar/companion with a bite attack, it can make said attack as a part of you casting your Eldritch Drain, if the attacked creature is not the same as the target of the Eldritch drain, it also suffers the penalty to saves, and grants you a Crimson Token as if it was hit with your Eldritch Drain.
The Spectre of Truth
Prerequisite: 6th-level, The King in Yellow Patron
Whilst you are fully covered by clothing and a mask you are placed under the effects of Nondetection and have a lasting zone of Truth cast targeting yourself.
Thief of Five Fates
You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
Thirsting Blade
Prerequisite: 5th level, Hexblade Patron
When you take the attack action, You can attack twice, instead of once, whenever you take the Attack action on your turn. When you do so, you may replace one of the attacks with a cantrip.
Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Trickster's Escape
Prerequisite: 7th level
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Undying Servitude
Prerequisite: 5th-level warlock
You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
Unholy Scriptures
Prerequisite: 9th Level, Eldritch Smite Invocation
You can replace a number of your known spells with "Divine Scriptures" from the paladin class equal to your Charisma modifier (minimum 1), which you can do in place of your normal Eldritch Smite Option.
If you have pact of the Tome, you learn them without replacing any of your know spells.
Vault of the Consuming Cloak
Prerequisite: Pact of the Cloak
Your cloak consumes an object you are holding, causing that object to vanish. The object, which only you can be holding and can weigh no more than warlock level multiplied by four pounds, is transported to an extradimensional space, your private vault within your cloak, where it remains until recalled; if you die, the items held within your vault spew forth around your corpse in 1d4 days.
Your vault can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. Retrieving an item from your vault requires an action. Your cloak will not consume an object that has an extradimensional space
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
Voodoo Doll
Prerequisites: 15th level, Pact of the Talisman
Using a piece of hair, a nail, or other part of a living creature’s body, you form your talisman into a crude facsimile of that creature as you conjure it, which destroys the body part. If you attack the talisman or target it with a spell, you can affect the creature it replicates regardless of cover, distance, visibility, or current plane of existence. You have advantage on any attack rolls made against the target, and spells that create an area of effect only affect the target. Any attack roll that hits is a critical hit. Once you target the creature, your talisman is destroyed and must be replaced.
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.
Witch Sight
Prerequisite: 9th-level Warlock
Your eyes glow with an unnatural pale green light. You have Truesight out to a radius of 10 feet while you are conscious.
At 15th level the radius of your Truesight becomes 30 feet.
Winds of Fortune
Prerequisite: Conflicted Soul Bargain Patron
While your balance scale is at least 2, you can cast the feather fall spell at will.

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