Eldritch Invocations
Eldritch Invocation options appear in alphabetical order.
Agoonizing Blast: Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage. 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.
Armor of Shadows: You can cast Mage Armor on yourself without expending a spell slot.
Ascendant Step: Prerequisite: Level 5+ Warlock. You can cast Levitate on yourself without expending a spell slot.
Devil's Sight: Prerequisite: Level 2+ Warlock. You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.
Devouring Blade: Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation. The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one.
Eldritch Mind: You have Advantage on Constitution saving throws that you make to maintain Concentration.
Eldritch Smite: Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation. 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.
Eldritch Spear: Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage. 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.
Feral Transformation: Prerequisite: Level 7+ Warlock. As an action, you can transform into a dire wolf, giant spider, or giant octopus following the same rules as the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. You also retain all of your saving throw proficiencies, in addition to gaining those of the creature, as well as any skill proficiencies that your beast form is physically capable of performing. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. You maintain the ability to speak and can cast spells that have only a verbal component.
You maintain this form for 1 hour or until the form drops to 0 hit points, at which point you revert back to your normal form. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
Once you use this invocation, you can't use it again until you finish a long rest. (Source: Humblewood Tales)
Fiendish Vigor: Prerequisite: Level 2+ Warlock. 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.
Gaze of Two Minds: Prerequisite: Level 5+ Warlock. 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.
Gift of the Depths: Prerequisite: Level 5+ Warlock. 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.
Gift of the Protectors: Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation. 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.
Hexshredder: Prerequisite: Pact of the Blade Invocation. Your fingers grow into bestial claws, which you can use to make unarmed strikes that deal 1d6 points of slashing damage. You may add your Charisma modifier instead of your Strength modifier to attack and damage rolls made with these unarmed strikes. Your unarmed strikes count as pact weapons, in addition to any melee weapons you have chosen, and as light weapons for the purposes of two-weapon fighting. (Source: Humblewood Tales)
Hunter's Grimoire: Prerequisite: Pact of the Tome. A new page appears in your book of shadows, dedicated to your quarry. When you recover physical evidence from a creature (a drop of its blood, a strand of its hair, a feather, tooth or claw, etc.), you can offer it to your book of shadows in a special ritual that takes 10 minutes to perform. The ritual consumes the offered physical evidence as the name of the creature from which it came is inscribed upon the page in red ink. After this ritual, as long as you have your book of shadows with you, you have adavantage on any Intelligence checks you make related to the creature.
Additionally, you can spend 1 minute examining the page to learn one of the following facts about the creature:
- Its creature type and alignment
- Any names or aliases it uses
- Its current distance and direction from you (provided it is on the same plane of existence)
- Any vulnerabilities or flaws it has
- Whether or not it is wounded
- Whether or not it is suffering from a condition, a curse, or a similar effect, as well as the nature of that effect
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