Eldritch Invocations in Galir | World Anvil
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Eldritch Invocations

General Invocations

Agonizing Blast

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.  

Armor of Shadows

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

Ascendant Step

Prerequisite: 7th level
You can cast levitate on yourself at will, without expending a spell slot or material components.  

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.  

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.  

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).   Once you use this invocation, you can’t use it again until you finish a short or long rest.  

Devil’s Sight

You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.  

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.  

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.  

Eldritch Spear

When you cast eldritch blast, its range is doubled.  

Eyes of the Rune Keeper

You can read all writing.  

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.  

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 once without expending a spell slot. You regain the ability to do so when you finish a long rest.  

Grasp of Hadar

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.  

Lance of Lethargy

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.  

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 or Sign of Ill Omen.   When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see 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.  

Marked Soul

Prerequisite: 9th level
Your soul is permanently strengthened, enduring even after death. When you are the target of a spell that would bring you back to life, no material components are required.  

Mask of Many Faces

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

Master of Myriad Forms

Prerequisite: 9th level
You can cast alter self at will, without expending a spell slot.  

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.  

Never-ending Hexes

Prerequisite: hex spell
You can cast hex at will, a number of times equal to your proficiency bonus without expending a spell slot. You can’t do so again until you finish a long rest.  

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 Leap

Prerequisite: 5th level
You can cast jump on yourself at will, without expending a spell slot or material components.  

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 or Sign of Ill Omen.   To teleport in this way, you must be able to see the cursed target.  

Repelling Blast

Once on each of your turns when you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.  

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.  

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.  

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.  

Visions of Distant Realms

Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.  

Whispers of the Grave

Prerequisite: 11th level
You can cast speak with dead at will, without expending a spell slot.  

Witch Sight

Prerequisite: 15th level
You can see the true form of any shape-changer or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.  

Pact of the Blade Invocations

Blade Vault

Prerequisite: Pact of the Blade feature
You can perform the ritual to transform a new magic weapon into your pact weapon without breaking your connection with your current pact weapon. You can store a number of magical weapons in your pact weapon's extradimensional space equal to your Charisma modifier (minimum of two).   Each time you create your pact weapon, you decide which weapon appears. When you do, you can end your attunement to any of your other pact weapons and immediately attune to the weapon you summoned (if it requires attunement).  

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature
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.  

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.  

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).  

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.  

Twin Killers

Prerequisite: Pact of the Blade feature
You gain the ability to summon an additional pact weapon to use simultaneously. This also grants the benefits of the two-weapon fighting style.  

Pact of the Chain Invocations

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.  

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.  

Investment of the Chain Master

Prerequisite: 5th level, 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’s maximum hit points increases by an amount equal to four times your warlock level. Whenever you gain a warlock level thereafter, its hit point maximum increases by an additional 4 hit points.
  • 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 non-magical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Step of the Chain Master

Prerequisite: 9th level, Pact of the Chain feature
So long as you can see through your familiar’s senses, you can use an action to teleport to an unoccupied space within 5 feet of your familiar. If there is no space available you cannot teleport in this manner. Your familiar must be on the same plane of existence, and once you teleport in this way, you cannot do so again until you finish a short or long rest.  

Transformation of the Chain Master

Prerequisite: 12th level, Pact of the Chain feature
You can cast polymorph on your familiar at will, without expending a spell slot. You treat its challenge rating as your level for the purposes of the spell. You regain the ability to do so when you finish a long rest.  

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.  

Pact of the Shroud Invocations

Cape of Concealment

Prerequisite: Pact of the Shroud feature
While you are wearing your pact shroud, you can add your Charisma modifier to any Stealth or Sleight of Hand checks that you make.  

Cloak of Clinging Shadows

Prerequisite: 7th level, Pact of the Shroud feature
While you are wearing your pact shroud, you can cast greater invisibility once using a warlock spell slot. You can't do so again until you finish a long rest.  

Cloak of the Winds

Prerequisite: 5th level, Pact of the Shroud feature
Your pact shroud billows out around you, slowing your fall and allowing you to glide. When you fall, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.  

Cloak of Twilight

Prerequisite: 9th level, Pact of the Shroud feature
While you are wearing your pact shroud, you can cast non-detection on yourself at will, without expending a spell slot or material components.  

Protective Mantle

Prerequisite: Pact of the Shroud feature
As a reaction, when you take damage while you are wearing your pact shroud, you can have your shroud absorb some of the damage, gaining resistance to the damage from that attack. You can reduce incoming damage in this way twice, but afterwards your pact shroud disappears, and you must finish a short or long rest before you can summon it again.  

Shroud of Silent Steps

Prerequisite: 5th level, Pact of the Shroud feature
While you are wearing your pact shroud, your movements make no sound.   Additionally, you learn pass without trace and can cast it once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. The spell doesn’t count against the number of spells you know.  

Pact of the Talisman Invocations

Mutual Malediction

Prerequisite: 5th level, Pact of the Talisman feature, Hex spell
If the wearer of your Talisman would deal damage with an attack roll to a creature cursed by your hex spell, their attack deals an extra 1d6 necrotic damage.  

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.  

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.  

Shared Silver

Prerequisite: Pact of the Talisman feature
Whenever the wearer of your talisman makes a Charisma check, they can use your Charisma bonus instead of theirs.   If the check uses a skill, they can add their proficiency bonus if you're proficient in the skill.  

Telepathic Bond

Prerequisite: Pact of the Talisman feature
You and the wearer of your Talisman can communicate with each other telepathically, as long as both of you are on the same plane of existence.  

Pact of the Tome Invocations

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.  

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.  

Unbound Knowledge

Prerequisite: Pact of the Tome feature
Rather than being options available to learn, your patron inscribes all spells on your expanded spell list into your Book of Shadows at their respective levels. These spells do not count against your number of spells known.

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