Additional Warlock Boons and Invocations

Boons

 

Pact of the Brand

You are marked by your patron. The mark takes the form of a series of eldritch tattoos, brands, or ritual scarring. As you grow in power the marks become more extensive, eventually covering most of your body and including sigils or images representative of your patron and the warlock spells and invocations you have discovered. For example, a Pact of the Brand warlock with the Devil’s Sight invocation might have dark tattoos around the eyes. Your brand helps you focus your pact magic, you can use your eldritch brand as a spellcasting focus for your warlock spells.   Your brand also serves as a framework for your pursuit of eldritch knowledge. When you gain this Pact Boon you can choose an additional warlock Eldritch Invocation and one additional warlock cantrip known of your choice. You must meet any prerequisites for the invocation you choose as normal. You gain an additional bonus invocation known at 10th level and 16th level.   The Pact of the Brand is the most common pact boon for warlocks of The Primal Chaos patron.  

Pact of the Cauldron

You have a magical cauldron granted by your patron.   You can use your cauldron to create a number of potions up to your Charisma modifier (a minimum of 1) over the course of 10 minutes. When consumed, you can use your reaction and expend a warlock spell slot to empower the potion, otherwise the consumer must succeed on a Constitution saving throw against your spell save DC or be targeted by the disguise self spell (you determine the consumer’s new appearance). A creature can choose to fail this saving throw without rolling.   If you expended a spell slot, choose any warlock spell you know with a range of Self or Touch and the creature who consumed the potion is affected as if they were the target of the chosen spell.   Once you create a number of potions equal to your Charisma modifier (a minimum of 1) with this feature, you can’t create any more until you finish a long rest. Potions made with your cauldron become inert and impotent after 8 hours.   If you ever lose your cauldron, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous cauldron. The cauldron melts into sludge when you die.  

Pact of the Sole

While you are not wearing footwear, you can use your action to create a pair of pact boots covering your feet. You choose the appearance of your pact boots. While you wear your pact boots, your base walking speed increases by 10 feet and you ignore nonmagical difficult terrain.   Your pact boots disappear if they are more than 5 feet away from you for 1 minute or more. They also disappear if you use this feature again, if you dismiss them (no action required), or if you die.   You can transform one magic pair of footwear, such as boots of striding and springing, into your pact boots by performing a special ritual while you hold or wear the footwear. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the magic footwear, shunting it into an extradimensional space, and it appears whenever you create your pact boots thereafter. You can’t affect an artifact or sentient item this way. The magic footwear ceases being your pact boots if you die, if you perform the 1-hour ritual on a different set of magic footwear, or if you use a 1-hour ritual to break your bond to it. The footwear appears at your feet if it is in the extradimensional space when the bond breaks.  

Pact of the Totem

Your patron bestows a powerful magical totem upon you taking the form of a ritual mask, a shrunken head, a rune inscribed skull, a poppet, a rod or staff scribed with anthropomorphic figures, or a carved figurine of a creature important to your patron. The totem speaks to you, often when you don’t want it to, imparting secret knowledge or utter nonsense. You may use your totem as a spellcasting focus to cast your warlock spells. So long as you have your totem in your possession, you gain the hex spell as an additional warlock spell known. When you cast hex using your totem as a focus, the spell does not require concentration to maintain as long as your totem is in your possession. You may have only a single hex spell active without concentration using your totem.   Your totem is sentient and aware of its surroundings but has a movement speed of 0. The totem has a passive perception score of 10 + your proficiency bonus + your Charisma modifier, it has normal senses plus blindsight out to 30 feet, as well as any senses you possess. It can use the Arcana, History, and Perception skills with a bonus equal to your proficiency bonus + your Charisma modifier. All other checks are made using your Charisma modifier. The totem knows all languages you know plus two additional languages of your choice. Your totem cannot move or attack but can take other actions that do not require such activities.   If you lose your totem, you can perform a 1-hour ceremony to get it back. This ceremony can be performed during a short or long rest and destroys the previous totem. The totem turns to ash when you die.
 

Invocations

 

Artifact Knowledge

Prerequisite: Hex Warrior class feature, Pact of the Tome, The Hexblade Patron
You have studied the forging techniques of mythical weapons of power. You gain proficiency in Smith’s Tools. You can craft mundane and magical items using smith’s tools at half the usual cost and time. You can use your Hex Warrior class feature on any weapon that you have forged yourself.   You learn the adamantine edge cantrip and the magic weapon spell as an additional Warlock cantrip and spell known. When you cast a warlock spell targeting the weapon affected by your Hex Warrior class feature, the spell does not require concentration but ends if you are incapacitated or if you die.  

Balefire

Prerequisite: a warlock spell known that inflicts fire or necrotic damage
Your magic corrupts and consumes what it touches. Whenever you cast a warlock spell or use an invocation that inflicts fire or necrotic damage it inflicts both fire and necrotic damage. A creature is not resistant or immune to such a spell unless it is resistant or immune to both types of damage.  

Baleful Totem

Prerequisite: Pact of the Totem
You can use your totem to cast hex once without using a spell slot. The hex is cast as if using a warlock spell slot of a level determined by your warlock class level. Once you cast hex using this invocation you cannot do so again until you finish a long rest.  

Bewitching Hex

Prerequisite: 5th level, Hex spell
When you cast hex you may choose to have it inflict Psychic damage instead of Necrotic damage.   When a creature cursed by you hits you with an attack, you can use your reaction to inflict 1d6 + your Charisma modifier psychic damage to that creature. A bane, hex, or bestow curse spell count as curses as do warlock features of yours, such as Hexblade’s Curse. The damage die of this invocation increases as you gain levels, to 1d8 at 11th level and 1d10 at 17th level.  

Bladebearer

Prerequisite: The Hexblade patron, Hex Warrior class feature, Pact of the Blade
When you create your pact weapon you summon an aspect of an archetypal weapon of power. This invocation affects only a created pact weapon, it has no effect on a magic item transformed into your pact weapon.   • This pact weapon has a +1 bonus to hit and damage. The weapon’s enchantment increases as you grow in power. When you gain the Armor of Hexes class feature the bonus to hit and damage increases to +2; this increases to +3 when you gain the Master of Hexes class feature.
• Your pact weapon inflicts an additional 1d4 weapon damage on a successful hit.
• When you would inflict damage with a warlock invocation using your pact weapon you may choose to inflict additional weapon damage instead of the normal damage type.
• You can use this pact weapon as an arcane spellcasting focus for your Warlock spells.
 

Book of Ancient Power

Prerequisite: Pact of the Tome, Book of Ancient Secrets invocation
Your Book of Shadows contains a reserve of magical power. While the book is on your person you have access to an additional warlock spell slot of a level determined by your warlock class level. Once you cast a spell using this spell slot you cannot do so again until you finish a long rest.   You can use a Bonus Action to summon your Book of Shadows to you from any location or to dismiss it, shunting it into an extra-dimensional space. While summoned your Book of Shadows floats in your space, moving with you and turning pages as you wish. You can use your Book of Shadows as an arcane spellcasting focus and it does not require a free hand to wield it as a focus.  

Book of Eldritch Secrets

Prerequisite: 7th level, Pact of the Tome, Book of Ancient Secrets invocation
You learn three spells of 5th level or lower from any class. A spell you choose must be of a level you can cast, as shown on the Warlock table, or a cantrip. The chosen spells count as warlock spells for you but don’t count against the number of warlock spells you know. You may exchange one of these spells for a new one when you gain a warlock level.

Cauldron Companion

Prerequisite: 5th level, Pact of the Cauldron feature
You can cast the tiny servant XGE spell targeting your cauldron without expending a spell slot. You can’t do so again until you finish a long rest.  

Chaos Blade

Prerequisite: Chaos Wielder feature, Pact of the Blade, The Primal Chaos patron
You can channel primal chaos to create a pact weapon known as a Chaos Blade. You use your Charisma modifier instead of Strength for the attack and damage rolls of melee attacks using the weapon and it inflicts 2d6 chaos damage on a successful hit.   • Your chaos blade grows more powerful as you gain warlock levels: it gains a +1 bonus to hit and damage at 5th level, a +2 bonus to hit and damage at 11th level, and a +3 bonus to hit and damage at 17th level.
• When you would inflict force or necrotic damage with a warlock invocation using your pact weapon you may choose to inflict chaos damage instead of the normal damage type.
• You may use your Pact weapon as an Arcane Focus.

Chaos Strike

Prerequisite: Agonizing Blast invocation, Eldritch Blast cantrip, The Primal Chaos patron
Whenever you hit a target with a melee spell attack using your eldritch blast or a melee weapon attack using your pact weapon you can expend a spell slot to inflict an additional 1d8 points of chaos damage plus an additional 1d8 points per level of the spell slot expended.
 

Corrupting Chill

Prerequisite: a warlock spell known that inflicts cold or necrotic damage
Your magic corrupts and freezes what it touches. Whenever you cast a warlock spell or use an invocation that inflicts cold or necrotic damage it inflicts both cold and necrotic damage. A creature is not resistant or immune to such a spell unless it is resistant or immune to both types of damage.  

Cursing Blade

Prerequisite: 5th level, Hex spell, Pact of the Blade
When a target affected by your hex drops to 0 hit points before your hex spell ends, you can use a Bonus Action on a subsequent turn of yours to store the curse within your pact weapon. The next time you hit a creature with your pact weapon before the spell ends the target suffers an additional 2d6 necrotic damage and is affected by the hex spell. This damage increases to 3d6 when you reach 11th level and to 4d6 at 17th level. You do not have to concentrate to maintain a hex stored in your pact weapon but must begin concentration when you affect a target as if you had just cast the spell.
 

Deadly Hand

Prerequisite: Pact of the Blade
When you summon your Pact Weapon you may enhance your unarmed strikes instead of summoning a weapon. Until you dismiss your pact weapon, if you are unarmed and wearing light or no armor and not wielding a shield you gain the following benefits.   • You can roll a d4 in place of the normal damage of your unarmed strike and you can choose bludgeoning, piercing, or slashing damage for the damage type.
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
• An attack using your unarmed strike is considered to be an attack using your pact weapon and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
• When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
 

Deathless Knight

Prerequisite: Among the Dead class feature, False Life spell, Pact of the Blade, The Undying patron
• You can expend a hit die when you strike a creature with your Pact weapon, you inflict additional necrotic or force damage equal to the number rolled on the Hit Die + your Constitution modifier.
• You can expend a single Hit Die when you cast the false life spell on yourself; you gain additional temporary hit points from the spell equal to the number rolled on the Hit Die + your Constitution modifier.
 

Deathly Weapon

Prerequisite: Pact of the Blade, The Undying patron
You channel spiritual energy to create your pact weapon. This invocation affects only a created pact weapon, it has no effect on a magic item transformed into your pact weapon.   • The weapon inflicts an additional 1d4 force or necrotic damage on a successful hit, chosen when you create the weapon.
• Your pact weapon grows more powerful as you gain warlock levels: it gains a +1 bonus to hit and damage at 5th level, a +2 bonus to hit and damage at 11th level, and a +3 bonus to hit and damage at 17th level.
• When you would inflict damage with a warlock invocation using your pact weapon you may choose to inflict force or necrotic damage instead of the normal damage type.
• You may use your Pact weapon as an Arcane Focus.

Dissolve Magic

Prerequisite: counterspell or dispel magic spell, The Primal Chaos patron
Whenever you successfully counter or dispel a spell, you can cause the target of the dispel magic or counterspell spell to suffer 1d4 chaos damage per level of the spell slot you expended to cast the spell.
 

Divining Totem

Prerequisite: 7th level, Pact of the Totem
As a Bonus Action on your turn you can use your totem to sense the direction and approximate distance to the location of any creature currently cursed by you. The bane, hex, and bestow curse spells count as curses, as do warlock features of yours, such as Hexblade’s Curse. If the creature is moving, you know the direction of its movement.   You can cast detect magic and see invisibility as a Bonus Action once each using your totem, without using a spell slot or components or requiring concentration. You regain the ability to cast these spells using this invocation when you finish a short or long rest. Your totem shares the senses granted by these spells.
  Double Double Prerequisite: Pact of the Cauldron feature
When a creature consumes a potion you created with your cauldron, you can use your reaction to empower the potion as if you had expended a spell slot of a level equal to your pact spell slot level. You can’t do so again until you finish a long rest.  

Eldritch Claw

You learn the shifting strike cantrip. If you already know this cantrip, you learn a different warlock cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. You may always cast shifting strike to make an opportunity attack as a Reaction, even if you did not cast it on your previous turn.  

Eldritch Cloud

Prerequisite: Chaos Storm feature, The Primal Chaos patron
You deal an extra 1d6 chaos damage whenever you hit a target within the cloud of your Chaos Storm with an attack.  

Eldritch Magic

You learn two additional warlock cantrips of your choice. These cantrips don’t count against your number of cantrips known. You may choose this invocation multiple times, each time choosing new cantrips from the warlock spell list.  

Eldritch Step

Prerequisite: The Archfey patron, Misty Step spell, Misty Escape class feature
You can expend the use of your Misty Escape class feature to cast the misty step spell using this invocation, without expending a spell slot. When you expend your Misty Escape or use a Warlock spell slot to cast misty step you turn invisible. You remain invisible until the start of your next turn or until you attack or cast a spell.  

Eldritch Study

Prerequisite: Pact of the Tome, Book of Ancient Secrets invocation
You have gained the powers of your pact through study of forbidden texts and ancient treatises. You may use Intelligence in place of Charisma for your spellcasting attribute to cast warlock spells. You can also use your Intelligence modifier when using invocations, spells, and class features that normally use Charisma. All warlock cantrips and spells known by you are included in your Book of Shadows, you add additional spells known to your Book of Shadows automatically when you gain a new warlock cantrip or spell known through level advancement.   On your adventures, you can add other warlock 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). For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it (1 hour and 25 gp for a cantrip). In a process that takes 1 hour you can exchange one of your spells or cantrips known for any spell or cantrip contained within your book of shadows, you can do this during a short rest.  

Eldritch Wings

Prerequisite: 15th level
You gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.   You may not be able to manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. The wings appear differently depending upon your patron; such as dragonfly or butterfly wings for the Archfey or Genii Locorum, spectral wings for the Beyond, Hexblade, or Undying, angelic wings for Celestial, bat-like or darkly feathered for the Fiend, membranous gasbags or insectoid wings for the Great Old Ones, mechanical wings for the Machine, or wings of roiling chaos stuff for the Primal Chaos.  

Enduring Magic

Prerequisite: Among the Dead class feature, The Undying patron
• You gain proficiency with Constitution saving throws.
• You may use Constitution in place of Charisma for your spellcasting attribute to cast warlock spells. You can also use your Constitution modifier when using warlock invocations, spells, and class features that normally use Charisma  

Eternal Health

Prerequisite: Undying Nature class feature, The Undying patron
• You are immune to disease and you cannot have your hit point maximum reduced.
• When you finish a short rest, you regain one spent Hit Die; when you finish a long rest, you regain all your spent Hit Dice.  

Eternal Vigor

Prerequisite: Indestructible Life class feature, Eternal Health invocation, The Undying patron
• When you use your Indestructible Life class feature, you can expend Hit Dice to regain additional hit points as if you had just completed a short rest. When you have no uses of Indestructible Life remaining, you can expend a warlock spell slot to use it.
• You are immune to Exhaustion.    

Familiar Focus

Prerequisite: Pact of the Chain, Voice of the Chain Master invocation
When you cast a spell your familiar can act as an arcane spellcasting focus if it is within 100 feet of you. This removes the need for any Material components and Verbal components are spoken by your familiar in your voice.   If you cast a warlock spell while you use the Voice of the Chain Master invocation to perceive through your familiar’s eyes, your familiar can deliver the spell as if it had cast it. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell. If the spell requires an attack roll, you use your attack modifier for the roll. The spell is considered to originate at the familiar’s location to determine placement of spell effects and to determine range and line of sight to the target.  

Familiar Hex

Prerequisite: Pact of the Chain
Your familiar can cast hex once as a 1st level spell requiring no verbal, somatic, or material components. It regains the use of this spell when you finish a short or long rest. A hex spell cast by you or your familiar causes additional damage when either of you hits the target with an attack.   While your familiar is within 5 feet of a creature cursed by you or it, you have advantage on all attack rolls against that creature and that creature has disadvantage on saving throws versus your warlock spells. A bane, hex, or bestow curse spell count as curses as do warlock features of yours, such as Hexblade’s Curse.  

Feed the Storm

Prerequisite: Chaos Storm feature, The Primal Chaos patron
As an Action during your Chaos Storm you can expend a spell slot or a Mystic Arcanum spell and channel the magical energy into the storm. The area affected by the storm is increased to a 20-foot radius until the start of your next turn and all creatures other than you within the storm immediately suffer 1d6 points of chaos damage per level of the spell slot you expended and must make the usual Constitution saving throw with a DC equal to the damage inflicted or suffer one level of exhaustion.  

Fey Grace

Prerequisite: The Archfey patron
You gain proficiency with Dexterity saving throws and your walking speed increases by 10 feet.  

Fey Knowledge

Prerequisite: Pact of the Tome, The Archfey patron
You learn the Sylvan language and three spells of 5th level or lower from the bard or druid spell list. A spell you choose must be of a level you can cast, or a cantrip. These spells count as warlock spells for you, and use Charisma as their spellcasting attribute, but don’t count against your number of spells known. You may exchange one of these spells for a new one when you gain a warlock level. When you choose your Mystic Arcanum spells you may choose spells of 6th level or higher from the bard or druid spell list.  

Fey Steed

Prerequisite: 5th level, The Archfey Patron
You can cast find steed once using a warlock spell slot. This steed is always a fey instead of its normal type. You can’t do so again until you finish a long rest.   • At 9th level, this changes to find greater steed and you add Blink Dog, Giant Eagle, Giant Owl, and Hippogriff to the list of eligible steeds.
• At 12th level, you add Winter Wolf to the list of eligible steeds if you have ties to the Unseelie Court.
 

Feywild Bond

Prerequisite: Misty Escape, Pact of the Chain, The Archfey patron
While you are within 100 feet of your familiar, either you or your familiar can use a Reaction to trigger your Misty Escape class feature when either of you suffers damage. Both you and your familiar benefit from your Misty Escape when it is triggered, and your familiar suffers no damage from a triggering attack.   Your familiar shares your Beguiling Defenses class feature.  

Feywild Toxins

Prerequisite: Sprite Familiar, Pact of the Chain, The Archfey patron
You and your Sprite familiar are proficient in the use of a Poisoner’s Kit. Whenever your Sprite familiar makes a check related to poisons or antidotes, it is considered proficient and adds double your proficiency bonus to the check. While within 5 feet of you, your familiar can use an Action to coat one slashing or piercing weapon or up to three pieces of ammunition worn or carried by you or it with a magical poison. The poison remains potent for 1 minute. The next time you hit with an attack using the weapon or ammunition the target is affected by one of the following poisons:   Sleep. The target must succeed on a Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage, or another creature uses an action to shake it awake.   Intoxicant. The target must make a Constitution saving throw or become poisoned for 1 minute. While poisoned the creature is hallucinating, and unaware of its surroundings. It cannot take actions or relations and moves randomly. At the start of each of its turn it moves half its speed in a random direction, if it can move. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. At the end of each turn an intoxicated creature can make a Wisdom saving throw to regain control of itself. On a successful save, the creature can act normally, but remains poisoned for the duration.   Damage. The target must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. The save DC for the poison is your spell save DC. The sprite can use this ability a number of times equal to your proficiency bonus, it regains all uses of this ability when you finish a long rest.  

Forest Fey Stride

Prerequisite: 15th level, Aspect of the Dryad invocation and Sylvan Speech invocation
You can cast tree stride or transport via plants once using this invocation, without using a spell slot. You regain the use of this ability when you finish a short or long rest.  

Force Lightning

Prerequisite: Agonizing Blast invocation, Eldritch Blast cantrip
You can choose to have your eldritch blast inflict lightning damage instead of force damage, when you do so you can make a melee spell attack instead of a ranged spell attack if the target is within 10 feet of you.   You learn the witch lightning spell as an additional warlock spell known and you can trigger a witch lightning spell when you hit a target within range with an eldritch blast that inflicts lightning damage. If you have the Grasp of Hadar, Lance of Lethargy, or Repelling Blast invocations you can apply their effects each time you use a bonus action to damage a target with witch lightning.  

Freezing Hex

Prerequisite: Hex spell, two Warlock spells or cantrips that inflict cold damage
You may choose to have your hex spell inflict cold damage instead of necrotic when you cast it. If you do so, do not choose an ability. Instead, once per turn when a creature suffers cold damage from the hex it must make a Constitution saving throw. On a failure, the creature’s speed becomes 0 and it cannot be increased until the end of your next turn.  

Hellfire Hex

Prerequisite: Hex spell, two Warlock spells or cantrips that inflict fire damage
You may choose to have your hex spell inflict fire damage instead of necrotic when you cast it. If you do so, do not choose an ability. Instead, when a creature suffers fire damage from the hex it suffers an additional 1d6 fire damage at the end of its next turn if it is still hexed. This damage increases as you gain levels, to 2d6 fire damage at 11th level, and to 3d6 damage at 17th level.  

Hellish Riposte

Prerequisite: Hellish Rebuke spell, Pact of the Blade
When you cast hellish rebuke in response to being damaged by a melee attack, you may make a melee attack against that creature using your pact weapon as part of the same Reaction used to cast the spell if it is within your reach. If you hit, the target receives no saving throw versus the hellish rebuke.  

Hexblade Riposte

Prerequisite: Armor of Hexes, The Hexblade Patron
If your Armor of Hexes causes a melee attack to miss, you can immediately make a melee weapon attack against the attacker as part of the same Reaction.  

Hounds of the Feywild

Prerequisite: 7th level, Pact of the Chain, Sylvan language, The Archfey patron
As an Action on your turn you can summon a pair of Blink Dogs to aid you. The fey hounds are friendly to you and your allies and remain for 1 hour, until destroyed, or until you dismiss them as a bonus action on your turn. Roll initiative for the hounds as a group, which have their own turn. The Blink Dogs obey any verbal commands that you or your familiar issue to them in Sylvan (no Action required by you). If you don't issue any commands to the hounds, they defend themselves and you from hostile creatures.   At 11th level you can summon four Blink Dogs when you use this invocation, at 15th level you can summon six. You can use this invocation once, you regain its use when you finish a long rest.  

Ignore Death

Prerequisite: Indestructible Life class feature, The Undying patron
• You have advantage on Death Saving throws.
• When you drop to 0 hit points, but are not killed instantly, you do not fall unconscious. You must still make death saving throws as normal and act for most purposes as if you were at 0 hit points, but you can still take actions until you fail 3 death saving throws, suffer instant death, or are healed.  

Inspiring Presence

Prerequisite: Beguiling Defenses and Fey Presence class features, The Archfey patron
When you use your Fey Presence class feature, you can affect all creatures of your choice within 10 feet of you. A creature that becomes charmed by this feature is cleansed of the charmed and frightened condition imposed by any other creature. A creature can choose to fail the saving throw versus this effect. When you have no uses of Fey Presence remaining, you can expend a warlock spell slot to use it, if you do so the area affected by the feature increases by 5 feet per level of the spell slot above 1st.  

Killing Hex

Prerequisite: Pact of the Totem, Hex spell, Defy Death class feature, The Undying patron
• When cast hex on a creature or use a Bonus Action to transfer your hex spell to a new target it must make a Wisdom saving throw or suffer necrotic damage equal to 1d8 + your Constitution modifier.
• Whenever you fulfill a condition that would activate your Defy Death class feature during the duration of a hex spell cast by you, the creature affected by the spell suffers necrotic damage equal to 1d8 + your Constitution modifier and you regain the same number of hit points. This effect occurs even if you have no uses of your Defy Death remaining.

Lightning Greaves

Prerequisite: 12th level, Pact of the Sole feature
While you wear your pact boots, you can take the Dash, Disengage, or Dodge action as a bonus action.  

Maleficent Link

Prerequisite: 4th level, Pact of the Chain
You gain the Improved Familiar feat.
 

Misty Rebuke

Prerequisite: 7th level, Misty Escape class feature, Hellish Rebuke spell, The Archfey patron
When you use your Misty Escape class feature, you can cast hellish rebuke as part of the same reaction instead of turning invisible; the spell is cast as a 2nd level spell and does not expend a spell slot or require components. When you have no uses of Misty Escape remaining, you can expend a warlock spell slot to use it.   When you cast hellish rebuke you can choose to inflict force or psychic damage instead of fire damage. Hellish Rebuke cast in this way requires a Wisdom saving throw.  

Panoply of Legend

Prerequisite: 5th Level, Artifact Knowledge Invocation, Pact of the Tome, The Hexblade Patron
You learn the adamantine fortification cantrip and the magic armor spell as an additional warlock spell and cantrip known. When you finish a long rest, you can also touch one suit of light or medium armor and one shield in addition to a weapon. Until the end of your next long rest, when you cast a warlock spell of 1st through 5th level targeting one of these items, the spell is considered to be cast using a spell slot two levels higher than you expended.
 

Phantom Sensation

Prerequisite: 5th level, Warlock spell or class feature that inflicts the charmed or frightened condition
When a creature within 60 feet starts its turn charmed or frightened by you, you can use your Reaction to inflict 1d6 + your Charisma modifier psychic damage as you beset the creature’s mind with phantom pleasure or pain. This damage never disrupts or ends the charm or fear effect or allows an additional saving throw. The damage die of this invocation increases as you gain levels, to 1d8 at 11th level and 1d10 at 17th level.
   

Pollution of the Slumbering Serpent

Prerequisite: A Warlock spell known that inflicts poison or necrotic damage
Your magic corrupts and pollutes what it touches. Whenever you cast a warlock spell or use an invocation that inflicts poison or necrotic damage it inflicts both poison and necrotic damage. A creature is not resistant or immune to such a spell unless it is resistant or immune to both types of damage. A creature is not immune to the poisoned condition or diseases inflicted by your warlock spells unless it is immune to both the poisoned condition and disease or is an undead or construct.  

Raising of the Dead

Prerequisite: 5th level
You can cast animate dead once using a warlock spell slot. You can’t do so again until you finish long rest. The undead animated by this spell remain under your control permanently until destroyed or you cast the spell using this invocation again.  

Reaper Pact

Prerequisite: Pact of the Blade, Deathly Weapon invocation, The Undying patron
You learn the death strike cantrip and the dark reaper spell as an additional cantrip and spell known. When you cast dark reaper you treat the weapon as your pact weapon and the weapon benefits from your Eldritch Weapon invocation.  

Second Life

Prerequisite: 15th level, Pact of the Tome, Undying Nature class feature, The Undying patron
You may cast clone once using this class feature. You can only use this feature to make a clone of yourself and you cannot use it again until that clone is activated or destroyed. When a clone created by this feature is activated it ages at a much slower rate, only aging 1 year for every 100 years that pass.  

Secrets of Death

Prerequisite: Pact of the Tome, Book of Ancient Secrets invocation, The Undying patron
You learn three necromancy spells of 5th level or lower from any spell list. A spell you choose must be of a level you can cast, or a cantrip. These spells count as warlock spells for you, and use Charisma as their spellcasting attribute, but don’t count against your number of spells known. You may exchange one of these spells for a new one when you gain a warlock level. When you choose your Mystic Arcanum spells you may choose necromancy spells of 6th level or higher from any spell list
 

Sneakers

Prerequisite: Pact of the Sole feature
While you wear your pact boots, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Spectral Ally

Prerequisite: Pact of the Chain, Accursed Specter class feature, The Hexblade patron
As an Action, you can use your Accursed Specter class feature to raise a specter from the body a slain ally that has been dead for less than 1 hour. If used in this manner the ally’s game statistics are replaced by the statistics of the specter, but it retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. It also retains all of its skill and saving throw proficiencies, in addition to gaining those of the specter. If the specter has the same proficiency as the ally and the bonus in its stat block is higher than the ally’s, use the specter’s bonus instead. While the specter exists, the ally’s body suffers no sign of decay and the body and soul are protected from abilities that would raise it as an undead or fiend. The Spectral Ally remains for 10 days and regains the temporary hit points from your Accursed Specter class feature each time it finishes a rest.   If the specter is present when a raise dead or similar magic is cast to resurrect the ally, the specter disappears, the spell does not require a material component to cast, and the ally does not suffer penalties for returning from the dead. You cannot use your Accursed Specter class feature while the Spectral Ally exists.  

Spectral Hex

Prerequisite: Pact of the Chain, Hexblade’s Curse and Accursed Specter class feature, The Hexblade Patron
An Accursed Specter raised by you gains the ability to cast hex as a 1st level spell once during its existence. You and your familiar gain the same benefits as the specter when attacking a creature affected by its hex spell. An Accursed Specter or a Familiar raised by you gains the same benefits as you when attacking a creature affected by your hex spell or your Hexblade’s Curse.
 

Student of the Undying

Prerequisite: 5th level, Among the Dead class feature, The Undying patron
• When you cast spare the dying it has a range of 30 feet, and you may cast it as a Bonus Action.
• You can cast revivify once without expending a spell slot or material components. You regain the ability to do so when you finish a long rest. You can use your Defy Death class feature when you successfully revivify a creature.
   

Swiftfoot Boots

Prerequisite: 7th level, Pact of the Sole feature
While you wear your pact boots, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Toil and Trouble

Prerequisite: Pact of the Cauldron feature
When you empower a potion, you can choose which spell to target the consumer with from an expanded spell list based on your level in this class. These spells count as warlock spells you know when cast this way. Spells in this expanded spell list that have a range other than self or touch still work with your cauldron created potion.
Warlock LevelSpells
1st comprehend languagess, inflict wounds, speak with animals
3rd enlarge/reduce, lesser restoration
5th feign death
   

Undead Steed

Prerequisite: 5th level, The Undying patron
You can cast skeletal steed once, without using a spell slot. You can’t do so again until you finish a long rest.  

Undying Savior

Prerequisite: Defy Death class feature, The Undying patron 
• You may expend a Hit Die to activate Defy Death additional times, if you do so you restore hit points equal to the result of the Hit Die plus your Constitution modifier.
• You can trigger Defy Death when any spell or ability used by you heals a creature at 0 hit points or prevents a creature from dropping to 0 hit points (such as aura of life or death ward).
• When you activate Defy Death as a result of saving another creature, both you and the creature you just saved regain the hit points.
   

Undying Servant

Prerequisite: Pact of the Chain, Among the Dead, The Undying patron
• Your Spectral Mote or Undead Animal familiar also gains your Among the Dead class feature and can cast spare the dying without verbal or somatic components. If your familiar casts spare the dying it can trigger your Defy Death class feature. When you regain hit points from your Defy Death or Indestructible Life class feature, your familiar regains the same number of hit points if it is within 100 feet.
• Whenever you gain temporary hit points your familiar gains the same number of temporary hit points if it is within 100 feet.
   

Unnerving Mask

Prerequisite: 9th level
As a Reaction when a creature you can see starts its turn within 30 feet, you can create a phantasmal illusionary mask that looks like one of the creature's departed loved ones or bitter enemies. If the creature can see you, it must succeed on Wisdom saving throw or be frightened until the end of its turn.   On a successful saving throw that creature is immune to this invocation for 24 hours.   

Venomous Hex

Prerequisite: Hex spell, two Warlock spells or cantrips that inflict poison damage
You may choose to have your hex spell inflict poison damage instead of necrotic when you cast it. If you do so, do not choose an ability. Instead, once per turn when a creature suffers poison damage from the hex it must make a Constitution saving throw. On a failure it becomes poisoned until the end of your next turn.  

Warding Hex

Prerequisite: Accursed Armor invocation, The Hexblade Patron
When you would make a saving throw against a spell cast by a target you cursed, you can use your reaction to gain advantage on that saving throw. If you would normally take half damage on a successful save, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. A bane, hex, or bestow curse spell count as curses as do warlock features of yours, such as Hexblade’s Curse or Sign of Ill Omen.

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