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Warlock Invocation Options

As a Warlock, your study of occult lore has unearthed fragments of forbidden knowledge that imbue you with an abiding magical ability known as an Eldritch Invocation. The following list of options contains all the invocations available for the Warlock to learn.

Agonising Blast

Prerequisite: Eldritch Blast cantrip

When you cast eldritch blast, you add your Charisma modifier or Intelligence modifier to the damage it deals on a hit. If a target is hit with multiple beams, the damage bonus is only added once.

Animated Relic

Prerequisite: Pact of the Relic

Your relic harbours a spirit bestowed to you by your patron that grants it a semblance of sentience. As an action, you can awaken this spirit and cause your relic to move on its own. It is a small or tiny object that acts on your turn, is friendly to you and your allies, and obeys your commands. The relic has a speed of 0 and a flying speed of 30ft, and can hover. The relic has an armour class of 10 + your Intelligence modifier or Charisma modifier, and has hit points equal to your warlock level + your Intelligence modifier or Charisma modifier. If the relic has to make a saving throw, it adds your proficiency bonus to the roll. While a creature is within 5ft of your relic, you have advantage on attack rolls you make against the creature.

As a bonus action on your turns, you can command the relic to move up to its speed. The relic cannot move further than 60ft away from you. 

This spirit remains awakened for 1 hour, unless the relic is reduced to 0 hit points or you end your turn further than 60 ft away from the relic. If the relic is reduced to 0 hit points or you end your turn further than 60ft away from the relic, it is not destroyed and instead disappears into a pocket dimension, remaining until you perform a 1-hour ceremony to summon it back to your location, which can be performed during a short or long rest.

Once this spirit is awoken, it cannot be reawakened until you complete a long rest.

Armour of Shadows

You learn the Mage Armour spell and can cast it at 1st level on yourself at will, without expending a spell slot or material components.

Aspect of the Moon

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 performing a meditation ritual with your patron’s gift or keeping watch.

Beast Speech

You can cast the Speak with Animals spell at will, without expending a spell slot.

Devil’s Sight

You can see normally in darkness, both magical and non magical, to a distance of 60 feet.

Eldritch Knight

Prerequisite: Light armour proficiency

You gain proficiency in medium armour, shields, and martial weapons.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite: Eldritch Blast cantrip

When you cast eldritch blast, its range is doubled.

Eyes of the Rune Keeper

You can read all writing.

Gaze of Two Minds

You can use your action to touch a humanoid and perceive through its senses until the end of your next turn. If the creature is unwilling, it must fail a Wisdom saving throw against your spell save DC in order to perceive through its senses. On a successful save, you do not perceive through its senses and the creature is immune to this effect for 24 hours. A creature you perceive through is unaware of your intrusion without magical means.

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.

Gift of the Depths

You can breathe underwater, and you gain a swimming speed equal to your walking speed. While completely submerged underwater, you gain a blindsight with a range of 10ft.

Gift of the Ever-Living Ones

When you regain hit points during a short rest, treat any hit dice rolled to determine the hit points you regain as having rolled their maximum value. After using this feature, you must complete a long rest before you can use this again.

Grasp of Hadar

Prerequisite: Eldritch Blast cantrip

When you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you. If a target is hit with multiple beams, the creature is only moved once.

Improved Pact Weapon

Prerequisite: Pact of the Blade

Your pact 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. 

In addition, the DC for your pact weapon’s special strikes can use your spell save DC instead of your special strike DC.

Lance of Lethargy

Prerequisite: Eldritch Blast cantrip

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. If a target is hit with multiple beams, the creature’s speed is only reduced once.

Mask of Many Faces

You can cast the Disguise Self spell at will, without expending a spell slot.

Misty Visions

You can cast the Silent Image spell at will, without expending a spell slot or material components.

Patron’s Blessing

When a creature within 15ft of you is reduced to 0 hit points, you gain temporary hit points equal to half your warlock level + your Intelligence modifier or Charisma modifier.

Protection of the Crown

Prerequisite: Pact of the Crown

If you fail an Intelligence, Wisdom, or Charisma saving throw while wearing your crown, you can add 1d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your Charisma modifier or Intelligence modifier, and all expended uses are restored when you complete a long rest.

Rebuke of the Mark

Prerequisite: Pact of the Mark

When you are 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 1d6 + your Intelligence modifier or Charisma modifier, and push the attacker up to 10ft away from you.

Repelling Blast

Prerequisite: Eldritch Blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. If a target is hit with multiple beams, the creature is only pushed away once.

Tomb of Levistus

As a reaction to being damaged, you can entomb yourself in a protective ice tomb. You gain 10 temporary hit points per warlock level, which takes as much of the triggering damage as possible. While entombed in this ice, your speed is reduced to 0, and you have resistance to non-magical bludgeoning, piercing, and slashing damage. If a creature hits you with a melee attack while you have these temporary hit points, the creature takes cold damage equal to your warlock level. These effects, including any remaining temporary hit points, all disappear at the start of your next turn when the ice melts away.

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

Trickster’s Escape

If you are targeted with a melee attack and the attack misses, as a reaction, you can move up to half your movement away from the creature without provoking opportunity attacks from the attacking creature.

Voice of the Chain Master

Prerequisite: Pact of the Chain

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 replace the voice of your familiar with your own voice, even if your familiar is normally incapable of speech.


Guiding Whispers

Prerequisite: 3rd level

You learn the Augury spell and can cast it once without expending a spell slot. After you cast this spell without a spell slot, you must complete a long rest before you can do so again.

Undying Servitude

Prerequisite: 3rd level

You learn the Summon Undead spell and can cast it once without using a spell slot. When you cast this spell in this way, you cast this spell at a level equal to the highest level of your warlock spell slots, and the spell does not require concentration for its duration. After you cast this spell without a spell slot, you must complete a long rest before you can do so again.


Ascendant Step

Prerequisite: Pact of the Cloak, 5th level

While wearing your cloak, you gain a flying speed equal to your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Additionally as a reaction, you can reduce any fall damage you take by 2 x your warlock level.

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 10ft from you in every direction, but not through total cover. It lasts for 10 minutes, until you’re incapacitated, or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) check however you receive a 1d4 penalty to all other Charisma checks. Any creature of your choice that starts its turn in the aura takes poison damage equal to 1d4 + your Charisma modifier or Intelligence modifier (minimum of 0).

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

Eldritch Smite

Prerequisite: 5th level

Once per turn, when you hit a creature with a weapon, you can deal an extra 1d10 force damage to the target. You can use this feature a number of times equal to your Charisma modifier or Intelligence modifier, and regain all expended uses when you complete a long rest.

Eldritch Soul

Prerequisite: 5th level

You have resistance to the damage type associated with your patron in the Patron’s Influence feature. This damage type is the damage type you can change your eldritch blast cantrip with.

Far Scribe

Prerequisite: 5th level, Pact of the Tome

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 Charisma modifier or Intelligence modifier. As an action, you can magically erase a name on the page by touching it.

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.

Leaping Hex

Prerequisite: 5th level, Hex spell

If a creature affected by your hex spell drops to 0 hit points, you can immediately curse a new creature with the spell without requiring a bonus action.

Relentless Hex

Prerequisite: 5th level, Hex spell

Your curse creates a temporary bond between you and your target. If you can see the 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.

Thief of Fate

Prerequisite: 5th level

When a creature within 30ft of you makes a saving throw against one of your warlock spells, as a reaction, you can force a penalty to the roll equal to 1d6. Once you use this invocation, you must complete a short rest before you can do so again.

Thirsting Weapon

Prerequisite: 5th level

You can attack with a weapon twice, instead of once, whenever you take the Attack action on your turn.

Veil of Stillness

Prerequisite: 5th level

You can use your action to become invisible until you move or take an action or a reaction.


Anatomy of the Elusive Ones

Prerequisite: 7th level

You can cast the Freedom of Movement spell on yourself without expending a spell slot. You can use this invocation twice, and you regain all expended uses when you finish a long rest.

Chains of Carceri

Prerequisite: Eldritch Blast cantrip, 7th level

When you cast eldritch blast, you can choose to force one target you hit to make a Dexterity saving throw, as eldritch restraints surround the creature. On a failed save, the target is restrained until the end of your next turn. Once you use this invocation, you must complete a short rest before you can do so again.

Eldritch Mind

Prerequisite: 7th level

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet for 10 minutes. Within that range, you have darkvision if you don't already have it. 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.

Infectious Mark

Prerequisite: Pact of the Mark, 7th level

When you curse a creature with your mark, you can cause the mark to curse an additional creature in this way that you can see within 15 feet of the initial creature. You can use this feature a number of times equal to your Intelligence modifier or Charisma modifier, and regain all expended uses when you complete a long rest.

Investment of the Chain Master

Prerequisite: Pact of the Chain, 7th level

When you cast find familiar, you infuse the summoned familiar with a measure of your patron’s 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 on its next turn. When the familiar deals damage with its attacks, it adds your Intelligence modifier or Charisma modifier to the damage.
  • 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.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

Maddening Hex

Prerequisite: 7th level, Hex spell

You can cause a psychic disturbance around the target cursed by your hex spell. If you can see the cursed target, as a bonus action, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Intelligence modifier or Charisma modifier (minimum of 1 damage).

Otherworldly Haunting

Prerequisite: 7th level

As an action, you momentarily take on an otherworldly appearance that takes a similar likeness to your patron. You can choose a number of creatures equal to your Intelligence modifier or Charisma modifier within 30 ft and force those targets to make a Wisdom saving throw against your spell save DC. On a failed save, the targeted creature becomes frightened of you for 1 minute. While under this effect, a creature takes 1d8 psychic damage at the start of its turn, and must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn further than 30 feet away from you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. After using this action, you must complete a long rest before you can perform this action again.

Prophetic Secrets

Prerequisite: Pact of the Relic, 7th level

When you use your relic to reveal a creature’s secrets while in combat with it, if it fails the Intelligence saving throw, you also gain the knowledge to temporarily predict the creature’s next actions. Until the end of your next turn, the targeted creature has disadvantage on its attacks targeting you, and you have advantage on saving throws against any harmful effects it targets you with.

Subjugation of the Crown

Prerequisite: Pact of the Crown, 7th level

While wearing your crown, you gain a +1 bonus to the damage you deal with spell attacks and weapon attacks when you have at least one creature charmed by you. This bonus increases when you have multiple creatures charmed by you, increasing by one for every two additional creatures. For example: the bonus damage increases to +2 with three creatures charmed at the same time, and increases to +3 with five creatures charmed at the same time. The maximum bonus you can gain equals your proficiency bonus.


Eldritch Preservation

Prerequisite: 9th level

When you are reduced to 0 hit points but not killed outright, your patron’s magic protects you, causing you to magically drop to 1 hit point instead. Once this magic is triggered, you cannot benefit from it until you finish a long rest.

Lifedrinker

Prerequisite: 9th level

When you hit a creature with a melee weapon, you can choose to change the bludgeoning, piercing, or slashing damage of the weapon into necrotic damage, you deal an additional 1d4 necrotic damage, and you regain hit points equal to the necrotic damage you dealt. You can use this invocation three times, and regain all expended uses when you complete a short rest.

Visage of Madness

Prerequisite: 9th level

As an action, you unleash your eldritch power to break the minds of those around you. Each creature of your choice within 20ft of you must make a Wisdom saving throw against your spell save DC. On a failed save, the targeted creature takes 6d6 psychic damage, its speed is reduced to 0, and is stunned until the end of your next turn. On a successful save, the target only takes half the psychic damage. After using this action, you must complete a long rest before you can perform this action again.

Whispers of the Grave

Prerequisite: 9th level

You can cast Speak with Dead at will, without expending a spell slot.


Book of Ancient Secrets

Prerequisite: Pact of the Tome, 11th level

When you gain this feature, choose two spells from any class's spell list. A spell you choose must be between 1st level to 5th level, or a cantrip. The spells do not need to be from the same spell list. These spells appear in your tome and while it is on your person, you can cast these spells with your warlock spell slots. They don't count against your number of spells known. Any spell you cast with this feature is considered a warlock spell for you.

Elusive Shroud

Prerequisite: Pact of the Cloak, 11th level

While wearing your cloak, as a bonus action, you can envelop yourself inside your cloak and disappear, magically teleporting and reappearing in an unoccupied space within 15ft.

Master of Myriad Forms

Prerequisite: 11th level

You can cast the Seeming spell once without expending a spell slot. Once you use this invocation, you must complete a long rest before you can do so again.

Pact Warrior

Prerequisite: Pact of the Blade, 11th level

When you cast a spell with your action, you can make one melee attack with your pact weapon as a bonus action.


Bond of the Transporter

Prerequisite: 12th level

You can spend 1 minute touching a creature to bond with it. While bonded in this way, you can use your action to teleport to an unoccupied space closest to them, provided the two of you are on the same plane of existence. The bonded creature can do the same thing, using their action to teleport to you. This bond lasts indefinitely, or until you bond with another creature in this way. This teleportation can only be used a number of times equal to your proficiency bonus, and you regain all expended uses when you complete a long rest.


Witch Sight

Prerequisite: 13th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.


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