Warlock Invocations and Boons (5e Class Feature)
Eldritch Invocations
General
The following invocations do not require a specific prerequisite, other than your warlock level.
Ancient One's Respite
Prerequisite: 5th level
You are able to cast the entangle spell at will without expending a spell slot. When you are reduced to 0 hit points, a bed of magical tendrils within a cage of chains is summoned around your body, instantly stabilizing you and bringing you up to 1 hit point. While inside the cage, your speed is reduced to 0. At the start of your turn, you can choose to dismiss or remain inside the cage. If you remain inside the cage, you regain hit points equal to 2d8 + Charisma modifier but you are unable to take any actions or bonus actions. Upon dismissing the cage, it crumbles away and cannot be used further. If the cage is destroyed before while you are still inside it, you are dropped on the ground and are knocked prone.
The cage has an AC of 20, 40 hit points, and has vulnerability to radiant damage.
Once you use this invocation, you cannot use it again until you finish a long rest.
Ancient Spirit's Favor
Prerequisite: 3rd level, good or neutral alignment
You gain the Druidcraft, Guidance, and Mold Earth cantrips.
Cloud of Locusts
Prerequisite: 9th level
You can cast insect plague once using a warlock spell slot. You can't do so again until you finish a long rest.
Cosmic Influence
Prerequisite: 17th level
You can choose wish or time stop as your 9th-level Mystic Arcanum. You do not risk the 33% chance of being unable to cast wish when using this invocation.
Deceive Magic Item
Prerequisite: 12th level
Choose one other class. You count as a member of that class for the purposes of determining which magic items you can attune to. You gain an additional magic item attunement slot.
Defy Death
Prerequisite: 9th level
You can cast revivify without expending material components or using a warlock spell slot. You can't do so again until you finish a long rest.
Dual Boon
Prerequisite: 8th level
You may take another Pact Boon. If you switch this invocation for another as normal for gaining another warlock level, invocations that require this invocation or the Pact Boon it grants cease to function.
Eldritch Missile
Prerequisite: 9th level
You can cast magic missile at will, at its lowest level without expending a spell slot. You may take this invocation more than once to increase the spell level by 1.
Eldritch Mobility
Prerequisite: 5th level
Your walking speed increases by 10 feet. You gain a climbing speed equal to your walking speed.
Eldritch Powers
Each time you use a cantrip or spell that requires an attack roll, you can add your charisma modifier to the damage dealt. When you reach level 5 you add your Spellcasting modifier.
Eldritch Speech
Prerequisite: 9th level
You can cast tongues on yourself at will, without expending a spell slot or material components.
Elemental Avatar
Prerequisite: must not have the eldritch blast cantrip, 3rd level
You learn the Control Flames, Gust, Mold Earth, and Shape Water cantrips.
Fade Away into Shadow
Prerequisite: 5th level
You can take the disengage action as a bonus action.
Ghost Drift
Prerequisite: 9th level
You may use your action to phase, until the start of your next turn. When you do so you become semitransparent, you can move through walls, floors, objects, and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of feet you are moved.
Lithic Resilience
Prerequisite: 7th level
You can cast stoneskin without using a warlock spell slot. You can't do so again until you finish a long rest.
Locus of Two Minds
Prerequisite: 9th level
You may cast one additional spell with a concentration requirement for its duration while maintaining one other spell that requires concentration. You may never maintain more than two spells with a concentration requirement simultaneously. Additionally, if you are only maintaining one spell that requires concentration, you have advantage on saving throws to maintain concentration on that spell.
Mind Over Matter
Prerequisite: 14th level
You can cast telekinesis at will without expending a spell slot.
Nebulous Wisp
Prerequisite: 11th level
You can cast gaseous form on yourself at will, without expending a spell slot or material components.
Oakflesh
Prerequisite: 9th level
You can cast barkskin on yourself at will, without expending a spell slot or material components. You need not maintain concentration on this spell while casting it through this feature.
Otherworldly Physics
Prerequisite: 13th level
When you choose your 7th-level Mystic Arcanum, you can choose reverse gravity. It counts as a warlock spell when you cast it in this way.
Otherworldly Plunge
You can cast feather fall at will, without expending a spell slot.
Otherworldly Skill
Prerequisite: 5th level
You double your proficiency bonus for two skills you are already proficient in unless another feature has already doubled the proficiency bonus of those skills.
Patron's Blessing
You may spend a spell slot of the appropriate level to cast any spell on your patron's extended spell list, even if you do not know it.
Patron's Homestead
Prerequisite: 18th level
You can create an extradimensional dwelling similar to the magnificent mansion spell with this invocation which lasts until you create a new one and casting time is 1 action. Any creature who enters it regains 1 hit point for every minute it spends entirely within the mansion and is affected by the lesser restoration spell until it leaves. The unseen servants which populate your homestead you decide the visual appearance of these servants and their attire. The entire homestead is varied based on your patron. Patron's Homestead is permanent until a new one is created, in which case the old one is destroyed. Only creatures the caster allows are able to enter the homestead and see and sense the portal otherwise they cannot. Any personal belongings of the warlock that were stored in an old Patron's Homestead are transferred to the new one when it is created. You can create a new homestead or create and destroy portals to your homestead from any distance. If a caster casts dispel magic it'll destroy a portal but it will not destroy a homestead. You can use the homestead to travel between portals unless the portal is destroyed.
Patronly Protection
Prerequisite: 5th level
Your patron infuses your form with eldritch energy. Whenever you use your Dexterity modifier to calculate your AC or Dexterity saving throw you can instead use your Charisma modifier.
See the Unseen
Prerequisite: 7th level
You can cast see invisibility at will, without expending a spell slot.
Tomb of the Lich
Prerequisite: 18th level
You cast the clone spell requiring no components, however, this uses up all warlock spell slots you have remaining and has an 8 hour cast time. A magical black sarcophagus is created out of an alien material. One cubic inch of the cloned target's flesh must be inserted in the sarcophagus before commencing the cloning. Destroying the sarcophagus will stop the spell and everything will evaporate in a black mist. The sarcophagus has AC 20, 50 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. A 1-hour ritual can be done to repair all damage done to the sarcophagus.
Dreaded Hexes
Prerequisite: 8th level
You can cast Hex at will, without expending a spell slot or material components. In addition you may choose for Hex to deal psychic damage instead of necrotic.
Unending Hex
Prerequisite: 13th level, hex spell
Whenever you cast hex you can force the target to make a Wisdom saving throw. If the target fails its saving throw, this casting of hex does not require concentration. When used in this way, hex cannot be moved after the target is reduced to 0 hit points.
Necromantic Hex
Prerequisite: 11th level
When you kill a humanoid creature that's under the effects of your hex spell, it rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
You can have a number of zombies equal to your Charisma modifier under your control with this invocation (a minimum of one). If you raise another zombie after that with this feature, a zombie chosen by the DM collapses into dust.
Rushed Malediction
Prerequisite: 7th level
When you enter combat you may use your bonus action to cast hex. You may use this on your first turn whenever you enter combat. When the hexed creature dies you may select a new target, you can do this a number of times equal to your Charisma modifier.
Held Hex
Prerequisite: 5th level
Your familiar can maintain the concentration on a hex spell you have cast as long as you are not also maintaining concentration on hex as well.
Eldritch Blast-Related
The following invocations require eldritch blast cantrip as a prerequisite.
Chaotic Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, you can choose it's damage type.
Eldritch Blow
Prerequisite: 5th level, eldritch blast cantrip
You can use your bonus action to make the next melee attack deal additional damage equal to your eldritch blast's damage on top of the existing weapon damage.
Eldritch Burst
Prerequisite: 5th level, eldritch blast cantrip
When you cast eldritch blast you can choose to condense the beams into a single powerful melee burst, make a single melee spell attack against a creature within your melee range, if the attack is successful all beams hit the target, but if the attack fails all beams miss.
Eldritch Cone
Prerequisite: 11th level, eldritch blast cantrip
As an action, you may unleash a 20ft cone of energy in front of you. Affected creatures must make a Dexterity saving throw versus your Warlock Save DC. They take damage equal to a single ray of your eldritch blast on a failed save and take half damage on a successful save.
Ensnaring Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, you can choose to deal no damage, and instead for a creature to make a Dexterity saving throw or be restrained until the end of your next turn as the eldritch energy surrounds and traps it. If you do this, you cannot use any of the extra beams provided by eldritch blast.
Quickened Blast
Prerequisite: 10th level, eldritch blast cantrip
When you cast eldritch blast, you can choose to expend a Pact Magic spell slot. If you do this you can cast eldritch blast again as a bonus action.
Shattering Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, you can choose to have it deal psychic damage. If you do so, it ignores a creature's resistance (but not immunity) to psychic damage.
Splitting Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, you can choose to make a second attack roll against a target within 5 feet of the original target, as long as each beam strikes the same creature.
Eldritch Gravity
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can choose to either push the creature 10 feet away from you, or pull the creature 10 feet towards you.
Elementalism
Prerequisite: Pact of the Elements feature
When you cast eldritch blast, or any cantrip or spell that deals energy damage, you may change the type of damage that cantrip or spell does so that it matches the element you have currently attuned to with your Pact of the Elements. In addition, such cantrips or spells also deal an additional amount of energy damage equal to your Charisma modifier of a type associated to your current element even if you do not choose to convert the original spell to the same type. The associated types of damage are as follows: Air—Lightning, Earth—Bludgeoning, Fire—Fire, and Water—Cold.
You may not select this eldritch invocation if you already know Agonizing Blast, and vice-versa.
Cantrip-Related
Note that some of these invocations may require another source of cantrips, such as Pact of the Tome, multiclassing, or the Magic Initiate feat.
Abyssal Flames
Prerequisite: fire bolt cantrip
A creature hit by your fire bolt cantrip is set on fire and takes 1d8 fire damage at the start of their turn and must take an action on their turn to put out the flames.
Benevolent Restoration
Prerequisite: spare the dying cantrip
When you cast spare the dying on a creature, they gain temporary hit points equal to your charisma modifier and gain advantage on their next roll.
Bewitched Staff
Prerequisite: Shillelagh cantrip
When you hit a creature with a weapon affected by Shillelagh you can cast a touch cantrip through it as a bonus action.
Blade Mimic
Prerequisite: Sword Burst cantrip
When you casting Sword Burst while wielding a melee weapon, you can change the damage dice of the spell to the one of your weapon, and any magical effects from the sword are applied to the targets hit.
Blinding Light
Prerequisite: Light cantrip
You can use the Light cantrip on a creature, forcing them to make a constitution saving throw, if they fail they are blinded until the end of their turn.
Crowd Ridicule
Prerequisite: Vicious Mockery cantrip
When you cast Vicious Mockery a number of creatures equal to your charisma modifier within 30 feet may use their reaction to mock or laugh at the target, adding an additional die of damage.
Defile the Dying
Prerequisite spare the dying cantrip
When casting spare the dying you gain advantage on an attacks or saving throw until the end of your next turn.
Debilitating Frost
Prerequisite: Frostbite cantrip
When rolling a 6 on the damage dice of your Frostbite cantrip, the target's AC is lowered by 1 for each for each additional 6 rolled. This reduction lasts for 1 minute or if the target takes 1 point of fire damage.
Delayed Inferno
Prerequisite: fire bolt cantrip
When casting fire bolt you can turn the mote of fire into a harmless ball of coal for up to 1 hour, after which it turns to dust. During this hour, you can use your bonus action to turn the ball back into a fire bolt, causing it to explode in a 5 foot sphere, dealing the spell's damage to any creature in range that fails a dexterity saving throw.
Desiccate
Prerequisite: Shape Water cantrip
Using Shape Water you can target a creature and force them to make a constitution saving throw or take 1d10 necrotic damage as you extract the water from their body. This spells damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. Plant creatures affected by this spell additional necrotic damage equal to your level.
Draining Blows
Prerequisite: Soul Drain cantrip
Soul Drain now lasts until dismissed by the caster. Until dismissed your melee attacks will deal an extra 1d4 necrotic damage, and you regain hp equal to the damage dealt.
At Higher Levels. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Earthen Might
Prerequisite: Mold Earth cantrip
Using Mold Earth you can cause the excavated loose earth to form into a solid spike or pillar, you can cause a creature to make a dexterity saving throw or take 1d10 bludgeoning, slashing, or piercing damage, depending on the shape you create. The earth loses its solidity after 1 minute. The damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.
Electrify
Prerequisite: shocking grasp cantrip
When using a weapon made of metal, you can cast shocking grasp on it to deal 1d8 lightning damage when landing a hit using the weapon.
Everyone's Friend
Prerequisite: friends cantrip, 5th level
When the friends spell ends, the targeted creature must succeed an intelligence saving throw in order to know that they had been affected by the spell.
Explosive Bubble
Prerequisite: acid splash cantrip
Using acid splash, any creature within 5 feet of the two targets must also succeed on a dexterity saving throw or take the damage.
False Reality
Prerequisite: minor illusion cantrip
You are able to create and maintain number of illusions equal to your charisma modifier with minor illusion.
Facsimile Sculpture
Prerequisite: Mold Earth cantrip
Using the Mold Earth cantrip you can shape dirt or stone into the shape, weight, texture, and appearance of another object you can see or imagine. These effects last the duration of the spell, after which the object becomes normal dirt or stone, though can retain it's shape. You can shape a number of objects equal to your charisma modifier.
Forbidden Mockery
Prerequisite: Vicious Mockery cantrip, 8th level
When you cast Vicious Mockery and the target fails their saving throw, they must make another wisdom saving throw, if they fail they are frightened of you until the end of your next turn.
Frozen Barrage
Prerequisite: ray of frost cantrip
When you hit a creature using ray of frost, they must make a dexterity saving throw or take an additional 1d6 piercing damage as the ray of frost freezes the moisture in the air as it travels. This damage scales with the cold damage.
Floran Bond
Prerequisite: Druidcraft cantrip
Using the Druidcraft cantrip you can command a single plant, or a mass of plants (such as roots) within a 5 foot cube to move. This can be used to form a bridge, hold down an object, or block a path. The plants move slowly at 10 feet per round, and is not strong enough to cause damage.
Golden Wind
Prerequisite: Druidcraft cantrip
With the Druidcraft cantrip you can turn non-magical material weighing no more than 10 pounds into non-magical life, such as a bug, rodent, plant, etc. of the same weight.
Gripping Claws
Prerequisite: Primal Savagery cantrip
Using Primal Savagery you can use it and maintain concentration, during which you gain a climbing speed equal to your walking speed.
Guiding Moth
Prerequisite: Druidcraft cantrip
Using Druidcraft you choose to summon a moth, when summoning it you think of a location within 1 mile, and the moth will begin flying towards the location. If a bright light is within 10 feet of the moth, the moth will be distracted and seek the light source.
Hellfire Pit
Prerequisite: Create Bonfire cantrip
When casting Create Bonfire, each creature in a 15 foot circle centered on the bonfire must succeed on a dexterity saving throw or take 1d4 piercing damage as flaming stakes erupt towards them, at the start of their next turn if they have not moved they take an additional 1d6 fire damage. A creature that moves within the space of the stakes is unaffected.
Hidden Blaze
Prerequisite: Produce Flame cantrip
You can now cast Produce Flame up to 60 feet away without vocal components, and casting it this way does not reveal your position. You can use it to target a creatures clothing, causing them to catch on fire.
Lightning Web
Prerequisite Lightning Lure cantrip
When casting Lightning Lure any creature within 5 feet of the target will also be damaged and affected.
Master Magician
Prerequisite Prestidigitation cantrip, 5th level
You can now cast the spell Prestidigitation 8 times in one action, and can have up to 8 effects active for the duration.
Meteorite
Prerequisite: Magic Stone cantrip
The Magic Stone spell now has an unlimited range as long as you can see your target. Additionally the damage of each stone increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.
Miniature Stars
Prerequisite: dancing lights cantrip
While dancing lights is active, you can make a ranged spell attack roll against a creature in range using the motes of light, each dealing 1d6 radiant damage.
Mutual Benefit
Prerequisite: Resistance cantrip
When casting Resistance on another creature than yourself, you gain temporary hit points equal to your level if the target succeeds on their saving throw.
Noxious Gas
Prerequisite: poison spray cantrip
With poison spray you can create a 5 foot cube of poisonous gas within 10 feet of you, any creature that passes thought it is affected by the spell. You can use your action on your turn to move it up to 10 feet in any direction, a gust of wind is able to dissipate the cloud.
Omnidextrous
Prerequisite: Mage Hand cantrip
When casting Mage Hand you can summon a number of hands equal to your charisma modifier+1, with a total lifting weight of each hand combined, you can move and use each hand as a single action.
Open Communication
Prerequisite: Message cantrip
When casting Message you can begin concentrating on it for up to 10 minutes and can target a number of people equal to your Charisma modifier, during this time you may all talk among each other as if the spell was constantly being cast among everyone.
Orbiting Stones
Prerequisite: Magic Stone cantrip
You can now affect a number of stones equal to your charisma modifier with Magic Stone, and you can cause the stones to orbit around you or another creature. As an action you can send each stone attacking one or more creatures, you must make a ranged spell attack roll for each stone.
Orchestra of Judgement
Prerequisite toll the dead cantrip
When casting toll the dead on a creature that attacked you on your turn after it attacked you, you add your charisma modifier to the damage dealt.
Patron's Guidance
Prerequisite: Guidance cantrip, 5th level
When you roll initiative, you can cast Guidance as a reaction on yourself.
Persistent Fortune
Prerequisite: Guidance cantrip
You no longer need to maintain concentration on the Guidance cantrip.
Petrifying Grasp
Prerequisite: chill touch cantrip, 10th level
When rolling a natural 20 on an attack roll using chill touch, the creature is petrified until the end of its next turn.
Powerful Aura
Prerequisite: Thaumaturgy cantrip
You can use Thaumaturgy to make yourself appear as some sort of powerful supernatural entity, giving you advantage on all charisma skill checks.
Precise Strike
Prerequisite true strike cantrip, 5th level
When you cast the true strike cantrip, the target's AC is reduced by your proficiency bonus, but only on attacks made by you.
Preemptive Shattering
Prerequisite: Booming Blade cantrip
After you successfully hit a creature with Booming Blade you can use your reaction to immediately deal the thunder damage, rather than waiting for the creature to move. When you do so, the target must succeed on a constitution saving throw or be stunned until the end of its next turn.
Punish the Unworthy
Prerequisite: sacred flame cantrip
When an undead or evil-aligned creature target fails their save against sacred flame they become restrained until the end of your next turn as holy fire snakes around them and chains them in place.
Radiant Light
Prerequisite: Light cantrip
Casting Light on a weapon lets it deal additional radiant damage equal to your charisma modifier.
Reflective Ward
Prerequisite Blade Ward cantrip
While under the Blade Ward spell, any time you're hit with bludgeoning, piercing, or slashing damage, you reflect damage equal to half your level or the same damage type.
Self Repairing
Prerequisite Mending cantrip
You can now have the Mending spell last up to 8 hours on an item, repairing any damage done to it over 1 minute.
Share Thoughts
Prerequisite: Encode Thoughts cantrip
You can allow other creatures to access the thought strand by casting Encode Thoughts on them as they hold the thought strand.
Shielding Breeze
Prerequisite: Gust cantrip
When casting Gust you can choose to form a shield of wind around yourself or a creature you can see within 30 feet until the start of your next turn. Any attacks made at disadvantage against the shielded creature will automatically miss.
Shockwave
Prerequisite Thunder Clap cantrip
When rolling a 6 on the damage for Thunder Clap one creature per 6 rolled is stunned untill the end of its next turn.
Spider Whip
Prerequisite Thorn Whip cantrip
When casting Thorn Whip you can use the whip as a rope or grappling hook, the whip will latch onto surfaces and is capable of withstanding the weight of one medium sized creature before dispelling.
Spirit Claw
Prerequisite: Mage Hand cantrip, 8th level
You can now make spell attack rolls with your Mage Hand, which deals 1d6 force damage. The damage dice increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.
Telepath
Prerequisite Message cantrip, 8th level
Your Message cantrip now has a range of 1 mile and you no longer need to know the direction of the target.
Tempest
Prerequisite: Gust cantrip
You can use the Gust cantrip to cause a miniaturied storm in a 5 foot tall by 30 feet tall cylinder, capable of sending objects that are neither held nor carried and that weighs no more than 5 pound flying up to 30 feet, as well as creatures Medium or Smaller that are pushed by the tempest take 1d8 force damage as well as being pushed twice as far. A Large or larger creature must also make a strength saving throw but only takes 1d6 force damage and is not moved.
Unbound Flame
Prerequisite: Green-Flame Blade cantrip, 10th level
When you hit a creature with Green-Flame Blade the green fire that leaps from the target can then leap to a different creature of your choice that you can see within 5 feet of the second target, and again to a creature within 5 feet. The subsequent creatures takes fire damage equal to your spellcasting ability modifier.
Unlimited Blade Works
Prerequisite Sword Burst cantrip, 5th level
After casting Sword Burst, one sword for each damage dice remains, each turn after casting the spell, one sword will launch itself towards towards a creature you can see within 30 feet, make a ranged spell attack roll, the sword deals 1d6 force damage.
Vile Swarm
Prerequisite: Infestation cantrip
When casting Infestation, you can choose to summon a Swarm of Insects, which requires you to maintain concentration for one minute, after which it disappears.
Voice of Authority
Prerequisite: Word of Radiance cantrip, 5th level
When casting Word of Radiance you can shout a single word command, any creature who failed their save must obey this command to the best of their ability or take an additional 1d6 radiant damage. This damage increases to 2d6 at 11th level and 3d6 at 17th level.
Voidlight
Prerequisite: dancing lights cantrip
When casting dancing lights you can instead summon four motes of darkness which turns all light within 10 feet of the mote into dim light and turn dim light into darkness.
Pact Boon-Related
The following invocations require a specific Pact Boon feature as a prerequisite.
Acolyte of the Crown
Prerequisite: Pact of the Crown feature
Your magical servant becomes your loyal acolyte, gaining a suit of spells to complement your own. Choose three cantrips from any spell list. Your magical servant gains them, using your own spellcasting statistics for them.
Ameliorated Armor
Prerequisite: 9th level, Pact of the Aegis feature
Your pact armor improves allowing you to summon of your choice of three types of armor each time you create your pact armor.
- A set of light armor with a base AC = 13 + your Dexterity Modifier.
- A set of medium armor with a base AC = 16 + your Dexterity Modifier (maximum 2).
- A set of heavy armor with a base AC = 18.
While wearing your pact armor you may add your Charisma modifier to checks and saving throws made to resist environmental effects and atmospheric hazards.
Antagonizing Roar
Prerequisite: Pact of the Beast feature or Pact of the Maw
As a bonus action, you can unleash a ferocious roar, issuing a challenge to your foes. Each enemy within 10 feet of you must make a Wisdom saving throw against your warlock spell save DC or have disadvantage on any attack roll that doesn't target you. This effect lasts until the beginning of your next turn.
Arcana Bestowments
Prerequisite: 15th level, Pact of the Wand feature
While your pact wand is on your person, you may restore an expended warlock spell slot as a bonus action. You must complete a long rest to use this feature again.
Arcane Collector
Prerequisite: 12th level, Pact of the Blade feature or Pact of the Aegis
Now you can perform the ritual over the course of 1 hour, which can be done during a short rest, to insert a magical armor/weapon inside your actual pact weapon/armor, when done your pact weapon/armor will gain all the magical attributes of the item. When done the physical form if the magical item will be destroyed. The magical attributes gained will stay dormant and will be needed a bonus action to activate it for 1 minute, if the time end or if you you use another bonus action to change the dormant attribute you will need to do a long rest to choose it again.The magical damage isn't cumulative. (NOTE: This invocation needs heavy revision and clarification. Please see discussion page for more details.)
Arcane Conversion
Prerequisite: 14th level, Pact of the Tome feature or Pact of the Elements or Pact of the Wand or Pact of the Glove or Pact of the Maw
You may choose to use your Mystic Arcanum to instead cast a lower level spell you know as the spell slot you use.
Arcane Jets
Prerequisite: 14th level, Pact of the Aegis feature or Pact of the Runes or Pact of the Shroud
While you are using your pact you gain a fly and swimming speed equal to your walking speed.
Arcane Servos
Prerequisite: 7th level, Pact of the Aegis feature
While wearing your pact armor you may use your Charisma score in place of your Strength score when you roll for a unarmed attack or a weapon attack, Strength-based skill check, or when determining your carrying capacity and the weight you can push, drag, or lift. Your carrying capacity is doubled. Additionally while wearing gauntlets from your pact armor, your pact armor's gauntlets count as magic clubs and your weapon attack's count as magical for the purposes of overcoming resistances and immunities.
Auto-Bio Control
Prerequisite: Pact of the Aegis feature or Pact of the Shroud or Pact of the Necklace or Pact of the Maw
Whenever you regain hit points while you are using your pact, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Beast of War
Prerequisite: Pact of the Beast feature
You gain the ability to use your Pact of the Beast feature as a bonus action, rather than as an action.
Bestial Familiar
Prerequisite: Pact of the Chain feature
When choosing your familiar, you can choose any beast that is Medium or smaller and has a CR no greater than 1/4. This familiar cannot function as a mount.
Body Entrancement
Prerequisite: 9th level, Pact of the Aegis or Pact of the Runes or Pact of the Glove
Your pact improves granting you +1 AC while using your pact boon. If you has the 15th level you gain a extra +1 AC.
While using your pact you may use your Charisma score in place of your Strength score when determining your carrying capacity and the weight you can push, drag, or lift. Also your carrying capacity is doubled.
Book of Arcana Unbounded
Prerequisite: 5th level, Pact of the Tome feature
When you select this eldritch invocation, you may select two spells from any spellcasting class and inscribe them in your Book of Shadows. These spells needn't be from the same spellcasting class, but both must be of a level for which your spell slots can accommodate or be a cantrip. These spells are always prepared for you and do not count against your known spells, and are treated as warlock spells for you. Whenever you gain a level, you may trade one of these selected spells for a new one so long as it is of a level which you can cast. You may select this invocation several times and learn two additional spells for every instance of this eldritch invocation.
Book of High Arcanum
Prerequisite: 17th level, Pact of the Tome feature
You may choose two spells, one of 8th and the other of 9th level from any class list, and you may expend your use of Mystic Arcanum for that level to cast that spell as a warlock spell.
Book of the Rune Keeper
Prerequisite: 5th level, Pact of the Tome feature
You can now inscribe magical spells in your Book of Shadows. Choose two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, or wizard. You must choose your spells from that class's spell list. (the two need to 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 if they are warlock spells. On your adventures, you can add other spells to your Book of Shadows (if they are from your chosen spell list or warlock spells). When you find a warlock spell of 1st level or higher, you can add it to your Book of Shadows if it is of a level which you can cast, 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. If the spell is from your chosen list, the time and cost is doubled the normal amount.
At 15th level you gain this extra benefit; You can gain higher level spells and more spell slots form the transcribing process. This process is harder to do so the cost and time to transcribe a spell is doubled the normal amount. Each time you choose to transcribe a spell that is above 5th level, roll a d100; On a 51 or higher you transcribe the spell as normal and you can use your Mystic Arcanum, equal to the spells level to cast that spell.
Boundless Arcanum
Prerequisite: 14th Level, Pact of the Tome feature.
When you take this invocation, you can replace your Mystic Arcanum spells with that of any other class, these new spells count as warlock spells for you. If you later replace this invocation with another, the spells return to the ones you had previously.
Call from the Grave
Prerequisite: 5th level, Pact of the Chain feature or Pact of the Palemaster or Pact of the Claw
You can cast animate dead once using a warlock spell slot. You can't do so again until you finish a long rest.
Chain Master's Focus
Prerequisite: 9th level, Pact of the Chain feature
While your familiar is active, you may have them rest upon your shoulder. While in this state, your familiar may not take any actions and their movement speed is reduced to 0. While in this state however, you may choose to transfer concentration of a single spell onto your familiar. This allows you to maintain concentration on a single spell while your familiar maintains concentration on a second spell. At any point as a bonus action, you may free your familiar from this state, restoring their ability to move and act, but losing your secondary concentration slot.
Dangerous Beast
Prerequisite: Pact of the Beast feature
When you use your Pact of the Beast feature, you can transform into a beast with a challenge rating as high as your warlock level divided by 3, rounded down.
Dual Pact Boons
Prerequisite: 5th level, Pact of the Blade feature or Pact of the Wand feature
You can bind up to two pact weapons or pact wands, and have them both summoned simultaneously. All other guidelines to respective boons apply.
Eldritch Secrets
Prerequisite: 7th level, Pact of the Tome feature or Pact of the Runes
When you gain this invocation, choose two spells from any class's spell list (the two needn't be from the same list). If you have your Book of Shadows on your person you can cast them as warlock spells, provided they are of a level for which you have spell slots.
Empowered Influence
Prerequisite: 4th level, Pact of the Mantle feature or Pact of the Necklace or Pact of the Shroud or Pact of the Ring
You can affect two additional creatures with your pact bonus , the creatures cant be hostile and need to be 10fts of you.
Energy Barrier
Prerequisite: 5th level, Pact of the Aegis feature or Pact of the Runes or Pact of the Necklace or Pact of the Palemaster or Pact of the Maw
At the start of each of your turns, you gain temporary hit points equal to your Charisma modifier (minimum of 1) + your proficiency bonus, provided that you are using your pact and have at least 1 hit point.
Exceeding Expectations
Prerequisite: Pact of the Crown feature
When you take this invocation, you may grant your servant a feat. At level 10 you may grant them another feat. If at some point you replace this invocation and later take it back, you may select new feats.
Extended Influence
Prerequisite: 5th level, Pact of the Mantle feature
The range of your mantle increases by 10 feet. You may take this Eldritch Invocation twice, but you must have at least 9 levels in the warlock class before you take it the second time.
Ferocious Familiar
Prerequisite: 9th level, Pact of the Chain feature
When choosing your familiar, you can choose any beast that is Medium or smaller and has a CR no greater than 1/2. This familiar cannot function as a mount.
Ferocious Wand
Prerequisite: 9th level, Pact of the Wand feature or Pact of the Ring or Pact of the Glove or Pact of the Necklace or Pact of the Palemaster or Pact of the Elements or Pact of the Claw or Pact of the Maw
Your pact's bonus to spell attack rolls and spell save DCs are increased by +2. Spell attacks made through your pact score a critical hit on a 19-20.
Guard Beast
Prerequisite: Pact of the Beast feature
When a creature you can see attacks a target other than you that is within 5 feet of you, you can force the attack to target you instead. If you do so, you can use your reaction to move up to half your speed and make an opportunity attack against the creature.
Improved Bond
Prerequisite: Pact of the Supporter
While you are within 1 mile of your bonded ally, you gain the following benefit:
- You may use your reaction to grant your bonded ally advantage on a single saving throw.
- You can give your energies to you bonded ally, you can suffer damage equal to twice your charisma modifier+your warlock level and heal him the same amount.
- When either your bonded ally or you suffer damage from attacks or spells, the other heals half the damage taken.
- When you cast a spell or cantrip that targets yourself, you can instead target your bonded ally.
- Your bonded ally also makes the extra damage from your cursed enemy by Hex or Hexblade curse.
Mantle of Concentration
Prerequisite: Pact of the Mantle feature
Creatures affected by your mantle gain a +1 bonus to attack rolls.
Mantle of Draining
Prerequisite: 11th level, Pact of the Mantle feature
Hostile creatures within range of your mantle take 5 + your Charisma modifier necrotic damage at the start of each of their turns.
Mantle of Protection
Prerequisite: Pact of the Mantle feature
Creatures affected by your mantle gain a +1 bonus to AC.
Monstrous Familiar
Prerequisite: 15th level, Pact of the Chain feature
When choosing your familiar, you can choose any beast that is Large or smaller and has a CR no greater than 1.
Mouth of the Void
Prerequisite: 11th level, Pact of the Claw feature or Pact of the Runes or Pact of the Glove or Pact of the Palemaster or Pact of the Elements or Pact of the Maw
In the palm of your claw/hand/glove, a mouth opens. When you must make a saving throw against a spell that deals damage, you can use your reaction to absorb part of the spell, you cut the damage you take by half and heal for the same amount if you have 1 health or more left after receiving the spell. You can use this feature before or after you roll your save. This feature can be used once per short or long rest.
Overcharged Strikes
Prerequisite: 5th, Pact of the Claw feature or Pact of the Blade or Pact of the Palemaster or Pact of the Wand or Pact of the Glove or Pact of the Maw
When you make an attack using your pact, you can use your bonus action to cast a cantrip or use a patron ability, any of which can have a regular casting time of at least 1 action.
Perfected Servitude
Prerequisite: 9th level, Pact of the Crown feature
Your magical servant strives to become the best servant they can be. When you choose this invocation, the main stats of your servant increases to 20 (Strength and Constitution for Guard, Dexterity and Wisdom for Scout, Intelligence and Charisma for Consort). In addition, after every long rest, your servant gains temporary hit points equal to half your level rounded up.
Primordial Tongue
Prerequisite: 10th level, Pact of the Elements or Pact of the Runes or Pact of the Necklace or Pact of the Crown or Pact of the Maw
Your patron gifts you with the ability to speak and understand any spoken language, similar to the spell tongues, except that listeners believe you are a native speaker. You may attempt to command a single individual with the use of this invocation, though once used you may not do so again until you take a long rest.
Rejuvenating Mantle
Prerequisite: 19th level, Pact of the Mantle feature, Mantle of Draining Eldritch Invocation
When an enemy takes damage from Mantle of Draining, you can distribute hit points to creatures you choose (including yourself) within the range of your Mantle equal to the amount of damage the enemy took.
Sharp Aptitude
Prerequisite: Pact of the Blade feature
You gain a bonus to your initiative equal to your Charisma modifier. You may also create your pact weapon with a reaction on the start of your turn.
Shield Invocation
Prerequisite: Pact of the Blade feature or Pact of the Aegis feature or Pact of the Runes feature
When you summon your pact you may choose to also summon a shield in the same action. You are proficient with this shield. You may shatter this shield to make the fragments float around you as a bonus action to gain advantage on saving throws you make against spells and you gain immunity to all damage until the start of your next turn. After using this feature, you cannot summon your shield again until you finish a long rest.
You may also bind a magical shield as a pact shield, follows the same guidelines as a pact weapon or armor, but for shields only
Shroud of the Ancients
Prerequisite: 9th level, Pact of the Shroud feature or Pact of the Ring
Your pact's bonuses are increased to +2. You also become proficient in the Arcana skill, and may add your proficiency bonus twice to ability checks made with that skill.
Stone Free
Prerequisite: Pact of the Stand feature
Your Stand’s walking speed increases by 15 feet. Additionally, you learn the Thorn Whip cantrip, and it does not count towards your known cantrips.
Summon Elemental
Prerequisite: Pact of the Elements, 10th level
As an action, you may summon an elemental associated with the element you are currently attunted to, as per the spell conjure elemental. However, you do not need to maintain concentration and the elemental remains a loyal servant for the full hour or until it has died or you dismiss it as a bonus action. Treat the elemental as if you had conjured it with the highest level spell slot you have available, though it does not consume any of your spell slots to do so. You may not summon another elemental until after you have taken a short or long rest, even if you have voluntarily dismissed your previous elemental.
Otherworldly Patron-Related
The following invocations require a specific Otherworldy Patron as a prerequisite, in addition to other prerequisites.
Archfey
The following invocation require the Archfey patron as a prerequisite, in addition to other prerequisites.
Bear King's Honey
Prerequisite: Archfey patron
The mighty Bear King, who rules a domain of revelry and sport, gifts you with one of his many ornamental clay pots filled with succulent golden honey. The Pot is small enough to hang on your waist and contains 2 servings of honey, which it regains daily at dawn. As an action, you can fling a glob of honey at a target within 30 feet as a ranged weapon attack. If the attack hits, the creature must make a DC 14 Strength saving throw or be restrained. As an action, a creature restrained by the honey can make a DC 14 Strength check, freeing itself on a success. You may spend an action to eat a serving of honey or feed it to another creature instead of throwing it to restore hit points as though you had just used a potion of healing. The Bear King's honey is highly addictive and enticing to all, though you are guarded from its ill effects. If a non-fey creature other than you consumes any amount of the honey, they must succeed on a DC 17 Constitution saving throw or become addicted to the honey.
While addicted, the creature must eat at least one serving of the Bear King's honey once a day or have disadvantage on all attack rolls and ability checks until it consumes another serving of honey.
Bear King's Fine Honey
Prerequisite: 9th level, Archfey patron
The Bear King gifts you with some of his finer honey. As an action, you can fling a glob of honey at a target within 30 feet as a ranged weapon attack. If the attack hits, the creature is must make a DC 16 Strength saving throw or be restrained (escape DC 16). You may spend an action to eat a serving of honey or feed it to another creature instead of throwing it to restore hit points as though you had just used a greater potion of healing. If a non-fey creature other than you consumes any amount of the fine honey, they must succeed on a DC 19 Constitution saving throw or become addicted to the honey.
Bear King's Perfect Honey
Prerequisite: 15th level, Archfey patron
The Bear King gifts you with some of the finest honey in his possession. As an action, you can fling a glob of honey at a target within 30 feet as a ranged weapon attack. If the attack hits, the creature is must make a DC 18 Strength saving throw or be restrained (escape DC 18). You may spend an action to eat a serving of honey or feed it to another creature instead of throwing it to restore hit points as though you had just used a superior potion of healing. If a non-fey creature other than you consumes any amount of the fine honey, they must succeed on a DC 21 Constitution saving throw or become addicted to the honey.
Blessing of the Witch
Prerequisite: 9th level, Archfey patron
You have gained the favor of the Queen of Witches. When you deal damage to a creature, you can expend a warlock spell slot. If you do, you treat any die rolled to determine damage dealt as if they have rolled their maximum value.
Once you use this invocation, you can’t use it again until you finish a long rest.
Faerie Strike
Prerequisite: 12th level, Archfey patron, Pact of the Blade feature
Your patron enhances you pact weapon with eldritch power, changing its damage type to force damage. In addition, the weapon gains a bonus to its attack and damage rolls equal to your Charisma modifier.
Feywild Frolic
Prerequisite: 9th level, Archfey patron
You are able to cast misty step at will, without expending a spell slot.
Moonlit Magic
Prerequisite: Archfey patron, eldritch blast cantrip
The manic Moonlit King rules from his Tower of the Moon and possesses powerful lunar sorceries. His magic makes your eldritch blast deals 1d10 + your Charisma modifier radiant damage. When you hit with a creature with your eldritch blast, If the target is a creature in a form other than its natural form, it takes an additional 2d10 + your Charisma modifier radiant damage and must succeed Charisma saving throw against your spell save DC or revert to its natural form. When the moon bolt hits a target, moonlight glows in a 10-foot radius from that point, creating dim light. You can also cast crown of madness once without expending a spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.
Neifion's Tendrils
Prerequisite: 6th level, Archfey patron
As an action, you lower your hand and rootlike tendrils shoot from your palm into the ground. An instant later they erupt from the earth beneath the feet of a creature and bore into its flesh, replenishing you with their lifeforce. Make a ranged spell attack against a creature within 30 feet of you. On a hit, the target takes 3d6 + your Charisma modifier necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
Once you use this invocation, you cannot use it again until you complete a short or long rest.
Nymph's Beauty
Prerequisite: 15th level, Archfey patron
Verenestra, First of the Nymphs, blesses you with a nymph-like beauty. Your new soft and delicate looking form makes everyone you meet fawn over you and causes even the most savage of foes reconsider attacking you. You have advantage on Charisma (Deception and Persuasion) checks and you are able to add your Charisma modifier to your AC. However, this boon also makes you far less intimidating and any attempt to be menacing is taken much less seriously. You now make Charisma Intimidation checks at disadvantage and targets have advantage on Wisdom (
Once you use this invocation, you cannot use it again until you finish a long rest.
Seelie Servant
Prerequisite: 4th level, Archfey patron, Pact of the Chain feature
The Fairy Queen has sent her servant to aid you. Your familiar becomes a [daughter or son of Titania]. You familiar also gains a number of Hit Dice equal to your Warlock level + your Charisma modifier.
Titania's Cradle
Prerequisite: 5th level, Archfey patron
You are able to cast the entangle spell at will without expending a spell slot. When you are reduced to 0 hit points, a bed of magical flowers within a cage of thick vines is summoned around your body, instantly stabilizing you and bringing you up to 1 hit point. While inside the cradle, your speed is reduced to 0. At the start of your turn, you can choose to dismiss or remain inside the cradle. If you remain inside the cradle, you regain hit points equal to 2d8 + Charisma modifier but you are unable to take any actions or bonus actions. Upon dismissing the cradle, it withers away and cannot be used further. If the cradle is destroyed before while you are still inside it, you are dropped on the ground and are knocked prone.
the cradle has an AC of 20, 40 hit points, and has vulnerability to fire damage.
Once you use this invocation, you cannot use it again until you finish a long rest.
Unseelie Queen's Eyes
Prerequisite: Archfey patron Level 17
The Queen of the Glooming Court grants you the power to see the world as it truly is. You gain truesight out to a distance of 120 feet.
Wild Hunter
Prerequisite: 6th level, Archfey patron, Pact of the Blade feature
You are blessed as a member of the Wild Hunt. You can cast hunter's mark at will without expending a spell slot and you ignore difficult terrain. The Horned Lord of the Hunt himself inscribes your pact weapon with sylvan hunting runes, causing it to deal an additional die of damage. In addition, when you hit a creature with your pact weapon, you can expend a spell slot to deal an additional 2d8 damage to the target per spell level.
Carar Host
The following invocations require the Carar Host patron as a prerequisite, in addition to other prerequisites.
Carar Blade
Prerequisite: 9th level, Carar Host patron, Pact of the Blade feature
Your pact weapon deals poison damage equal to its base damage on a hit.
Lingering Carar
Prerequisite: 7th level, Carar Host patron, Pact of the Blade feature
When you hit a target with an attack, you can use your Bonus Action change its damage type to Poison. If you do this, the target will take that amount of damage again at the end of its next turn.
You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
Celestial
The following invocations require the Celestial patron as a prerequisite, in addition to other prerequisites.
Celestial Bow
Prerequisite: Pact of the Blade feature, The Celestial patron
You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood and gold, which vanishes after 1 minute. You have advantage on attack rolls against Undead with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
Wrath of Celestia
Prerequisite: 5th level, eldritch blast cantrip, The Celestial patron
You can channel the Radiance of Mount Celestia through your eldritch blast. When you channel the Radiance of Mount Celestia your Eldritch blast does Radiant Damage instead of Force Damage and When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
Blessing of Elysium
Prerequisite: The Celestial patron
Your patron has deemed you worthy to go to Elysium when you die because of this you are granted a Blessing. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value. Also while you are still alive you have access to your home in Elysium however how you are traveling to Elysium while still alive is up to the DM.
Note: After selecting this Invocation you cannot change this invocation to a different invocation like you would with a normal warlock Invocation.
Gearmind
The following invocations require the Gearmind patron as a prerequisite, in addition to other prerequisites.
Arm Servos
Prerequisite: 5th level, Gearmind patron
Your Strength increases by 1, to a maximum of 20. Your unarmed strikes deal 1d4 damage. You may add your warlock spellcasting ability modifier to the attack and damage of unarmed strikes, as well as to checks made to grapple, push or pull using your arms.
Focused Servos
Prerequisite: 9th level, Gearmind patron, eldritch blast cantrip
Your eldritch blast gains a +2 bonus to attack and damage rolls, as long as all the beams are targeting a single creature.
Leg Servos
Prerequisite: 5th level, Gearmind patron
You gain advantage on Strength and Dexterity saving throws against effects that would move you against your will or knock you prone. You also gain advantage on Constitution saving throws against exhaustion due to running. Your carrying capacity is doubled. Your base walking speed is increased by 10 feet.
Neurotic Servos
Prerequisite: 5th level, Gearmind patron
You gain proficiency in Intelligence saving throws.
Great Old One
The following invocation require the Great Old One patron as a prerequisite, in addition to other prerequisites.
Eldritch Rebuke
Prerequisite: 5th level, Great Old One patron
You learn the arms of hadar spell if you don't know it already. You can now use this spell as a reaction which you take in response to being damaged by a creature within 10 feet of you that you can see. You may do so once without expending a spell slot before needing to take a long rest.
Expanded Mind
Prerequisite: 10th level, Great Old One patron
Your patron has opened your mind and granted you enhanced psionic abilities. You gain the ability to send out a massive psionic blast from your mind. This Mind Blast ability requires everyone in a 5 foot radius to make an Intelligence saving throw or take 1d4 psychic damage or half on a successful save. For each creature affected by this ability the radius increases by 5 feet and the damage increases by 1d4. You may use this ability again once you've finished a short rest. Additionally, your Awakened Mind ability increases to a 1 mile radius.
Grasping Hex
Prerequisite:Great Old One patron
When you cast hex on a target and land a hit you can instead choose to reduce its speed to 0 as spectral tendrils wrap around it.
Observing Servant
Prerequisite:11th level, Great Old One patron
You can spend an hour performing a ritual granted to you by your patron, this ritual takes 1 hour to perform and once complete you summon a Spectator which obeys your order or your patrons. Once it reaches 0 hit point it dissolves and returns to the void. You must wait 24 hours before performing the ritual again. When performing the ritual you must make a Charisma saving throw with a DC of 20 minus your Charisma modifier. If you fail the Spectator will be hostile and attack you.
Otherworldly Tendrils
Prerequisite:Great Old One patron
Your patron bestows upon you the power to form eldritch tendrils from your body. As an action, you can extrude tendrils from your body, which reach for a creature you can see within 15 feet of you. The creature must succeed on a Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this on a different creature. The tendrils can also be used to manipulate or move objects, as well as be used like a rope to climb.
Psychic Empowerment
Prerequisite:14th level, Great Old One patron, eldritch blast cantrip
Psychic energy runs through your mind and body, you gain immunity to psychic damage, whenever you are dealt psychic damage you can store the damage until the end of your next turn, you can then add the stored damage on the next eldritch blast you cast. However, your mind is now much more sensitive to sound, you gain vulnerability to thunder damage and if concentrating on a spell while taking thunder damage you roll your concentration saving throw with disadvantage.
Lolth, the Queen of Spiders
The following invocations require the Lolth, the Queen of Spiders patron as a prerequisite, in addition to other prerequisites.
Arachnid Loyalty
Prerequisite: 5th level, Lolth, the Queen of Spiders patron
When you get certain invocations, your spider familiars can gain the benefits of the effects of those invocations as well. Only the following invocations are counted: Devil’s Sight, Eldritch Sight, Eyes of the Rune Keeper, One With Shadows, and Witch Sight. Additionally, the range of your telepathy with your spider familiar doubles to 200ft.
Rapier of the Spider Queen
Prerequisite: Lolth, the Queen of Spiders patron, Pact of the Blade boon
You can create a rapier using your Pact of the Blade feature, one which appears to be made entirely of eerily white metal. This weapon has the finesse property. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 poison damage per spell level. The poison causes agonising pain, and thus causes a critical hit on a natural 19 or 20.
Spider Transformation
Prerequisite: 12th level, Lolth, the Queen of Spiders patron
You can transform into a regular spider three times per long rest. Once every long rest, you can transform into a giant spider. While transformed, you still retain a link to your spider familiar. You may use an action to transform back at any time. At 20th level you gain the ability to transform into a Drider, while still retaining possession of your weapons. This ability replaces your giant spider transformation.
Primordial
The following invocations require the Primordial patron as a prerequisite, in addition to other prerequisites.
Elemental Strike
Prerequisite: 12th level, Primordial patron, Pact of the Blade feature
When you hit a creature with your pact weapon, you may deal additional damage equal to your Charisma modifier. Its type depends on your element:
Patron | Damage type |
---|---|
Air | Thunder |
Earth | Bludgeoning |
Fire | Fire |
Water | Cold |
You cannot use this invocation with the Lifedrinker invocation if you have both of them.
Primordial Blast
Prerequisite: Primordial patron, eldritch blast cantrip
When you cast eldritch blast, you can choose to have it deal damage dependent on your Patron's elemental type. If you do so, it ignores a creature's resistance (but not immunity) against that damage.
Patron | Damage type |
---|---|
Air | Thunder |
Earth | Bludgeoning |
Fire | Fire |
Water | Cold |
Primordial Summon
Prerequisite: Primordial patron, Pact of the Chain feature
Your familiar is a mephit, whose type must be in common with that of your elemental type (example: If you chose Water, it must be steam, mud, or ice). Such mephits cannot summon other mephits. If a mephit has the Innate Spellcasting feature or a breath weapon, such abilities recharge after you finish a short or long rest, as opposed to its usual recharge period.
Seraphim
The following invocations require the Seraphim patron as a prerequisite, in addition to other prerequisites.
Lightbearer
Prerequisite: 12th level, Seraphim patron or Undying Light patron (UA), Pact of the Blade feature
When you hit a creature with your pact weapon, you may deal additional radiant damage equal to your Charisma modifier. You cannot use this invocation with the Lifedrinker invocation if you have both of them.
Radiant Blast
Prerequisite: Seraphim patron or Undying Light patron (UA), eldritch blast cantrip
When you cast eldritch blast, you can choose to have it deal radiant damage. If you do so, it ignores a creature's resistance (but not immunity) to radiant damage.
Radiant Sword
Prerequisite: Seraphim patron, Pact of the Blade feature
When you create your pact weapon as a longsword, it manifests as a longsword that glows with radiant power and has a hilt shaped like an angel in flight. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level, and you can cause the creature to emit bright light in a 30-foot radius for 1 minute, and dim light for an additional 30 feet.
The Flesh
The following invocations require The Flesh patron as a prerequisite.
Absorb Artifact
Prerequisite: The Flesh patron
The Flesh's mass within you allows you to siphon power from magical items you absorb into your flesh's inter-dimensional space. As an action, you can absorb a single wielded magical item, such as wand, rod, or weapon, into your flesh and have it augment both your magic and unarmed attacks. As long as that item provides an enhancement bonus, you can add that bonus to your spell attacks, spell DCs, and your unarmed attack and damage rolls, no matter what the item's original enhancement.
Your flesh adapts to the absorbed item, amalgamating with it and exerting properties similar to it. Your unarmed attacks become 1d6 force, count as magical, and take on the properties of your absorbed item (ie. cold iron if it is a cold iron weapon). You can still use the special abilities of that item as if you were wielding it, and on-hit abilities are activated by your unarmed strikes. You can absorb only one item in this manner at a time. You can remove the item from your flesh as an action, and, if you die, the item is ejected from your body and drops at your feet.
Adaptive Tissues
Prerequisite: 5th Level, The Flesh patron
Your skin is constantly shifting and changing, reacting with a mind of its own to potential threats and bubbling over potential obstacles, making you difficult to pin down. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and have advantage on saving throws against being paralyzed. Being underwater imposes no penalties on your natural movement or attacks, but wielded weapons are effected as normal.
Fleshy Forms of Deception
Prerequisite: The Flesh patron
You can cast disguise self at will, without expending a spell slot. You can also shift your flesh to augment this illusion, shifting your form to perfectly mimic the individual's physical, organic aspects similar to alter self's Change Appearance usage. There is no roll necessary to determine whether your physical form matches whomever you are impersonating. However, any clothes you conjure are still illusory, so, if you have conjured vestments as part of your disguise, individuals can still see through that illusion by an Intelligence (Investigation) check at disadvantage.
Thrall of the Leech
Prerequisite: 5th level The Flesh patron, Pact of the Leech feature
Your Leech can tunnel into the brains of those you have infected to probe their minds and exert your control over them. You can telepathically communicate with creatures infected by your leech so long as both of you are on the same plane. Additionally, once every long rest for up to eight hours, you can apply one of the following effects to a creature infected by your leech, depending on your level, using your spell DC for its saving throws:
At 5th level, you can apply the effects of charm person.
At 7th level, you can apply the effects of charm monster.
At 9th level, you can apply the effects of dominate person.
At 11th level, you can apply the effects of dominate monster.
Thrall of the Leech is not a spell and does not use a warlock spell slot, though the affected creature still makes their Wisdom saves as normal. On any successful save, the leech is destroyed and the effect ends. Additionally, if you retrieve your leech from the affected creature, you can also choose to instead rip it from their skull, dealing damage as usual and knocking the host unconscious for 10 rounds minus its Constitution modifier. A successful Constitution save halves these effects.
Tomb of Flesh
Prerequisite: 15th level
You cast the clone spell requiring no components. However, you can only target yourself, you use up all warlock spell slots you have remaining, and it has an 8 hour cast time. After removing one cubic inch of your flesh, a writhing, fleshy cocoon surrounds it and begins cloning your replacement body. Destroying the cocoon will stop the spell and everything will quickly desiccate to an unrecognizable dust. The cocoon has AC 18, 40 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The cocoon regenerates health at a rate of 1d8 per round.
The Formless One
The following invocations require The Formelss One patron as a prerequisite, in addition to other prerequisites.
Amorphous Armor
Prerequisite: The Formless One patron
As bonus action, you can conjure a transparent membrane that covers your body for 1 minute. When you conjure the membrane, and at the start of each of your turn while you are covered with the membrane, you gain temporary hit points equal to your Charisma modifier (minimum of 1). You regain use of this invocation when you complete a short or long rest.
Corrosive Blast
Prerequisite: 5th level, The Formless One patron, eldritch blast cantrip
When you deal damage with your eldritch blast cantrip you can expand a spell slot to cause the blast to explode in a ball of acidic goo. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 acid damage on a failed save, or half as much damage on a successful one. The goo spreads around corners. It melts objects in the area that aren’t being worn or carried.
Mucous Strike
Prerequisite: 5th level, The Formless One patron, Pact of the Blade feature
When you hit a creature with your pact weapon, you can cast the slow spell on that creature and up to 5 other creatures by expanding a warlock spell slot.
Osmotic Maul
Prerequisite: The Formless One patron, Pact of the Blade feature
As a bonus action, you can form a maul of crystalized ooze. When you hit a creature with it, you can expend a spell slot to deal an additional 1d8 acid damage to the target per level of the spell slot. In addition, and you temporary hit points equal to half the acid damage you deal this way.
Slime Walk
Prerequisite: The Formless One patron
You are always under the effect of the spider climb spell.
Slimy Explosion
Prerequisite: The Formless One patron, eldritch blast cantrip
Once during your turn when you hit a creature with your eldritch blast, you can cast grease as a bonus action without expending a spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
Tamer of Oozes
Prerequisite: 9th level, The Formless One patron, Pact of the Chain feature
You can cast the dominate monster spell at will, without expending a spell slot or material components. You must target an ooze when casting the spell this way, and duration for the spell is up to 24 hours. You must finish a long rest before you can use this invocation on the same creature again.
Uncanny Metabolism
Prerequisite: The Formless One patron
Your body can digest and regenerate at tremendous speed. Whenever you finish a short rest, you gain temporary hit points equal to half your warlock level plus your Charisma modifier (a minimum of 1), as long as you are provided with sufficient food and drink.
Vibrant Perception
Prerequisite: The Formless One patron
You have a tremorsense radius of 60 feet, allowing you to detect and pinpoint objects and creatures without seeing them, as long as you and the source of the vibrations are in contact with the same ground or substance. You cannot detect flying or incorporeal creatures this way.
The Slime
The following invocations require The Slime patron as a prerequisite, in addition to other prerequisites.
Arcane Osmosis
Prerequisite: 7th level, The Slime patron
Your patron grants you the ability to assimilate a magical item which requires attunement. You are able to attune to an additional magic item which merges with your body upon attunement, and can be returned when you end your attunement with this item.
Gelatinous Anatomy
Prerequisite: 7th level, The Slime patron
Your patron alters your anatomy to be like that of an ooze, able to regrow and mend itself, should you lose a limb you can grow a new one over a short or long rest by expending a hit die and eating twice the amount of mass lost. Alternatively if you have the severed limb you can simply attach it back by expending a hit die. Additionally you cannot be killed by decapitation, and remain alive if your head is severed, though you cannot use any of your senses except for touch.
Gooify
Prerequisite: 7th level, The Slime patron
You learn the spell polymorph and can cast it once without using a warlock spell slot. You can't do so again until you finish a long rest. However the target can only be polymorphed into an Ooze.
Master of the Mire
Prerequisite: 14th level, The Slime patron
As an action, you can choose one Ooze that you can see within 60 feet of you. That creature must make a Charisma saving throw against your warlock spell save DC. If it succeeds, you can't use this feature on it again for the next 24 hours. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent Ooze are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Mucous Minion
Prerequisite: 11th level, The Slime patron
As an action you can touch a corpse and expend a warlock spell slot to turn the corpse into an Ooze of the same size which obeys your commands. The Ooze must have a challenge rating equal to or lower than one quarter of your warlock level. The Ooze has a number of hit points equal to your warlock level, and if it dies it melts away. As an action on your turn you can mentally order any creature created using this feature and they will obey your instructions to the best of their abilities.
Rejuvenating Biology
Prerequisite: 11th level, The Slime patron
You gain immunity to acid damage. When you are hit with an attack that would normally deal acid damage, you can use your action on your turn to spend a hit die to regain health.
Revitalizing Ichor
Prerequisite: The Slime patron
Your patron allows you to use your slime to revitalize yourself or others. You learn two of the following spells which don't count towards the number of spells known: cure wounds, healing word, healing spirit, prayer of healing, mass healing word, revivify, mass cure wounds, raise dead. You must be able to cast spells of the level of the spells you choose and can change these spells for another on this list whenever you gain a warlock level. You lose these spells if you replace this invocation with another.
Sightless Senses
Prerequisite: 11th level, The Slime patron
Your patron grants you the ability to sense the world around you as one of them. As a bonus action you disable your normal sight and gain a blindsight of 60 feet.
Slime Blast
Prerequisite: eldritch blast cantrip, The Slime patron
When you cast eldritch blast you can change the damage type to acid, and when a target is hit by this, the blast turns into slime which covers them and the ground beneath them. The square the target is on becomes difficult terrain and anyone who starts their turn on or enters the slime takes 1d10 acid damage. The slime remains on the ground for 1 minute and will affect anyone else who walks across it.
Mistress of the Night
The following invocations require Mistress of the Night patron as a prerequisite, in addition to other prerequisites.
Disc of the Night
Prerequisite: Mistress of the Night patron, Pact of the Blade feature
You can create a chakram with a jet-black blade using your Pact of the Blade feature. This weapon is the symbol of the Mistress of the Night, your patron and the creator of the Shadow Weave. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level. This damage ignores the creature's resistance.
Shadow Double
Prerequisite: 9th level, Mistress of the Night patron
You can cast mislead once using a warlock spell slot. You cannot do so again until you finish a long rest.
Shield of Shadows
Prerequisite: 7th level, Mistress of the Night patron
You can cast private sanctum once using a warlock spell slot. You cannot do so again until you finish a long rest.
Shifting Shadows
Prerequisite: 5th level, Mistress of the Night patron, eldritch blast cantrip
When you hit a creature with a eldritch blast cantrip, you can cast hypnotic pattern as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
Thrall of the Night
Prerequisite: 15th level, Mistress of the Night patron, eldritch blast cantrip
When you kill a humanoid creature with your eldritch blast cantrip, it rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
You can have a number of zombies equal to your Charisma modifier under your control with this invocation (a minimum of one). If you raise another zombie after that with this feature, a zombie chosen by the DM collapses into dust.
Veil of the Night
Prerequisite: 9th level, Mistress of the Night patron
You can cast hallow once using a warlock spell slot. You cannot do so again until you finish a long rest. When you cast the spell this way, you can apply only darkness, energy vulnerability, fear, or silence with it.
The Void
The following invocations require the The Void, in addition to other prerequisites.
Call Upon Shadows
Prerequisite: The Void patron
You can cast darkness at will, without expending a spell slot.
Transistor
The following invocations require the Transistor Otherworldly Patron, in addition to other prerequisites.
Passive Function: Crash
Prerequisite: 7th level, Transistor patron
You are now resistant to non-magical Bludgeoning, Slashing, and Piercing damage. You are also not slowed by difficult terrain.
Passive Function: Mask
Prerequisite: 7th level, Transistor patron
When you kill a creature you can choose to become invisible until the beginning of your next turn.
Passive Function: Purge
Prerequisite: 7th level, Transistor patron
You can cast hellish rebuke without using a warlock spell slot a number of times equal to your Charisma Modifier. You regain all uses after you finish a long rest.
Passive Function: Bounce
Prerequisite: Transistor patron
You can cast the spell absorb elements spell at will at its lowest level without expending a spell slot.
Passive Function: Void
Prerequisite: 7th level, Transistor patron
All Functions’ damage increases by 1 die size.
Upgrade Function: Crash
Prerequisite: 5th level, Transistor patron
Crash main function can now stun the target. The target must make a Constitution saving throw vs your spell DC or be stunned until the end of your next turn.
Upgrade Function: Cull
Prerequisite: Pact of the Blade Transistor patron
Crash main function can be applied to pact weapon attacks.
Upgrade Function: Bounce
Prerequisite: 10th level, Transistor patron
When you deal damage to a creature with the main functions Crash or Ping, the attack jumps to a creature within 10 feet dealing half the damage of the original attack.
Upgrade Function: Load
Prerequisite: 10th level, Transistor patron
The main function Breach can be cast as a 10 foot wide line but has half the range. It can also be cast as a 15 foot cube within 60 feet.
Upgrade Function: Get
Prerequisite: Transistor patron
When you deal damage to a creature with a main function you can pull the creature up to 10 feet closer to you.
Upgrade Function: Purge
Prerequisite: 10th level, Transistor patron
When you deal damage to a creature with the main functions Crash, Ping, or Breach you can apply the Purge main function.
Upgrade Function: Flood
Prerequisite: Upgrade Function: Purge, Transistor patron
All Purge Saving throws are at disadvantage and healing no longer removes it.
Upgrade Function: Tap
Prerequisite: 10th level, Transistor patron
When you deal damage to a creature with a main function you heal hit points equal to your Constitution Modifier. (minimum 1)
Duet
Prerequisite: Transistor patron
When a creature within 30 feet of you casts a cantrip that deals damage, you can use your reaction to cast the same cantrip on the same target, provided that you know the cantrip and the target is within range. If you do so, your spell attack roll has advantage.
Active Function: Help
Prerequisite: 7th level, Transistor patron
You can cast the conjure woodland beings spell once without expending a spell slot or material components. You must finish a long rest before casting it in this way again.
Soul Affinity
Prerequisite: 5th level,Pact of the Blade, Transistor patron
Whatever weapon you bond with as your Transistor if it has a magical bonus that bonus applies to your spell attacks and saving throws as well as the normal weapon.
Soul Evocation
Prerequisite: Transistor patron
You can choose to have your main functions deal Radiant or Necrotic damage instead of Force. Consolidated Functions level 10 feature applies to this damage.
User: Turn
Prerequisite: 5th Level, Transistor patron.
You can cast the haste spell targeting only yourself, once without expending a spell slot or material components. You must finish a long rest before casting it in this way again.
Super User: Turn
Prerequisite: 17th Level, Transistor patron.
You can choose time stop as your 9th-level Mystic Arcanum.
Draconic Summon
Prerequisite: Dragon patron, Pact of the Chain feature
Your familiar is a tiny draconic familiar that uses the psuedodragon statistics, except for the following traits:
- Its type is of your choice, and it gains a damage immunity that corresponds with its type.
- Instead of a sting attack, it gains a breath weapon that deals damage of its draconic type. The area of effect is either a 10-foot cone or a 20-foot line (as appropriate to the dragon's type). All creatures within the area of the breath weapon must succeed on a Dexterity or Constitution saving throw (appropriate to the dragon's type) against your warlock spell save DC, dealing 3d6 damage appropriate to the dragon's type on a failed save, or half as much damage on a successful one. This damage is increased to 4d6 at 5th level, 5d6 at 11th level, and 6d6 at 17th level.
- You must complete a short or long rest before your familiar can use its breath weapon again.
Hellish Blast
Prerequisite: The Fiend patron, eldritch blast cantrip
When you cast eldritch blast, you can choose to have it deal fire damage. If you do so, it ignores a creature's resistance (but not immunity) to fire damage.
Thanotic Blast
Prerequisite: The Undying patron (SCAG) or Shadowmaster patron, eldritch blast cantrip
When you cast eldritch blast, you can choose to have it deal necrotic damage. If you do so, it ignores a creature's resistance (but not immunity) to necrotic damage.
Variant Rule-Related
The following invocations uses a specific variant rule.
Defier of Death
Prerequisite: 12th level
This invocation uses the point-based Pact Magic variant rule.
If you drop to 0 hit points and are not killed outright, you can spend 4 spell points to drop to 1 hit point instead. Each time you use this invocation after the first, the spell points cost increased by 3. When you finish a short rest or long rest, the spell points cost resets to 4.
Eldritch Safeguard
This invocation uses the point-based Pact Magic variant rule.
When you are hit by an attack, you can use a reaction to spend a number of spell points, up to half your warlock level plus your Charisma modifier, rounded up (a minimum of 1). If you do so, the damage you take from the attack is reduced by a number equal to the amount of spell points spent this way.
Overchannelled Arcanum
Prerequisite: 15th level
This invocation uses the point-based Pact Magic variant rule.
When you cast a warlock spell that deals damage, you can spend a number of spell points equal to four plus the level of spell you cast as a bonus action. If you do so, you deal maximum damage with that spell.
- Overchannelled Pact Weapon
Prerequisite: Pact of the Blade feature
This invocation uses the point-based Pact Magic variant rule.
Once on your turn before you make a weapon attack with your pact weapon, you can spend a number of spell points, up to half your warlock level plus your Charisma modifier, rounded up (a minimum of 1). If the attack hits, you deal an extra damage with the attack equal to the amount of spell points spent this way.
Pragmatic Witchcraft
Prerequisite: Pact of the Tome feature
This invocation uses the point-based Pact Magic variant rule.
You learn one Metamagic option from the list available to the sorcerer class. While you have your Book of Shadows on your person, you can use this Metamagic option to a warlock spell you cast, and you spend your spell points instead of sorcery point to fuel your Metamagic.
If you have learned another Metamagic option from another source, you can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
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