# Eldritch Invocations
## Pact Boons
### Pact of the Blade
***Prerequisite:** Level 3*
As a Bonus Action, you can trace arcane sigils in the air to conjure a pact weapon in your hand- a Simple or Martial Melee weapon of your choice with which you bond-or create a bond with a magic weapon you touch. Until the bond ends, you have proficiency with the weapon, you can use its Mastery property, and you can use it as a spell-casting focus.
Whenever you attack with the bonded weapon, you can use your spell-casting modifier for the attack and damage rolls. You can also cause the weapon to deal Necrotic, Psychic, Radiant damage or its normal damage type.
Your bond with the weapon ends if you use this feature’s Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks.
### Thirsting Blade
***Prerequisite:** Level 5, Pact of the Blade*
You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon, instead of once, when you take the Attack action on your turn.
When you reach Level 11 in this class, this Extra Attack confers two extra attacks rather than one.
### Eldritch Smite
***Prerequisite:** Level 5, Pact of the Blade*
Once per turn when you hit a creature with your pact weapon, you can expend a Warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level ofo the spell slot, and you can give the target the Prone condition if it is Huge or smaller.
### Life Drinker
***Prerequisite:** Level 9, Pact of the Blade*
Whenever you hit a creature with your pact weapon, the creature takes 1d6 extra Necrotic, Psychic, or Radiant damage (your choice), and you can expend one of your Hit Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1).
### Improved Pact Weapon
***Prerequisite:** Pact of the Blade*
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
### Pact of the Chain
***Prerequisite:** Level 3*
You learn the Find Familiar spell and can cast it as an action without expending a spell slot.
When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, or Sprite.
Additionally, when you take the Attack action, you can forgo one of your own reactions to allow your familiar to make one attack of its own with its reaction.
### 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 speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
### Gift of the Ever-Living Ones
***Prerequisite:** Pact of the Chain*
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
### Investment of the Chain Master
***Prerequisite:** Level 9, Pact of the Chain*
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
***Aerial or Aquatic.*** The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.
***Quick Attack.*** As a Bonus Action, you can command the familiar to take the Attack action.
***Necrotic or Radiant Damage.*** Whenever the familiar deals bludgeoning, Piercing, or Slashing you can make it deal Necrotic or Radiant damage instead.
***Your Save DC.*** If the familiar forces a creature to make a saving throw, it uses your spell save DC.
***Resistance.*** When the familiar takes damage, you can use your Reaction to grant it Resistance against that damage.
### Chains of Carceri
***Prerequisite:** Level 15, Pact of the Chain*
You can cast hold monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
### Pact of the Tome
***Prerequisite:** Level 3*
Stitching together strands of shadow, you conjure forth a book in your hand at the end of a short rest or long rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the following benefits:
***Cantrips and Rituals.*** When the book appears, choose three cantrips, and choose two level 1 spells that have teh Ritual tag. These spells can be from any Class’s Spell List, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock Spells for you.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
***Spell Slot.*** You gain 1 spellcasting mana. This refreshes on a long rest.
***Spellcasting Focus.*** You can use the book as a Spellcasting Focus.
The book disappears if you conjure another book with this feature or if you die.
### Aspect of the Moon
***Prerequisite:** Pact of the Tome*
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
### Far Scribe
***Prerequisite:** Level 5, 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 proficiency bonus.
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.
As an action, you can magically erase a name on the page by touching it.
### Gift of the Protectors
***Prerequisite:** Level 9, 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 a page which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.
As an action, you can magically erase a name on the page by touching it.
### Pact of the Talisman
***Prerequisite:** Level 3*
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
### Rebuke of the Talisman
***Prerequisite:** Pact of the Talisman*
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up o 10 feet away from the talisman's wearer.
### Protection of the Talisman
***Prerequisite:** Level 7, Pact of the Talisman*
When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
### Bond of the Talisman
***Prerequisite:** Level 12, Pact of the Talisman*
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
## Cantrip Buffs
### Agonizing Blast
***Prerequisite:** At Least One Warlock Cantrip*
Choose one of your known Warlock cantrips that deals damage. You can add your spellcasting ability modifoer to that spell's damage rolls.
Whenever you gain a Warlock level, you can change which of your damaging Warlock cantrips benefits from this Invocation.
### Eldritch Spear
***Prerequisite:** At Least One Warlock Cantrip*
Choose one of your known Warlock cantrips that deals damage and that has a range of at least 10 feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.
Whenever you gain a Warlock level, you can change which of your damaging Warlock cantrips benefits from this Invocation
### Repelling Blast
***Prerequisite:** Eldritch Blast*
When you hit a Large or smaller creature with Eldritch Blast, you can push that creature up to 10 straight feet away from you.
### Grasp of Hadar
***Prerequisite:** Eldritch Blast*
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself.
### Lance of Lethargy
***Prerequisite:** Eldritch Blast*
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
## Passive Buffs
### Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
### Devil’s Sight
You can see normally in Dim Light and Darkness-both magical and nonmagical-within 120 feet.
### Eldritch Mind
You have Advantage on Constitution saving throws that you make to maintain Concentration on a spell.
### Eyes of the Rune Keeper
You can read all writing.
### Lessons of the First Ones
***Prerequisite:** Level 2*
You have received Knowledge from an elder entity of the multiverse, allowing you to gain one Feat of your choice, such as Skilled, that lacks prerequisites.
***Repeatable.*** You can gain this Invocation more than once. Each time you do so, you must select a different eligible Feat.
### Gift of the Depths
***Prerequisite:** Level 5*
You can breathe underwater, and you gain a Swim Speed equal to your Speed.
You can also cast Water Breathing once without expending a spell slot. You regain the ability to do so when you finish a Long Rest.
### Witch Sight
***Prerequisite:** Level 15*
You have Truesight with a range of 30 feet.
## What the fuck do i call these?
### Gaze of Two Minds
***Prerequisite:** Level 5*
You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As lng as the creature is on the same plane of existence of you, you can use a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.
While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.
### Cloak of Flies
***Prerequisite:** Level 5*
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can't use it again until you finish a short or long rest.
### Tomb of Levistus
***Prerequisite:** Level 5*
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can't use it again until you finish a short or long rest.
### Ghostly Gaze
***Prerequisite:** Level 7*
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can't use it again until you finish a short or long rest.
## Hex Buffs
### Maddening Hex
***Prerequisite:** Level 5, hex spell or a warlock feature that curses*
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your spell-casting modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
### Relentless Hex
***Prerequisite:** Level 7, hex spell or a warlock feature that curses*
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
## Spells
### Armor of Shadows
You can cast Mage Armor on yourself without expending a spell slot.
### Beast Speech
You can cast speak with animals at will, without expending a spell slot.
### Eldritch Sight
You can cast detect magic at will, without expending a spell slot or material components.
### Fiendish Vigor
You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
### Mask of Many Faces
You can cast Disguise Self without expending a spell slot.
### Thief of Five Fates
You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
### Otherworldy Leap
***Prerequisite:** Level 2*
You can cast Jump on yourself without expending a spell slot.
### Mire the Mind
***Prerequisite:** Level 5*
You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
### Misty Visions
***Prerequisite:** Level 5*
You can cast Silent Image without expending a spell slot.
### Ascendant Step
***Prerequisite:** Level 5*
You can cast Levitate on yourself without expending a spell slot.
### Master of Myriad Forms
***Prerequisite:** Level 5*
You can cast Alter Self without expending a spell slot.
### One with Shadows
***Prerequisite:** Level 5*
While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.
### Sign of Ill Omen
***Prerequisite:** Level 5*
You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
### Undying Servitude
***Prerequisite:** Level 5*
You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
### Bewitching Whispers
***Prerequisite:** Level 7*
You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
### Dreadful Word
***Prerequisite:** Level 7*
You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
### Sculptor of Flesh
***Prerequisite:** Level 7*
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
### Trickster's Escape
***Prerequisite:** Level 7*
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
### Whispers of the Grave
***Prerequisite:** Level 7*
You can cast Speak with Dead without expending a spell slot or mana.
### Minions of Chaos
***Prerequisite:** Level 9*
You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
### Visions of Distant Realms
***Prerequisite:** Level 9*
You can cast Arcane Eye without expending a spell slot.
### Shroud of Shadow
***Prerequisite:** Level 15*
You can cast invisibility at will, without expending a spell slot.
# Changelog
* [time=Sat, Aug 31, 2024 4:26 PM]- Page created