Eldritch Invocation: Voidtide
Prerequisite: 9th level
The conflicting frequencies of your devotional faith and your dark patron have worn your spellcasting thin. Where they interfere, the Void Sea finds the gap, and its tides come through as volatile delerium static.
Eldritch Surge. Once on your turn, when you cast a spell roll a d20. On a 1, the local fabric of reality tears and an Eldritch Tide erupts. The DM rolls on the Eldritch Tides table and centers it on you or on your target, as the DM chooses.
Slack Tide. You can deliberately manipulate the erratic cosmic static to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you cannot use this benefit again until you finish a long rest or until you refresh it with a Turn of the Tide.
Turn of the Tide. While your Slack Tide is expended, the next time you cast a spell of 1st level or higher, an Eldritch Tide erupts, centered on you. Once it resolves, your Slack Tide immediately refreshes. You must finish a short or long rest before you can refresh it this way again.
Eldritch Tides Table
|
d20 |
Anomaly |
|---|---|
|
1 |
Gravity breaks within a 60-foot radius for 1 minute. Creatures levitate and move at half speed by pushing or pulling against a fixed surface within reach, as if climbing. Unattended objects drift. When it ends, everything settles down gently — no falling damage. |
|
2 |
The nearest hostile creature is affected by hideous laughter (DC 15), but instead of laughing it repeats unfathomable combinations of syllables and words. |
|
3 |
Time skips a beat. Creatures within 60 feet feel a wave of vertigo and then overwhelming deja vu. On its next turn, each affected creature must repeat the action it took on its previous turn, as closely as circumstances allow. A creature that has not yet acted this combat loses its action. |
|
4 |
You come unstuck in time, affected by blink for 1 minute. Instead of the Ethereal Plane you vanish into a sliver of your own past or a possible future. Describe one thing you glimpse there. |
|
5 |
A prismatic burst erupts in a 20-foot radius. Creatures in the area make a DC 15 Constitution save, taking 4d6 radiant damage on a failure or half as much on a success, and are blinded until the end of their next turn on a failure. The smell of ozone fills the area, and wood transforms into glass. |
|
6 |
Echoes of possible realities are visible for 1 minute. When a creature within 60 feet is hit by an attack, a faint vision of that creature being killed by that attack appears. |
|
7 |
Discordant music fills the minds of creatures hostile to you within 30 feet. Each must succeed on a DC 15 Wisdom save or be affected by irresistible dance for 1 minute, repeating the save at the end of each of its turns. You hear it too. It is coming from you. |
|
8 |
A section of stone, water, air, or energy becomes a contaminated elemental of CR 5 or lower. It is as disoriented as everything else and attacks whatever creature is nearest to it, with no loyalty to anyone. |
|
9 |
An extraplanar creature of CR 5 or lower is summoned and remains for 1 hour, friendly to you. The DM chooses it or rolls randomly. This duration is not compressed in combat. |
|
10 |
The nearest 1d4 humanoid corpses within 120 feet rise as haze husks. The shrieking undead beg frantically for forgiveness as they rip at the nearest living creature. Remember that each one detonates when destroyed — see the Contamination ruling below. |
|
11 |
The shadows of 1d3 random creatures within 60 feet peel free and attack their owners (use the shadow stat block). Once destroyed, those creatures cast no shadow for 24 hours. |
|
12 |
All creatures within 60 feet become invisible for 1 minute, or until they attack or cast a spell. |
|
13 |
Tendrils of life tear out of you. Make a DC 15 Constitution save, taking 4d8 necrotic damage on a failure or half as much on a success. The three nearest creatures friendly to you each regain hit points equal to the damage you took. |
|
14 |
A hypnotic pattern (DC 15) appears in a 30-foot cube the DM places within 60 feet. It scintillates in impossible colours arranged in shapes that are simply wrong. You are immune — the colours are pouring out of you. Creatures incapacitated by it weep uncontrollably. |
|
15 |
A black tentacles spell fills a 20-foot square the DM places within 60 feet, lasting 1 minute (Escape DC 15). |
|
16 |
Objects within 60 feet come to life for 1 minute as if affected by animate objects. They mumble awful truths but are not otherwise hostile. Tell the party one true thing they did not want to know. |
|
17 |
The nearest hostile creature must succeed on a DC 15 Wisdom save or be polymorphed into an awakened shrub for 1 minute, ending early if it drops to 0 hit points. |
|
18 |
Time slows for up to six creatures hostile to you within 60 feet, affected by slow for 1 minute (DC 15 Wisdom). |
|
19 |
Time speeds up for one random creature friendly to you within 60 feet, affected by haste for 1 minute. When it ends, that creature suffers none of haste's usual lethargy. Time simply lets go of it. |
|
20 |
A bowl of flowers and a very surprised aquatic mammal appear 100 feet in the air. Oh no, not again... thinks the flowers. |
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