These are some custom Warlock invocations I have been working on. These invocations are intended to expand the Warlock versatility and in particular to explore what happens when we allow the invocations built for the Eldritch Blast cantrip to be expanded to other cantrips or even to and particularly the pact of the blade. I don't know if they would work at every table.
I think that several of these are exploitable and the wording needs to be clarified, but I wanted to open these up to feedback. I know these are powerful, like Marshal Storm is just better than all the Warlock Invocations that let you cast a spell with Warlock spell slot for example. However, one problem with the Warlock Invocations is that a few are "must have" some are curiosities and others are uninspired. My goal is to create Invocations and progressions of invocations that are good enough to make combat with something other than Eldritch Blast Viable. Tell me what you think, what you like and what doesn't work.
Eldritch Suffusion
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 may add your Charisma modifier to damaging spells that require a saving throw.
Repelling Fate
Prerequisite: Pact of the Blade
When you hit a creature with your pact weapon or Eldritch Blast, you can choose to push the creature up to 10 feet away from you in a straight line.
Green Squid Fire
Prerequisite: 5th level, Green Flame Blade cantrip
You have mastered the use of Green Flame Blade. Once per turn when you make a regular melee attack you can use your bonus action to cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The damage to the target is 1d6. At 11th level the damage increases to 2d6 and at 17th level the damage increases to 3d6.
True as True
Prerequisite: True Strike cantrip
True Strike no longer requires concentration and it lasts a minute or until your first attack roll. In addition the spell effects more attacks as you reach higher levels: two at 5th level, three at 11th level, and four at 17th level.
Quickened Fate
Prerequisite: 5th level, Booming Blade cantrip
You have mastered the use of Booming Blade. When you make a reaction melee attack you can cast the Booming Blade cantrip instead. The target can choose to keep moving or stop.
Dreaded Hexes
Prerequisite: Hex
You can cast Hex at will, without expending a spell slot or material components or needing to use a bonus action. In addition you may choose for Hex to deal psychic damage or force damage.
Subconscious Hex
Prerequisite: 5th level, Hex
You know the hex spell, which doesn’t count against the number of warlock spells you know. The spell doesn’t require concentration for you.
Searing Hex
Prerequisite: Hex
Your hex spell not only disadvantages a target’s ability checks, but also one save you choose. In addition when you cast Hex you can cast both the Hex spell and your pact Hex at the same time
Final Hex
Prerequisite 8th level, Hex
Your hex spell does an extra d6 damage and at 15th level the extra damage increases to 2d6.
Balance of Yormuth
Your will can’t be shaken so easily. You have advantage on Sanity saves when an enemy you have hexed or cursed is in sight. If you don’t yet have an enemy cursed you can curse an enemy as a reaction when you are forced to make a Sanity save.
Misty Escape
You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.
Dahraddarz’s Judgement
The fates have chosen damnation for your target or you. When you hex or curse a creature you can choose to invoke judgement: dark searing runes appear on you and the target. Your maximum hp is reduced by your profiency modifier. You gain advantage to hit the target and it gains advantage to hit you. The only way this curse can end is if you are reduced to zero hp, the targets dies, or a remove curse is cast upon one the curse ends for both. Once you use this feature, you can’t use it again until you finish a short or long rest.
Ufael’s Laughter
For each dread point you have you do an additional 1d6 damage on each attack.
Marshal Storm
Prerequisite: 9th level
You can cast Steel Wind Strike once without using a warlock spell slot. You can’t do so again until you finish a long rest.
Otherworldly Plunge
Your patron will always catch you. You can cast feather fall at will, without expending a spell slot even if you are incapacitated.
Pact’s Shadow
Prerequisite: 5th level, Pact of the Blade
You can summon your pact weapon with a bonus action. Whenever you create your pact weapon, you can create an illusory copy of it in your other hand with the same bonus action, provided it doesn’t have the two-handed property and is light. The duplicate weapon does not gain any of the magical properies of the origonal. Additionally, when you engage in two-weapon fighting, you can add your ability modifier to the
Rollback Post to RevisionRollBack
If we shadows have offended,
Think but this, and all is mended—
That you have but slumbered here
While these visions did appear.
And this weak and idle theme,
No more yielding but a dream
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I made a very elegant version of it over at homebrewery: https://homebrewery.naturalcrit.com/share/xoKJQ8MEj56j (note that it only renders well in chrome).
I think that several of these are exploitable and the wording needs to be clarified, but I wanted to open these up to feedback. I know these are powerful, like Marshal Storm is just better than all the Warlock Invocations that let you cast a spell with Warlock spell slot for example. However, one problem with the Warlock Invocations is that a few are "must have" some are curiosities and others are uninspired. My goal is to create Invocations and progressions of invocations that are good enough to make combat with something other than Eldritch Blast Viable. Tell me what you think, what you like and what doesn't work.
Eldritch Suffusion
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 may add your Charisma modifier to damaging spells that require a saving throw.
Repelling Fate
Prerequisite: Pact of the Blade
When you hit a creature with your pact weapon or Eldritch Blast, you can choose to push the creature up to 10 feet away from you in a straight line.
Green Squid Fire
Prerequisite: 5th level, Green Flame Blade cantrip
You have mastered the use of Green Flame Blade. Once per turn when you make a regular melee attack you can use your bonus action to cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The damage to the target is 1d6. At 11th level the damage increases to 2d6 and at 17th level the damage increases to 3d6.
True as True
Prerequisite: True Strike cantrip
True Strike no longer requires concentration and it lasts a minute or until your first attack roll. In addition the spell effects more attacks as you reach higher levels: two at 5th level, three at 11th level, and four at 17th level.
Quickened Fate
Prerequisite: 5th level, Booming Blade cantrip
You have mastered the use of Booming Blade. When you make a reaction melee attack you can cast the Booming Blade cantrip instead. The target can choose to keep moving or stop.
Dreaded Hexes
Prerequisite: Hex
You can cast Hex at will, without expending a spell slot or material components or needing to use a bonus action. In addition you may choose for Hex to deal psychic damage or force damage.
Subconscious Hex
Prerequisite: 5th level, Hex
You know the hex spell, which doesn’t count against the number of warlock spells you know. The spell doesn’t require concentration for you.
Searing Hex
Prerequisite: Hex
Your hex spell not only disadvantages a target’s ability checks, but also one save you choose. In addition when you cast Hex you can cast both the Hex spell and your pact Hex at the same time
Final Hex
Prerequisite 8th level, Hex
Your hex spell does an extra d6 damage and at 15th level the extra damage increases to 2d6.
Balance of Yormuth
Your will can’t be shaken so easily. You have advantage on Sanity saves when an enemy you have hexed or cursed is in sight. If you don’t yet have an enemy cursed you can curse an enemy as a reaction when you are forced to make a Sanity save.
Misty Escape
You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.
Dahraddarz’s Judgement
The fates have chosen damnation for your target or you. When you hex or curse a creature you can choose to invoke judgement: dark searing runes appear on you and the target. Your maximum hp is reduced by your profiency modifier. You gain advantage to hit the target and it gains advantage to hit you. The only way this curse can end is if you are reduced to zero hp, the targets dies, or a remove curse is cast upon one the curse ends for both. Once you use this feature, you can’t use it again until you finish a short or long rest.
Ufael’s Laughter
For each dread point you have you do an additional 1d6 damage on each attack.
Marshal Storm
Prerequisite: 9th level
You can cast Steel Wind Strike once without using a warlock spell slot. You can’t do so again until you finish a long rest.
Otherworldly Plunge
Your patron will always catch you. You can cast feather fall at will, without expending a spell slot even if you are incapacitated.
Pact’s Shadow
Prerequisite: 5th level, Pact of the Blade
You can summon your pact weapon with a bonus action. Whenever you create your pact weapon, you can create an illusory copy of it in your other hand with the same bonus action, provided it doesn’t have the two-handed property and is light. The duplicate weapon does not gain any of the magical properies of the origonal. Additionally, when you engage in two-weapon fighting, you can add your ability modifier to the