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.
Logic - helps make sure the warlock doesn't dip below their baseline of hex+blasts, having to cast another spell with concentration or having concentration break can be really harsh on warlocks with their 2 spell/rest limit on campaigns without many pit stops. Another option is instead of psychic to list it as "you may choose for Hex to deal an alternate damage type appropriate to your patron". Fey-Radiant, Fiend - Fire, Outsider-Psychic, Blade-slashing, ect. But seems like lots of words when hopefully one alternate damage type will allow the warlock to apply it in most situation.
Arcane Link
Prerequisite: Pact of the Chain feature
You may cast any spell through your familiar, in addition, spells cast this way may affect you and the familiar, and your familiar may maintain concentration on the spell as long as it is not dismissed.
Logic - Chain warlocks seems like their bonus eventually fades away, having an imp at level 3 is pretty impressive, having it at level 15 is not effectively much different than an owl. The additional concentration follows normal concentration rules, so for example, your Imp can't maintain their invisibility while also maintaining your spell.
That's all I got for now, pretty straight forward Invocations that would help out some warlocks out there, probably overpowered and just looking through rose colored inventor's glasses.
Here are a list of warlock invocations that I have been working on as well. I wanted to publish them, but the site will not accommodate that yet. I still want them to see play though if possible. Also, these invocations have had some limited playtesting.
Ally of Nature
Prerequisite: 9th level
You can cast awaken once using a warlock spell slot. You can’t do so again until you finish a long rest.
Arctic Cowl
Prerequisite: 5th level
As a bonus action, you can cause frost to wreath your body for 1 minute. At the start of each of your turns while the arctic cowl is active, you deal cold damage equal to your Charisma modifier (minimum of 0) to any creature grappling you or any creature grappled by you.
While wreathed in frost, you have advantage on Strength (Athletics) checks but disadvantage on Dexterity (Sleight of Hand) checks.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Ascendant Presence
You can cast command once using a warlock spell slot. You can’t do so again until you finish a long rest.
Astounding Vigor
You gain proficiency in the Acrobatics and Athletics skills.
note: I thought it was odd that only two skills got an invocation so I made one for each pair of skills.
Binder of Wills
Prerequisite: 9th level
You can cast planar binding once using a warlock spell slot. You can’t do so again until you finish a long rest.
Book of Eldritch Secrets
Prerequisite: 12th level, Pact of the Tome
You learn two extra spells of your choice from either the warlock spell list or your expanded patron spell list. These spells must be of a level you can cast with a warlock spell slot, and the chosen spells don’t count against the number of spells you know for the class.
Book of Unfettered Lore
Prerequisite: 15th level, Pact of the Tome
For any invocations that grant spells that use warlock spell slots, you can ignore any restrictions that limit how often those spells can be cast per long rest.
note: I wanted more high level pact boon specific invocations that really bring out what makes those boons special or thematic.
Booming Aura
Prerequisite: 5th level, booming blade cantrip
When you cast the cantrip booming blade,all creatures within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes thunder damage equal to your Charisma modifier (minimum of 0).
note: I wanted invocations that buffed other cantrips besides Eldritch Blast. You will see several more in this list.
Breaker and Banisher
Prerequisite: 9th level
You can cast dispel evil and good once using a warlock spell slot. You can’t do so again until you finish a long rest.
Burning Mantle
Prerequisite: 5th level
As a bonus action, you can cause ethereal flames to wreath your body for 1 minute. At the start of each of your turns while these flames are active, you deal fire damage equal to your Charisma modifier (minimum of 0) to any creature grappling you or any creature grappled by you.
While wreathed in flames, you have advantage on Dexterity (Acrobatics) checks but disadvantage on Dexterity (Stealth) checks.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Chilling Blast
Prerequisite: eldritch blast cantrip
At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to cold damage instead of force damage.
This cold blast can freeze upto 1 cubic foot of water not being worn or carried.
Combat Aura
Prerequisite: 18th level, Pact of the Blade
If you make an attack roll with your pact weapon without disadvantage and miss a target within range of the weapon on a die roll of 2 or higher, the target takes force damage equal to your Charisma modifier (minimum of 0). However, the attack is still considered a miss and triggers no other weapon or attack effects.
Corrosive Blast
Prerequisite: eldritch blast cantrip
At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to acid damage instead of force damage.
This acid blast can melt upto 1 cubic foot of organic matter not being worn or carried.
Discerning Gaze
Prerequisite: 9th level
You can cast detect evil and good at will, without expending a spell slot or material components.
Eldritch Battle Magic
Prerequisite: 15th level, Pact of the Blade
If you use your action to cast a warlock cantrip or spell using either a spell slot or invocation, then you can use your bonus action to either create and/or summon your pact weapon or make a weapon attack with your pact weapon.
This invocation does not come into play when casting spells using your Mystic Arcanum feature.
note: I made this invocation when I kept having to choose between casting a spell or hitting someone with my sword and realized that the Valor Bard did not have to make that choice. I almost want to say you can't take this invocation if you take Eldritch Smite, but if a player wants to take two invocations that let them spend their spell slots even faster, then who am I to judge.
Eldritch Knowledge
You gain proficiency in the Arcana and Religion skills.
Fade Away into Shadow
Prerequisite: 5th level
You can take the disengage action as a bonus action.
note: Several invocations on this list copy abilities from the first couple levels of other classes, but in my defense, WotC did it first when they published the Eldritch Smite invocation.
Fiery Blast
Prerequisite: eldritch blast cantrip
At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to fire damage instead of force damage.
This fire blast can potentially ignite any flammable material not being worn or carried.
Friend of the Wild
You gain proficiency in the Animal Handling and Medicine skills.
Fulminate Blast
Prerequisite: eldritch blast cantrip
At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to either lightning or thunder damage instead of force damage.
This lightning blast can melt upto 1 cubic foot of sand or other particulate matter not being worn or carried into glass, and the thunder blast can shatter upto 1 cubic foot of nonmagical glass or crystal not being worn or carried and can be heard up to 100 feet away.
Gift of the Hunter
Prerequisite: 5th level
When you spend 1 minute or more observing a creature, you have advantage on any Wisdom (Survival) skill checks to track that specific creature until the end of your next short or long rest.
You can also cast pass without trace once without expending a spell slot. You regain the ability to do so when you finish a long rest.
When you cast the cantrip green-flame blade, flames leap from the second creature the cantrip targets to a third within 5 feet of it inflicting fire damage equal to your Charisma modifier.
Greater Familiar
Prerequisite: Pact of the Chain
Your familiar's hit dice total increases by an amount equal to half your warlock level, and your familiar adds half of your proficiency bonus to any attack rolls, skill checks, or saving throws it is already proficient in.
If at a later point you gain access to a second familiar, only one familiar benefits from this invocation.
Knower of Secrets
Prerequisite: 9th level
You can cast legend lore once using a warlock spell slot. You can’t do so again until you finish a long rest.
Knowing Gaze
You gain proficiency in the Insight and Perception skills.
Marshal Storm
Prerequisite: 9th level
You can cast steel wind strike once using a warlock spell slot. You can’t do so again until you finish a long rest.
Master of Many Chains
Prerequisite: 12th level, Pact of the Chain
You gain a second familiar of the same type as the one you already have.
Minions of Stone and Steel
Prerequisite: 9th level
You can cast animate objects once using a warlock spell slot. You can’t do so again until you finish a long rest.
One with the Wind
Prerequisite: 7th level
Unless incapacitated, you are under the effect of the feather fall spell.
You can also cast feather fall once without expending a spell slot. You regain the ability to do so when you finish a long rest.
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.
Otherworldly Speed
Prerequisite: 5th level
You can cast haste once using a warlock spell slot. You can’t do so again until you finish a long rest.
Phantom Grasp
Prerequisite: mage hand cantrip
You can use your action to grapple a creature up to size large or smaller with your mage hand by making an athletics check using your Charisma modifier instead of Strength contested by an athletics or acrobatics check from the target creature.
Second Pact Weapon
Prerequisite: 15th level
You can bond or create a second pact weapon, and summon both pact weapons to your hands at the same time.
Searing Strike
Prerequisite: 12th level, Pact of the Blade
When you hit a creature with your pact weapon, the creature takes extra radiant damage equal to your Charisma modifier (minimum of 1).
note: This invocation is meant to replace the Lifedrinker invocation of warlocks for whom dealing necrotic damage does not make thematic sense.
Seeker of Knowledge
You gain proficiency in the History and Investigation skills.
Servants of the Green Path
Prerequisite: 7th level
You can cast conjure woodland beings once using a warlock spell slot. You can’t do so again until you finish a long rest.
Spectral Shield
Prerequisite: 9th level
You can cast shield of faith on yourself at will, without expending a spell slot or material components.
Speed of Shadows
Prerequisite: 5th level
You can take the dash action as a bonus action.
Superior Mystic Arcanum
Prerequisite: 18th level, Pact of the Tome
You select a second 6th-level Mystic Arcanum spell, and once per long rest, you regain the use of your 6th-level Mystic Arcanum at the end of a short rest.
Terrifying Spectacle
You gain proficiency in the Intimidation and Performance skills.
Two Minds in One
Prerequisite: 18th level, Pact of the Chain
When you cast a concentration spell through your familiar, your familiar can hold concentration on that spell for you and increase your total number of concentration spells you can maintain at the same time (maximum of 2).
If, while concentrating, your familiar moves more than 30 feet from you, is incapacitated, fails a concentration check, or dies, then concentration on the spell is lost, and you must succeed on a concentration check with a DC of 10 + the level of the spell your familiar was concentrating on or become Stunned until the beginning of your next turn.
Unerring Blast
Prerequisite: 15th level, eldritch blast cantrip
When you cast the eldritch blast cantrip, and one of your spell attacks misses its target, you can use your bonus action to make another attack roll in an attempt to hit the creature you missed.
Untamed Understanding
You gain proficiency in the Nature and Survival skills.
Voice of the Rune Master
Prerequisite: 15th level
You can cast tongues on yourself at will, without expending a spell slot or material components.
Witching Blade
Prerequisite: Pact of the Blade
You can use your Charisma modifier instead of your Strength or Dexterity modifiers for attack and damage rolls made with your pact weapon.
note: I do not know why they did not make this invocation before. It seems obvious.
Witching Plate
Prerequisite: Pact of the Blade
As an action, you can conjure a suit of magical armor onto your body that grants you an AC equal to 14 + your Charisma modifier. (edited)
Working in Shadow
You gain proficiency in the Sleight-of-Hand and Stealth skills.
Whenever you kill a creature (or knock it unconscious) you can instead choose to knock it unconscious and immediately stabilize it or give it disadvantage on death saving throws.
Greater Awakened Mind
Prerequisite: Great old one patron 14th Level
Whenever you telepathically communicate with someone using your awakened mind ability you can attempt to sow the seeds of madness within their mind as an action. The target makes an Intelligence save (Equal to your spell save D.C), and on a failure, they have disadvantage on all Intelligence rolls. (This effect is permanent)
Insane Resilence
Prerequisites: 5th Level
When you take this invocation pick one damage resistance you have it now becomes an immunity
Eldritch Overflow:
Prerequisite: 15th level
Expend two spell slots or half your H.P to activate this effect(Counts as a bonus action). You gain proficiency in all skills and saving throws for 5 rounds.
Call of The Grave
Prerequisite: Raven Queen, or Undying patron.
Whenever you knock a creature unconscious you can immediately stabilize it or give it disadvantage on death saving throws.
Control Familiar
Prerequisite: Pact of the Chain
If you can see a familiar you can attempt to take over its mind, and forcibly bond it to you. The target makes a Charisma save (D.C equals your spell save D.C), on a success you cannot affect the target in this way for 24 hours, on a failure the target becomes your familiar.
Patron Shield Prerequisites: Level 20
During the casting time of your, Eldritch Master feature, if you are targeted for an attack, the attacker must make a wisdom saving throw (D.C = Spell save D.C +4 - expended spell slots) On a failure they take 3d8 force damage and thier attack is wasted.
Celistial Call Prerequsites: Celistal patron, Level 14 You gain the ability to cast conjure celistail by expeding all of your Healing light die, or by expending your level 7 mystic arcanum. You cast Conjure celistail as a 9th level spell.
Astral Nature Prerequisites When you use you Astral Refuge feature the spells you cast don't consume spell slots.
Seekers faith Prerequisites: Seeker patron You can use your shielding aurora twice per long rest.
(I playtested a few of wragged's invocations here's what I found
No one picks the innovations that alter damage type (Corrosive blast, firey blast, Ect)
Arctic cowl and burning mantle are really good, just like cloak of flies
Prerequisites: 5th Level, Pact of the Blade feature
The selection of pact weapon you can conjure expands to include light crossbows, darts, shortbows, slings, blowguns, hand crossbows, heavy crossbows, longbows, and nets. When you make a ranged weapon attack with a thrown pact weapon, you can use your bonus action to dispel the thrown weapon after a successful throw and create a new simple pact weapon in an empty hand. In addition, ammunition fired from your pact weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can cast Bless as a 1st level spell at will without maintaining concentration. You can use this feature a number of times equal to your charisma modifier. You regain any extended uses after completing a long rest.
Wow, I actually just posted a similar idea to Arcane Link a second ago on this same forum. Didn't even see that this thread was going right beforehand, lol.
Anyway, I also really like the idea of allowing a familiar to maintain concentration on a spell, freeing up the Warlock to do more on their turn. I think the idea of having your arcane pet aid you in your magic is very Warlock-like and would help set Pact of the Chain apart from standard Find Familiar even more.
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The Writhing Blade Invocations is kinda over powered, and the reason Wizards never made it before is because it legit makes half of the Hexblade's "Hex Warrior" pointless.
Elemental Blast Prerequisite: eldritch blast cantrip At the end of a short rest, you may change the damage type of eldritch blast to fire, cold, lightning, acid, or poison, or back to force.
Prerequisite: Lurker in the Deep patron, 9th level
You can cast Maelstrom once using a Warlock spell slot. You regain this ability after you finish a long rest.
Water's Edge
Prerequisite: Lurker in the Deep patron, Pact of the Blade
As a bonus action, you can create a melee weapon you are proficient with from a source of water for a duration of 1 minute. If you are not wielding the weapon you created using this feature at the end of your turn, it disappears. You can use this feature up to the amount of times equal to your Charisma modifier (minimum of 1) and recharges to full after a short or long rest. You can decide from two options:
Ice Edge, your weapon turns to ice and deals an additional 1d6 cold damage, on top of your normal melee damage. The damage is increased by an additional 1d6 at 6th (2d6), 12th (3d6), and 18th (4d6) level.
Lightning Edge, your weapon electrifies around the water blade and deals an additional 1d6 lightning damage, on top of your normal melee damage. The damage is increased by an additional 1d6 at 6th (2d6), 12th (3d6), and 18th (4d6) level.
Wrath of the Sea
Prerequisite: Lurker in the Deep patron, 7th level
You can cast Storm Sphere once using a warlock spell slot. You can't do so again until you finish a long rest.
High Tide
Prerequisite: Lurker in the Deep patron, 5th level
You can cast Tidal Wave at 3rd level at will up to the amount of times equal to your Charisma modifier (minimum of 1).
Elastic Tendril
Prerequisite: Lurker in the Deep patron
When you succeed on an attack roll with your tendril using Grasp of the Deep feature, you can use your reaction to have it able to push or pull one target creature 10 feet in a straight line.
Controller of the Deep
Prerequisite: Lurker of the Deep patron, 15th level
You can cast Control Weather using a warlock spell slot. You cannot your this feature again until you finish a long rest.
Friendly Seaways
Prerequisite: Lurker of the Deep patron, Pact of the Chain, 5th level
Your patron has made a pact with most of the sea creatures to help you when needed, and makes arrangements to send them to your location. If you are near a source of water 30 feet from you, as an action, you can conjure a creature into the watet source with a CR rating of 5 or lower and a swimming speed of at least 10 feet to your aid for 1 hour; the DM determines the creature. Summoned creatures last for 1 hour or until they are reduced to 0 hit points, at that time they turn into a puddle of water. Creatures with additional modes of movement speed can use them once summoned.
It is friendly towards you and your party members, and follows your basic commands. As an bonus action, you can command it to make an attack towards one creature. If you don't issue a command, it will defend itself.
The CR rating goes up by 1 and an additional 1 hour at 7th, 9th, 11th, 13th, 15th, 17th, and 19th level.
Eldritch Splash
Prerequisite: Lurker of the Deep patron Eldritch Blast cantrip, 11th level
When you successfully hit a target with the Eldritch Blast cantrip, up to two other creatures of your choice within 5 feet are dealt force damage equal to half your warlock level plus your charisma modifier.
Unprovoking Tendrils
Prerequisite: Lurker of the Deep patron
While you have your tendril summoned using Grasp of the Deep feature within 10 feet of you or another ally, when you are successfully hit by a creature, you can use your reaction to have your tendril to grapple and hurl you to an unoccupied space within 10 feet of the tendril. This does not provoke an attack of opportunity. Once you use this feature, the tendril disappears.
How bout this. Pact quiver: Requires improved pact weapon When you summon your pact weapon in the shape of a bow, you also summon a quiver of arrows or bolts. This quiver produces an infinite number of non magical arrows that dissapear 1 min after leaving the quiver. In addition when you take this innovation choose a damage type. When you hit with your pact weapon you may choose it expand a spell slot casing the arrow to explode causing 2d6 extra damage of the chosen type. This damage increases to 3d6 at 9th lvl and 4d6 at 17th.
Is there a way to create homebrew invocations here on DNDBeyond that is usable from the character builder? I always thought it wasn't possible.
The way I've found around it is to add options to a subclass feature. The options would be the extra invocations with their appropriate Action texts and modifiers if possible.
You would also need to have a note in the description of your custom invocations about leaving some of the regular invocation choices unselected and the DM would have to make sure the PC hasn't chosen both a regular invocation and a custom invocation. Here's the text on one of the Warlock subclasses I've made (unpublished because I recreated something from dmsguild):
At level 2, alternate Eldritch Invocations for the Otherworldly Patron Death's Mistress. If you pick one of these, make sure to set one of your regular invocations to blank.
As long as you set up the options and the relevant text and modifiers, it should work fine.
Some of these clearly need some abuse testing. For example the 'any spell' feature lends itself to abuse, particularly for self spells, or worse, self with an area, such as Arms of Hadar.
Arms of Hadar is supposed to be strike everyone in ten feet of you, but by letting familiars cast it, you turn it into a ranged area attack spell.
Or Fear - a run away from the party can now be turned into a run in your choice of directions. Have the familiar drive the enemy past the Sentinel pole arm master player, then have it fly over them and repeat going the other way.
As an bonus action, the warlock can call upon the power of their patron. At the start of each of your turns for a number of rounds equal to half your warlock level, you gain temporary hit points equal to your Charisma modifier (minimum of 1) provided you have at least 1 hit point remaining. The temporary hit points are removed at the end of the long rest. You can't do so again until you finish a long rest.
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<If it didn't die the first time, you didn't kill it hard enough> and <If percussion maintenance isn't working, you didn't hit it hard enough>
Instead of summoning your pact weapon, you can summon pact armor which would be 14 Base AC + Dex. Changing pact armor to pact weapon would take a full round.
Instead of summoning your pact weapon, you can summon pact armor which would be 14 Base AC + Dex. Changing pact armor to pact weapon would take a full round.
That just sounds like armor of shadows with extra steps
Logic - helps make sure the warlock doesn't dip below their baseline of hex+blasts, having to cast another spell with concentration or having concentration break can be really harsh on warlocks with their 2 spell/rest limit on campaigns without many pit stops. Another option is instead of psychic to list it as "you may choose for Hex to deal an alternate damage type appropriate to your patron". Fey-Radiant, Fiend - Fire, Outsider-Psychic, Blade-slashing, ect. But seems like lots of words when hopefully one alternate damage type will allow the warlock to apply it in most situation.
Logic - Chain warlocks seems like their bonus eventually fades away, having an imp at level 3 is pretty impressive, having it at level 15 is not effectively much different than an owl. The additional concentration follows normal concentration rules, so for example, your Imp can't maintain their invisibility while also maintaining your spell.
That's all I got for now, pretty straight forward Invocations that would help out some warlocks out there, probably overpowered and just looking through rose colored inventor's glasses.
Here are a list of warlock invocations that I have been working on as well. I wanted to publish them, but the site will not accommodate that yet. I still want them to see play though if possible. Also, these invocations have had some limited playtesting.
Ally of Nature
Prerequisite: 9th level
You can cast awaken once using a warlock spell slot. You can’t do so again until you finish a long rest.
Arctic Cowl
Prerequisite: 5th level
As a bonus action, you can cause frost to wreath your body for 1 minute. At the start of each of your turns while the arctic cowl is active, you deal cold damage equal to your Charisma modifier (minimum of 0) to any creature grappling you or any creature grappled by you.
While wreathed in frost, you have advantage on Strength (Athletics) checks but disadvantage on Dexterity (Sleight of Hand) checks.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Ascendant Presence
You can cast command once using a warlock spell slot. You can’t do so again until you finish a long rest.
Astounding Vigor
You gain proficiency in the Acrobatics and Athletics skills.
note: I thought it was odd that only two skills got an invocation so I made one for each pair of skills.
Binder of Wills
Prerequisite: 9th level
You can cast planar binding once using a warlock spell slot. You can’t do so again until you finish a long rest.
Book of Eldritch Secrets
Prerequisite: 12th level, Pact of the Tome
You learn two extra spells of your choice from either the warlock spell list or your expanded patron spell list. These spells must be of a level you can cast with a warlock spell slot, and the chosen spells don’t count against the number of spells you know for the class.
Book of Unfettered Lore
Prerequisite: 15th level, Pact of the Tome
For any invocations that grant spells that use warlock spell slots, you can ignore any restrictions that limit how often those spells can be cast per long rest.
note: I wanted more high level pact boon specific invocations that really bring out what makes those boons special or thematic.
Booming Aura
Prerequisite: 5th level, booming blade cantrip
When you cast the cantrip booming blade, all creatures within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes thunder damage equal to your Charisma modifier (minimum of 0).
note: I wanted invocations that buffed other cantrips besides Eldritch Blast. You will see several more in this list.
Breaker and Banisher
Prerequisite: 9th level
You can cast dispel evil and good once using a warlock spell slot. You can’t do so again until you finish a long rest.
Burning Mantle
Prerequisite: 5th level
As a bonus action, you can cause ethereal flames to wreath your body for 1 minute. At the start of each of your turns while these flames are active, you deal fire damage equal to your Charisma modifier (minimum of 0) to any creature grappling you or any creature grappled by you.
While wreathed in flames, you have advantage on Dexterity (Acrobatics) checks but disadvantage on Dexterity (Stealth) checks.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Chilling Blast
Prerequisite: eldritch blast cantrip
At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to cold damage instead of force damage.
This cold blast can freeze upto 1 cubic foot of water not being worn or carried.
Combat Aura
Prerequisite: 18th level, Pact of the Blade
If you make an attack roll with your pact weapon without disadvantage and miss a target within range of the weapon on a die roll of 2 or higher, the target takes force damage equal to your Charisma modifier (minimum of 0). However, the attack is still considered a miss and triggers no other weapon or attack effects.
Corrosive Blast
Prerequisite: eldritch blast cantrip
At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to acid damage instead of force damage.
This acid blast can melt upto 1 cubic foot of organic matter not being worn or carried.
Discerning Gaze
Prerequisite: 9th level
You can cast detect evil and good at will, without expending a spell slot or material components.
Eldritch Battle Magic
Prerequisite: 15th level, Pact of the Blade
If you use your action to cast a warlock cantrip or spell using either a spell slot or invocation, then you can use your bonus action to either create and/or summon your pact weapon or make a weapon attack with your pact weapon.
This invocation does not come into play when casting spells using your Mystic Arcanum feature.
note: I made this invocation when I kept having to choose between casting a spell or hitting someone with my sword and realized that the Valor Bard did not have to make that choice. I almost want to say you can't take this invocation if you take Eldritch Smite, but if a player wants to take two invocations that let them spend their spell slots even faster, then who am I to judge.
Eldritch Knowledge
You gain proficiency in the Arcana and Religion skills.
Fade Away into Shadow
Prerequisite: 5th level
You can take the disengage action as a bonus action.
note: Several invocations on this list copy abilities from the first couple levels of other classes, but in my defense, WotC did it first when they published the Eldritch Smite invocation.
Fiery Blast
Prerequisite: eldritch blast cantrip
At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to fire damage instead of force damage.
This fire blast can potentially ignite any flammable material not being worn or carried.
Friend of the Wild
You gain proficiency in the Animal Handling and Medicine skills.
Fulminate Blast
Prerequisite: eldritch blast cantrip
At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to either lightning or thunder damage instead of force damage.
This lightning blast can melt upto 1 cubic foot of sand or other particulate matter not being worn or carried into glass, and the thunder blast can shatter upto 1 cubic foot of nonmagical glass or crystal not being worn or carried and can be heard up to 100 feet away.
Gift of the Hunter
Prerequisite: 5th level
When you spend 1 minute or more observing a creature, you have advantage on any Wisdom (Survival) skill checks to track that specific creature until the end of your next short or long rest.
You can also cast pass without trace once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Green-Flame Chain
Prerequisite: 5th level, green-flame blade cantrip
When you cast the cantrip green-flame blade, flames leap from the second creature the cantrip targets to a third within 5 feet of it inflicting fire damage equal to your Charisma modifier.
Greater Familiar
Prerequisite: Pact of the Chain
Your familiar's hit dice total increases by an amount equal to half your warlock level, and your familiar adds half of your proficiency bonus to any attack rolls, skill checks, or saving throws it is already proficient in.
If at a later point you gain access to a second familiar, only one familiar benefits from this invocation.
Knower of Secrets
Prerequisite: 9th level
You can cast legend lore once using a warlock spell slot. You can’t do so again until you finish a long rest.
Knowing Gaze
You gain proficiency in the Insight and Perception skills.
Marshal Storm
Prerequisite: 9th level
You can cast steel wind strike once using a warlock spell slot. You can’t do so again until you finish a long rest.
Master of Many Chains
Prerequisite: 12th level, Pact of the Chain
You gain a second familiar of the same type as the one you already have.
Minions of Stone and Steel
Prerequisite: 9th level
You can cast animate objects once using a warlock spell slot. You can’t do so again until you finish a long rest.
One with the Wind
Prerequisite: 7th level
Unless incapacitated, you are under the effect of the feather fall spell.
You can also cast feather fall once without expending a spell slot. You regain the ability to do so when you finish a long rest.
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.
Otherworldly Speed
Prerequisite: 5th level
You can cast haste once using a warlock spell slot. You can’t do so again until you finish a long rest.
Phantom Grasp
Prerequisite: mage hand cantrip
You can use your action to grapple a creature up to size large or smaller with your mage hand by making an athletics check using your Charisma modifier instead of Strength contested by an athletics or acrobatics check from the target creature.
Second Pact Weapon
Prerequisite: 15th level
You can bond or create a second pact weapon, and summon both pact weapons to your hands at the same time.
Searing Strike
Prerequisite: 12th level, Pact of the Blade
When you hit a creature with your pact weapon, the creature takes extra radiant damage equal to your Charisma modifier (minimum of 1).
note: This invocation is meant to replace the Lifedrinker invocation of warlocks for whom dealing necrotic damage does not make thematic sense.
Seeker of Knowledge
You gain proficiency in the History and Investigation skills.
Servants of the Green Path
Prerequisite: 7th level
You can cast conjure woodland beings once using a warlock spell slot. You can’t do so again until you finish a long rest.
Spectral Shield
Prerequisite: 9th level
You can cast shield of faith on yourself at will, without expending a spell slot or material components.
Speed of Shadows
Prerequisite: 5th level
You can take the dash action as a bonus action.
Superior Mystic Arcanum
Prerequisite: 18th level, Pact of the Tome
You select a second 6th-level Mystic Arcanum spell, and once per long rest, you regain the use of your 6th-level Mystic Arcanum at the end of a short rest.
Terrifying Spectacle
You gain proficiency in the Intimidation and Performance skills.
Two Minds in One
Prerequisite: 18th level, Pact of the Chain
When you cast a concentration spell through your familiar, your familiar can hold concentration on that spell for you and increase your total number of concentration spells you can maintain at the same time (maximum of 2).
If, while concentrating, your familiar moves more than 30 feet from you, is incapacitated, fails a concentration check, or dies, then concentration on the spell is lost, and you must succeed on a concentration check with a DC of 10 + the level of the spell your familiar was concentrating on or become Stunned until the beginning of your next turn.
Unerring Blast
Prerequisite: 15th level, eldritch blast cantrip
When you cast the eldritch blast cantrip, and one of your spell attacks misses its target, you can use your bonus action to make another attack roll in an attempt to hit the creature you missed.
Untamed Understanding
You gain proficiency in the Nature and Survival skills.
Voice of the Rune Master
Prerequisite: 15th level
You can cast tongues on yourself at will, without expending a spell slot or material components.
Witching Blade
Prerequisite: Pact of the Blade
You can use your Charisma modifier instead of your Strength or Dexterity modifiers for attack and damage rolls made with your pact weapon.
note: I do not know why they did not make this invocation before. It seems obvious.
Witching Plate
Prerequisite: Pact of the Blade
As an action, you can conjure a suit of magical armor onto your body that grants you an AC equal to 14 + your Charisma modifier. (edited)
Working in Shadow
You gain proficiency in the Sleight-of-Hand and Stealth skills.
Bark side up, bark side down, it really, truly does not matter.
Call of The Grave
Prerequisite: Raven Queen, or Undying patron.
Whenever you kill a creature (or knock it unconscious) you can instead choose to knock it unconscious and immediately stabilize it or give it disadvantage on death saving throws.
Greater Awakened Mind
Prerequisite: Great old one patron 14th Level
Whenever you telepathically communicate with someone using your awakened mind ability you can attempt to sow the seeds of madness within their mind as an action. The target makes an Intelligence save (Equal to your spell save D.C), and on a failure, they have disadvantage on all Intelligence rolls. (This effect is permanent)
Insane Resilence
Prerequisites: 5th Level
When you take this invocation pick one damage resistance you have it now becomes an immunity
Eldritch Overflow:
Prerequisite: 15th level
Expend two spell slots or half your H.P to activate this effect(Counts as a bonus action). You gain proficiency in all skills and saving throws for 5 rounds.
Call of The Grave
Prerequisite: Raven Queen, or Undying patron.
Whenever you knock a creature unconscious you can immediately stabilize it or give it disadvantage on death saving throws.
Control Familiar
Prerequisite: Pact of the Chain
If you can see a familiar you can attempt to take over its mind, and forcibly bond it to you. The target makes a Charisma save (D.C equals your spell save D.C), on a success you cannot affect the target in this way for 24 hours, on a failure the target becomes your familiar.
Patron Shield
Prerequisites:
Level 20
During the casting time of your, Eldritch Master feature, if you are targeted
for an attack, the attacker must make a wisdom saving throw (D.C = Spell save D.C +4 - expended spell slots)
On a failure they take 3d8 force damage and thier attack is wasted.
Celistial Call
Prerequsites:
Celistal patron, Level 14
You gain the ability to cast conjure celistail by expeding all of your Healing light die, or by
expending your level 7 mystic arcanum. You cast Conjure celistail as a 9th level spell.
Astral Nature
Prerequisites
When you use you Astral Refuge feature the spells you cast
don't consume spell slots.
Seekers faith
Prerequisites:
Seeker patron
You can use your shielding aurora twice per long rest.
(I playtested a few of wragged's invocations here's what I found
No one picks the innovations that alter damage type (Corrosive blast, firey blast, Ect)
Arctic cowl and burning mantle are really good, just like cloak of flies
Ranged Pact Weapon
Prerequisites: 5th Level, Pact of the Blade feature
The selection of pact weapon you can conjure expands to include light crossbows, darts, shortbows, slings, blowguns, hand crossbows, heavy crossbows, longbows, and nets. When you make a ranged weapon attack with a thrown pact weapon, you can use your bonus action to dispel the thrown weapon after a successful throw and create a new simple pact weapon in an empty hand. In addition, ammunition fired from your pact weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
eldritch hook
prerequisite: eldritch blast cantrip
when you hit anything with eldritch blast you can pull yourself 10 feet closer
Celestial Blessing
Prerequisites: Celestial Subclass, 9th level
You can cast Bless as a 1st level spell at will without maintaining concentration. You can use this feature a number of times equal to your charisma modifier. You regain any extended uses after completing a long rest.
Wow, I actually just posted a similar idea to Arcane Link a second ago on this same forum. Didn't even see that this thread was going right beforehand, lol.
Anyway, I also really like the idea of allowing a familiar to maintain concentration on a spell, freeing up the Warlock to do more on their turn. I think the idea of having your arcane pet aid you in your magic is very Warlock-like and would help set Pact of the Chain apart from standard Find Familiar even more.
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The Writhing Blade Invocations is kinda over powered, and the reason Wizards never made it before is because it legit makes half of the Hexblade's "Hex Warrior" pointless.
Spectral Grasp
prerequisite : Level 10 Warlock
You can cast Bigby's hand using a Warlock spellslot, You can’t do so again until you finish a long rest.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
Elemental Blast
Prerequisite: eldritch blast cantrip
At the end of a short rest, you may change the damage type of eldritch blast to fire, cold, lightning, acid, or poison, or back to force.
Instead of having an invocation for every type.
Heart of the Sea
Prerequisite: Lurker in the Deep patron, 9th level
You can cast Maelstrom once using a Warlock spell slot. You regain this ability after you finish a long rest.
Water's Edge
Prerequisite: Lurker in the Deep patron, Pact of the Blade
As a bonus action, you can create a melee weapon you are proficient with from a source of water for a duration of 1 minute. If you are not wielding the weapon you created using this feature at the end of your turn, it disappears. You can use this feature up to the amount of times equal to your Charisma modifier (minimum of 1) and recharges to full after a short or long rest. You can decide from two options:
Ice Edge, your weapon turns to ice and deals an additional 1d6 cold damage, on top of your normal melee damage. The damage is increased by an additional 1d6 at 6th (2d6), 12th (3d6), and 18th (4d6) level.
Lightning Edge, your weapon electrifies around the water blade and deals an additional 1d6 lightning damage, on top of your normal melee damage. The damage is increased by an additional 1d6 at 6th (2d6), 12th (3d6), and 18th (4d6) level.
Wrath of the Sea
Prerequisite: Lurker in the Deep patron, 7th level
You can cast Storm Sphere once using a warlock spell slot. You can't do so again until you finish a long rest.
High Tide
Prerequisite: Lurker in the Deep patron, 5th level
You can cast Tidal Wave at 3rd level at will up to the amount of times equal to your Charisma modifier (minimum of 1).
Elastic Tendril
Prerequisite: Lurker in the Deep patron
When you succeed on an attack roll with your tendril using Grasp of the Deep feature, you can use your reaction to have it able to push or pull one target creature 10 feet in a straight line.
Controller of the Deep
Prerequisite: Lurker of the Deep patron, 15th level
You can cast Control Weather using a warlock spell slot. You cannot your this feature again until you finish a long rest.
Friendly Seaways
Prerequisite: Lurker of the Deep patron, Pact of the Chain, 5th level
Your patron has made a pact with most of the sea creatures to help you when needed, and makes arrangements to send them to your location. If you are near a source of water 30 feet from you, as an action, you can conjure a creature into the watet source with a CR rating of 5 or lower and a swimming speed of at least 10 feet to your aid for 1 hour; the DM determines the creature. Summoned creatures last for 1 hour or until they are reduced to 0 hit points, at that time they turn into a puddle of water. Creatures with additional modes of movement speed can use them once summoned.
It is friendly towards you and your party members, and follows your basic commands. As an bonus action, you can command it to make an attack towards one creature. If you don't issue a command, it will defend itself.
The CR rating goes up by 1 and an additional 1 hour at 7th, 9th, 11th, 13th, 15th, 17th, and 19th level.
Eldritch Splash
Prerequisite: Lurker of the Deep patron Eldritch Blast cantrip, 11th level
When you successfully hit a target with the Eldritch Blast cantrip, up to two other creatures of your choice within 5 feet are dealt force damage equal to half your warlock level plus your charisma modifier.
Unprovoking Tendrils
Prerequisite: Lurker of the Deep patron
While you have your tendril summoned using Grasp of the Deep feature within 10 feet of you or another ally, when you are successfully hit by a creature, you can use your reaction to have your tendril to grapple and hurl you to an unoccupied space within 10 feet of the tendril. This does not provoke an attack of opportunity. Once you use this feature, the tendril disappears.
How bout this.
Pact quiver: Requires improved pact weapon
When you summon your pact weapon in the shape of a bow, you also summon a quiver of arrows or bolts. This quiver produces an infinite number of non magical arrows that dissapear 1 min after leaving the quiver. In addition when you take this innovation choose a damage type. When you hit with your pact weapon you may choose it expand a spell slot casing the arrow to explode causing 2d6 extra damage of the chosen type. This damage increases to 3d6 at 9th lvl and 4d6 at 17th.
Is there a way to create homebrew invocations here on DNDBeyond that is usable from the character builder? I always thought it wasn't possible.
"A river cuts through rock, not because of its power, but because of its persistence."
The way I've found around it is to add options to a subclass feature. The options would be the extra invocations with their appropriate Action texts and modifiers if possible.
You would also need to have a note in the description of your custom invocations about leaving some of the regular invocation choices unselected and the DM would have to make sure the PC hasn't chosen both a regular invocation and a custom invocation. Here's the text on one of the Warlock subclasses I've made (unpublished because I recreated something from dmsguild):
As long as you set up the options and the relevant text and modifiers, it should work fine.
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Some of these clearly need some abuse testing. For example the 'any spell' feature lends itself to abuse, particularly for self spells, or worse, self with an area, such as Arms of Hadar.
Arms of Hadar is supposed to be strike everyone in ten feet of you, but by letting familiars cast it, you turn it into a ranged area attack spell.
Or Fear - a run away from the party can now be turned into a run in your choice of directions. Have the familiar drive the enemy past the Sentinel pole arm master player, then have it fly over them and repeat going the other way.
Energy Barrier
As an bonus action, the warlock can call upon the power of their patron. At the start of each of your turns for a number of rounds equal to half your warlock level, you gain temporary hit points equal to your Charisma modifier (minimum of 1) provided you have at least 1 hit point remaining. The temporary hit points are removed at the end of the long rest. You can't do so again until you finish a long rest.
<If it didn't die the first time, you didn't kill it hard enough> and <If percussion maintenance isn't working, you didn't hit it hard enough>
Pact Armor
Prerequisite: Pact of the Blade
Instead of summoning your pact weapon, you can summon pact armor which would be 14 Base AC + Dex. Changing pact armor to pact weapon would take a full round.
Can anyone come up with some balanced pact of the tome invocations
That just sounds like armor of shadows with extra steps
Wow these are awesome. Thank you for all the work you put into them!