I was thinking of maybe adding some extra invocations for the warlocks for my own campaign and was thinking if they are bit too powerful or not.
1- An invocation that gives pact of the chain/tome to perform a ritual that summons a combat minion by their patron with set abilities and stats, medium in size, but to summon it the caster must offer some of his/her own blood and gem worth maybe 500 gold? At the start of the Warlock's turn they decided whether the warlock will go or their minion (not both in 1 turn and all commands are telepathic.
2- An invocation, It allows Eldritch blast to be a melee weapon. The weapon can't be disarmed and disappears if was left more than 5 ft away. it can be any shape but can't benefit from stuff like great weapon master but things that effect spells.
3- Allows the caster to have animate dead
4- At a very high level, the caster can turn Eldritch blast damage into a d12 but take charisma modifier damage (can't be healed until the caster takes a long rest) with each blast.
5- Summon a mount for X amount of time and it becomes flying at a certain level (1/long rest?)
6- Improved pact weapon allows for two pact weapons instead of one. (Hexblade can have their hex weapons for up to 2)
These are the ones that came to my mind but i know the moment i post this or after i go to sleep all the ideas of possibly ones that could come to the game will pop up and when i wake up all those ideas will be forgotten.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
I like your concepts. I’ve seen similar Homebrew Invocations floating around (including in our game!). Honestly, I don’t think any of these are overpowered although some probably should be restricted to higher levels.
#1. This could be as simple as: You can cast Conjure Animals once per day w/o expending a spell slot or you can cast Polymorph once per day targeting your familiar only. Prerequisite: 7th level. Alternatively, you could homebrew a CR 2- 4 creature based on your patron as you suggested. Depending on the CR of the creature, you might make it only a bonus action to attack.
#2. Eldritch Claw, Prerequisite: 5th level. When you cast a cantrip that requires one or more ranged spell attacks, you can make melee spell attacks instead. This is Homebrew from the Middle Finger of Venca folks. I love this invocation but it kinda infringes on Pact of the Blade.
#4. CHA damage each blast is way too high a price for a d12. Alternatively, you could use your bonus action to “empower” your eldritch blast. Keep the extra damage in line with a feature like Maddening hex. Here is a version I use for my FiendLock: Whenever you cast eldritch blast, you can use your bonus action to empower it with elemental fire. The damage dice per blast changes to 3d4, and the spell deals fire damage instead of force damage. When you do so, enemies within 5 feet of you take necrotic damage equal to 1d4 + your Charisma modifier. This Homebrew is from the Compendium of Forgotten Secrets. Admittedly, it’s a bit powerful but it’s only an extra 2 dam per blast and many creatures are resistant/immune to fire damage. The necrotic damage is rarely relevant for a ranged attacker.
#5. How about you can cast Find Greater Steed 1/per day but the duration is only 1 hour. Prerequisite: 7th level.
I was thinking of maybe adding some extra invocations for the warlocks for my own campaign and was thinking if they are bit too powerful or not.
1- An invocation that gives pact of the chain/tome to perform a ritual that summons a combat minion by their patron with set abilities and stats, medium in size, but to summon it the caster must offer some of his/her own blood and gem worth maybe 500 gold? At the start of the Warlock's turn they decided whether the warlock will go or their minion (not both in 1 turn and all commands are telepathic.
2- An invocation, It allows Eldritch blast to be a melee weapon. The weapon can't be disarmed and disappears if was left more than 5 ft away. it can be any shape but can't benefit from stuff like great weapon master but things that effect spells.
3- Allows the caster to have animate dead
4- At a very high level, the caster can turn Eldritch blast damage into a d12 but take charisma modifier damage (can't be healed until the caster takes a long rest) with each blast.
5- Summon a mount for X amount of time and it becomes flying at a certain level (1/long rest?)
6- Improved pact weapon allows for two pact weapons instead of one. (Hexblade can have their hex weapons for up to 2)
These are the ones that came to my mind but i know the moment i post this or after i go to sleep all the ideas of possibly ones that could come to the game will pop up and when i wake up all those ideas will be forgotten.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
I had a homebrew Shaman pdf from somewhere with some well-though-out invocations, but I can't find it now. I'll keep digging.
I like your concepts. I’ve seen similar Homebrew Invocations floating around (including in our game!). Honestly, I don’t think any of these are overpowered although some probably should be restricted to higher levels.
#1. This could be as simple as: You can cast Conjure Animals once per day w/o expending a spell slot or you can cast Polymorph once per day targeting your familiar only. Prerequisite: 7th level. Alternatively, you could homebrew a CR 2- 4 creature based on your patron as you suggested. Depending on the CR of the creature, you might make it only a bonus action to attack.
#2. Eldritch Claw, Prerequisite: 5th level. When you cast a cantrip that requires one or more ranged spell attacks, you can make melee spell attacks instead. This is Homebrew from the Middle Finger of Venca folks. I love this invocation but it kinda infringes on Pact of the Blade.
#3. Animate Dead was included on the Warlock Spell List in the recent UA article: https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf. It make senses that this spell should be a warlock spell and not require an invocation.
#4. CHA damage each blast is way too high a price for a d12. Alternatively, you could use your bonus action to “empower” your eldritch blast. Keep the extra damage in line with a feature like Maddening hex. Here is a version I use for my FiendLock: Whenever you cast eldritch blast, you can use your bonus action to empower it with elemental fire. The damage dice per blast changes to 3d4, and the spell deals fire damage instead of force damage. When you do so, enemies within 5 feet of you take necrotic damage equal to 1d4 + your Charisma modifier. This Homebrew is from the Compendium of Forgotten Secrets. Admittedly, it’s a bit powerful but it’s only an extra 2 dam per blast and many creatures are resistant/immune to fire damage. The necrotic damage is rarely relevant for a ranged attacker.
#5. How about you can cast Find Greater Steed 1/per day but the duration is only 1 hour. Prerequisite: 7th level.