Warlock Reinvented

by Dracovitch

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Warlock Reinvented

The vanilla 5th edition warlock is an interesting class to be sure, but it suffers from several pitfalls that are really only noticed by those that play the class often. Eldritch blast is an optional spell that is treated more of a class feature with its multiple Invocations.

Patrons themselves are great, but the Pact Boons seem like half baked without taking several invocations that to buff them. Several Invocations you acquire early on are outright better than others and as such, the class itself feels more like its something for multiclassing here and there, not for leveling the full 20 levels.

This rework aims to make the warlock work more like its 3.5 edition counterpart while being the toolbox the 5th edition version is meant to be.

Warlock Class Changes

The changes coming to this class include the removal of spells in the traditional sense, reworking invocations into three different types known as Patron Gifts, turning Pact Boons into a type of Invocation. This will help refine and specialize the toolbox caster the Warlock was meant to be.

Spells

Warlocks lose their ability to cast spells as one normally would. As a class feature they gain access to the eldritch blast cantrip, which is cast as it normally would be.

Spells for warlocks now come in the form of Invocations. These Invocations can be used a number of times per short rest and require no material components.

Patron Gifts

Invocations now come in three different types and at different complexities. There are Invocations, Blast Shape, and Patron Essence. Invocations allow you to cast a limited number of spells, Blast Shape modify how your eldritch blast functions, and Patron Essence alter your character's capabilities.


The complexities of these are Lesser, Greater, and Eldritch. Mechanically, these categories are granted at specific levels and allow you to take more powerful Invocations the higher level you are.

Patrons

For the most part, Patrons are staying the same. The big change is that their bonus spells are automatically learned and not simply added to the spell list

Pact Boons

These are being removed as a class feature, and added in as optional patron essence.

Warlock

The Warlock
Level Proficiency Bonus Features Invocations Invocation Uses Blast Shape Patron Essence Complexity
1st +2 Otherworldly Patron, Eldritch Blast, Pact Gifts 2 1 Lesser (1st)
2nd +2 3 2 1 Lesser (1st)
3rd +2 Signature Spells 4 2 1 1 Lesser (2nd)
4th +2 Ability Score Improvement 5 2 1 2 Lesser (2nd)
5th +3 6 3 2 2 Greater (3rd)
6th +3 Otherworldly Patron Feature 7 3 2 3 Greater (3rd)
7th +3 8 3 2 3 Greater (4th)
8th +3 Ability Score Improvement 9 3 3 4 Greater (4th)
9th +4 10 4 3 4 Eldritch (5th)
10th +4 Otherworldly Patron Feature 10 4 3 5 Eldritch (5th)
11th +4 Mystic Arcanum (6th Level) 11 4 4 5 Eldritch (5th)
12th +4 Ability Score Improvement 11 5 4 6 Eldritch (5th)
13th +5 Mystic Arcanum (7th Level) 12 5 4 6 Eldritch (5th)
14th +5 Otherworldly Patron Feature 12 5 5 7 Eldritch (5th)
15th +5 Mystic Arcanum (8th Level) 13 5 5 7 Eldritch (5th)
16th +5 Ability Score Improvement 13 6 5 8 Eldritch (5th)
17th +6 Mystic Arcanum (9th Level) 14 6 6 8 Eldritch (5th)
18th +6 14 6 6 8 Eldritch (5th)
19th +6 Ability Score Improvement 15 6 6 8 Eldritch (5th)
20th +6 Eldritch Master 15 6 6 8 Eldritch (5th)

Class Features

As a warlock, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per warlock level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Eldritch Blast

The magic your Patron has bestowed into you has allowed you to channel a portion of it as a powerful ranged damage spell. You learn the eldritch blast cantrip at 1st level.

As you level and your patron's power becomes more of your own, your eldritch blast can become more powerful through the use of Blast Shape.

Pact Gifts

Your patron's power manifests within you in many ways, fragments of forbidden knowledge that imbue you with an abiding magical ability. These gifts come in three types: Invocations, Blast Shape, and Patron Essence. Each has their own complexity, which is your understanding of how to wield the power yourself.

The Warlock table shows you at which levels you learn new gifts, what kinds of gifts you can learn, and what complexity you can learn. Whenever you gain a level in this class you can swap out a gift you know with one you don't know as long as they are from the same type (For example, you can swap one Patron Essence out for another Patron Essence, but you can't swap one of them out for an Blast Shape).

The list of Patron Gifts across all three types can be found at the end of the warlock class.

Cantrips

You know two cantrips of your choice from the warlock spell list.

Invocations

The power that your patron grants you allows you to superficially cast spells as if you were a normal spellcaster.

Invoking your patron's power allows you to cast certain spells a number of times per short rest. The Invocations column of the warlock table shows how many Invocations you can know, and the Invocation Uses column of the warlock table shows you how many you can cast per short rest.

When you learn a new Invocation, it must be of a complexity you can understand, as shown in the Complexity column of the warlock table. Lesser complexity Invocations come in the form of 1st and 2nd level spells, Greater complexity Invocations come in the form of 3rd and 4th level spells, and Eldritch complexity Invocations come in the form of 5th level spells.

Your Invocations are always cast at a specific spell level, shown in parenthesis on of the Complexity column of the Warlock table. The spells you are able to cast through your Invocations do not require material components unless they contain a component with a gold cost.

Charisma is your spellcasting ability for your Invocations, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Blast Shape

The power of your eldritch blast increases as the powers your patron has gifted you become your own. Where as Invocations allowed you to use the power you have been given to cast a myriad of different spells, Blast Shape allow you to power up your eldritch blast in different ways.

When choosing an Blast Shape option, it must be of the same complexity that you are capable of understanding, as shown in the Complexity Column of the warlock table.

Patron Essence

As your continue to harmonize with the power you've been gifted, it permanently alters your soul, granting you several unique traits. Your Patron's Essence grants you permanent supernatural abilities to aid you on your journey. When choosing a Patron Essence option, it must be of the same complexity that you are capable of understanding, as shown in the Complexity Column of the warlock table.

At 3rd level, choose a patron essence that requires your patron as a prerequisite and that is of a complexity you can understand. You gain the chosen patron essence, it does not count against your total number of known patron essence.

Pact Essence

A pact essence is a special type of patron essence that allows you to specialize your warlock's roll in the world. These essences have several patron essence options that you can take in order to make these choices more impactful. You are not limited to one pact essence, whenever you gain the ability to take a patron essence, you can choose to take a pact essence, even if you already have one.

When you take your first pact essence as a warlock, choose a patron essence that requires your pact essence as a prerequisite and that is of a complexity you can understand. You gain the chosen patron essence, it does not count against your total number of known patron essence. If you already have a pact essence, or you gain another one in the future, you do not gain this bonus essence.

Signature Spells

Beginning at 3rd level, your patron bestows upon you some of its most favored magic. You can add the spells from your Patron's expanded spell list to your Invocation list provided they are of a spell level that you can cast. Whenever your maximum spell level increases, you can add more of these spells to your list.

You cast these spells as if they were an Invocation and they are cast at the same level as your complexity spell level. These spells do not count against your Invocations known.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the mystic arcanum list. You can cast your arcanum spell as a Invocation once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more arcanums that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your mystic arcanum when you finish a long rest.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain your Invocations. You can spend 1 minute entreating your patron for aid to regain all your expended Invocations from your Invocations feature.

Once you regain Invocations with this feature, you must finish a long rest before you can do so again.

Patron Gifts

If a gift has prerequisites, you must meet them to learn it. You can learn the gift at the same time that you meet its prerequisites.

Invocations

Armor of Shadows

Lesser

You can cast the mage armor spell at will without consuming an Invocation use.

Ascendant Step

Lesser

You can cast the levitate spell.

Baleful Utterance

Lesser

You can cast the shatter spell.

Beast Speech

Lesser

You can cast the speak with animals spell.

Breath of Night

Lesser

You can cast the fog cloud spell.

Echoing Thoughts

Lesser

You can cast the detect thoughts spell.

Elder Lightning

Lesser

You can cast the witch bolt spell.

Eldritch Sight

Lesser

You can cast the detect magic spell.

Eldritch Vigor

Lesser

You can cast the armor of agathys spell.

Eternal Night

Lesser

You can cast the darkness spell.

Fiendish Counter

Lesser

You can cast the hellish rebuke spell.

Grip of the Earth

Lesser

You can cast the maximilian's earthen grasp spell.

Mark of Ill Will

Lesser

You can cast the hex spell.

Mask of Many Faces

Lesser

You can cast the disguise self spell.

Master of Myriad Forms

Lesser

You can cast the alter self spell.

Misty Visions

Lesser

You can cast the silent image spell.

Otherworldly Leap

Lesser

You can cast the jump spell.

See the Unseen

Lesser

You can cast the see invisibility spell.

Shroud of Shadows

Lesser

You can cast the invisibility spell.

Spiderwalk

Lesser

You can cast the spider climb spell.

Thief of Five Fates

Lesser

You can cast the bane spell.

Will of the Far

Lesser

You can cast the arms of hadar spell.

Abyssal Callings

Greater

You can cast the summon lesser demon spell. You will need to acquire the proper material components for part of the spell to work.

Bewitching Whispers

Greater

You can cast the compulsion spell.

Dreadful Word

Greater

You can cast the confusion spell once per long rest without consuming an Invocation use.

Mire the Mind

Greater

You can cast the slow spell once per long rest without consuming an Invocation use.

Sculptor of Flesh

Greater

You can cast the polymorph spell once per long rest without consuming an Invocation use.

Sign of Ill Omen

Greater

You can cast the bestow curse spell.

Tendrils of Darkness

Greater

You can cast the hunger of hadar spell.

Trickster's Escape

Greater

You can cast the freedom of movement spell.

Visions of Distant Realms

Greater

You can cast the arcane eye spell.

Warlock's Call

Greater

You can cast the sending spell at will without consuming an Invocation use.

Whisk Away

Greater

You can cast the dimension door spell once per long rest without consuming an Invocation use.

Whispers of the Grave

Greater

You can cast the speak with dead spell.

World of Lies

Greater You can cast the major image spell once per long rest without consuming an Invocation use.

Crossroads Promise

Eldritch

You can cast the infernal calling spell.

Death's Embrace

Eldritch

You can cast the danse macabre spell.

Infernal Movement

Eldritch

You can cast the far step spell.

Psychic Visions

Eldritch

You can cast the scrying spell.

Summon Swarm

Eldritch

You can cast the insect plague spell.

Touch of the Far

Eldritch

You can cast the dream spell.

Touch of the Undying

Eldritch

You can cast the negative energy flood spell.

Blast Shape

Eldritch Spear

Lesser

When you cast eldritch blast, its range is 300 feet.

Grasp of Hadar

Lesser, not compatible with Repelling 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 you.

Repelling Blast

Lesser, not compatible with Grasp of Hadar

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Agonizing Blast

Greater

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Eldritch Elements

Greater

When you finish a long rest you can choose Acid, Cold, Fire, Force, Lightning, Poison, or Thunder. When you cast eldritch blast, it deals the chosen damage type until you change its element again at the end of a long rest.

Lance of Lethargy

Greater

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.

Beshadowed Blast

Eldritch

When you hit a creature with your eldritch blast spell, it must make a Dexterity saving throw equal to your spell save DC. On a failed save the creature is blinded until the end of your next turn. A creature blinded in this way, or that passes the save, is immune to this feature for 24 hours.

Frightful Blast

Eldritch

When you hit a creature with your eldritch blast spell, it must make a Wisdom saving throw equal to your spell save DC. On a failed save the creature is frightened of you until the end of your next turn. A creature frightened in this way, or that passes the save, is immune to this feature for 24 hours.

Sickening Blast

Eldritch

When you hit a creature with your eldritch blast spell, it must make a Constitution saving throw equal to your spell save DC. On a failed save the creature is poisoned until the end of your next turn. A creature poisoned in this way, or that passes the save, is immune to this feature for 24 hours.

Patron Essence

Aspect of the Moon

Lesser

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.

Blade Pact

Lesser, Pact Essence

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 of the Player's Handbopok for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet way from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional 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 ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Beguiling Influence

Lesser

You gain proficiency in the Deception and Persuasion skills.

Chain Pact

Lesser, Pact Essence

You learn the find familiar spell as a Invocation and can cast it as a ritual. The spell doesn't count against your number of Invocations known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks.

Devil's Sight

Lesser

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eyes of the Rune Keeper

Lesser

You can read all writing.

Gaze of Two Minds

Lesser

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Gift of the Depths

Lesser

You can breathe underwater, and you gain a swimming speed equal to your walking 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.

Tome Pact

Lesser, Pact Essence

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class' spell list. While the book is on your person, you can cast those cantrips at will.

If you lose your Book of Shadows, 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 book. The book turns to ash when you die.

Cloak of Flies

Greater

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 O damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Ghostly Gaze

Greater

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.

Maddening Hex

Greater, requires Invocation or warlock feature that uses a curse

As a bonus action, you cause a psychic disturbance around the target cursed by by a warlock feature of yours, such as Hexblade’s Curse or a Invocation such as Mark of Ill Will or Sign of Ill Omen.

When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma 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.

One with Shadows

Greater

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Tomb of Levistus

Greater

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.

Relentless Hex

Eldritch, requires Invocation or warlock feature that uses a curse

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 a warlock feature of yours, such as Hexblade’s Curse or a Invocation such as Mark of Ill Will or Sign of Ill Omen.

Witch Sight

Eldritch

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Pact Essence Invocations

If you chose a pact essence, you can choose to take an Invocation from this list whenever you are granted new Soul Invocations, provided you meet the requirements.

Book of Ancient Secrets

Greater, requires Tome Pact Invocation

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class' spell list. The spells appear in the book and don't count against the number of Invocations you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you've learned them by some other means. You can also cast a Invocation you know as a ritual if it has the ritual tag.

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.

Chains of Carceri

Eldritch, requires Chain Pact Invocation

You can cast hold monster at will, targeting a celestial, fiend, or elemental, without material components. You must finish a long rest before you can use this invocation on the same creature again.

Eldritch Smite

Greater, requires Blade Pact

Once per turn when you hit a creature with your pact weapon, you can expend a Invocation to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the Invocation, and you can knock the target prone if it is Huge or smaller.

Gift of the Ever-Living Ones

Lesser, requires Chain Pact

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.

Improved Pact Weapon

Lesser, requires Blade Pact

Your pact 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.

Additionally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Lifedrinker

Eldritch, requires Blade Pact

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Thirsting Blade

Greater, requires Blade Pact

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Voice of the Chain Master

Greater, require Chain Pact

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.

Cantrips

0 Level Spells

Blade Ward

Control Flame

Dancing Lights

Friends

Guidance

Gust

Light

Mage Hand

Mending

Message

Minor Illusion

Mold Earth

Prestidigitation

Shape Water

True Strike

Mystic Arcanum

6th Level Spells

11th Level

Arcane Gate

Conjure Fey

Mass Suggestion

Mental Prison

Scatter

True Seeing

7th Level Spells

13th Level

Crown of Stars

Etherealness

Finger of Death

Forcecage

Plane Shift

Power Word Pain

8th Level Spells

15th Level

Demiplane

Dominate Monster

Feeblemind

Glibness

Maddening Darkness

Power Word Stun

9th Level Spells

19th Level

Astral Projection

Foresight

Imprisonment

Power Word Kill

Psychic Scream

True Polymorph

Warlock Reinvented Explained

I've updated this project of mine a few times now and with each time, the reaction is largely "this is great, but why did you remove so many of its spells?" For a lot people, the lack of a large spell list is a problem.

The idea behind this rework was to turn the 5th Edition version of the warlock into something more closely resembling the 3.5 version of the class. This meant more of a focus on eldrtich blast and shaving down the spell list. In the warlock's original inception, it was a ranged damage dealer that used eldritch blast for damage and had a handful of "spell-like abilities" for support.

Now in 5th edition there are no "spell like abilities" so the Invocation system was a flavorful way of finding spells to cast without using the same old boring terminology. While the spell list is a bit shorter than the vanilla warlock's original list, it is by and far, way more fleshed out than the tiny spell list its 3.5 origin came with. Hell the 3.5 warlock wasn't even considered a traditional caster!

Additionally, by separating the vanilla invocations into three separate categories that you could grab individually instead of one large pool, your ability to customize how you played increased quite a bit.

Love it or hate it, I hope this bit of insight helps you understand where the ideas for these changes came from.

Homebrew Modifications

If you are using a homebrew patron, pact, or even new spells with this Warlock Reinvented, I have made it exceedingly easy to integrate them into this rework pretty seamlessly. Here is a rundown of how you can use this document with other homebrew warlock material.

Patrons

Patrons are pretty much self explanatory. I did not change any of the levels where you gain class features for patrons, so as long as the homebrew patron you choose does not mess with what levels you gain features, it will work just fin with the Warlock Reinvented.

Expanded Spells

Expanded spells are automatically granted to you when you reach a level where you can cast the spell. As an example, here is what the Hexblade Warlock's expanded spell list would look like with the Warlock Reinvented.

Hexblade Expanded Spells
Warlock Level Spells
1st shield, wrathful smite
3rd blur, branding smite
5th blink, elemental weapon
7th phantasmal killer, staggering smite
9th banishing smite, cone of cold

Converting Invocations & Pacts into Patron Essence & Blast Shapes

Invocations without a level are patron essence/blast shape of a lesser complexity. Any homebrew pact becomes a pact essence with a lesser complexity. Any invocation that has a level requirement of 5th-8th level, treat it as a patron essence/blast shape of greater complexity. Treat any invocation with a level of 9th or higher as an eldritch patron essence/blast shape.

Cantrips

When I decided on adding cantrips back into the Warlock Reinvented, I made the conscience decision to limit them to non-damaging spells. If you have non-damaging cantrips you'd like to try out, add them to the cantrip list!

Spells of 1st Level & Higher

When converting spells to invocations, it is very simple. Take the spell you want, call it an invocation, and you are set. 1st & 2nd level spells are lesser invocations, 3rd & 4th level spells are greater invocations, 5th level spells are eldritch invocations, and 6th-9th level spells are added to the mystic arcanum list.

Change Log

Changes and updates to the class can be found here!

Version 2.0

  • Having numerous class features all be called Invocations was confusing, so it has all been separated. As a group they are now referred to as Patron Gift, or "gifts" for short.
  • Invocations remained the same, as I felt the use of "Invocation" fit best with the spells. However the number of times you can cast an invocation per short rest now has its own spot on the table. Additionally, you still need material components that require items with a gold cost.
  • Blast Invocations are now called Blast Shape.
  • Soul Invocation is now called Patron Essence
  • All sections of the guide have been updated to reflect the above changes.
  • Some spells have been given restrictions on casting based on their abilities.
  • Added the ability to cast witch bolt to the warlock's lesser Invocations
  • Added the ability to cast negative energy flood to the warlock's eldritch Invocations
  • Added the ability to cast more summoning spells, such as summon lesser demon, infernal calling, and dance macabre to the warlock's eldritch Invocations.
  • Removed the ability to cast conjure elemental.
  • Blade Pact, Chain Pact, and Tome Pact no longer restrict each other. This means that yes, you could take all three if you wanted.

Version 3.0

  • Changed the name of Eldritch Advancements to Blast Shape, as it was in the 3.5 Warlock
  • Increased the total number of Blast Shape options to 6.
  • Increased the total number of Patron Essence to 8 to account for removing the restrictions on the three Pact Invocations.
  • Took the "Spell" of Spell Invocations. They are now just called Invocations
  • Added several new invocations, granting the ability to cast shatter, fog cloud, darkness, maximilian's earthen grasp, see invisibility, spider climb, insect plague, dimension door, and sending.
  • Mage armor and sending can now be cast at will without consuming Invocation uses.
  • Moved Eldritch Elements to Great complexity and added in three new Eldritch complexity Blast Shapes.

Version 4.0

  • Changed Signature spells to where you get them at the same levels your maximum spell level increases instead of having to choose.
  • Fixed a bunch of typos.

Version 5.0

  • Warlock have access to cantrips! Yes you can now take two cantrips from the cantrip list at the end of the document.
  • Patron Essence now gives you a freebie essence at 3rd level as long as it is specifically for your patron.
  • Pacts are still a type of patron essence, but are now called pact essence. When you take your very first pact essence as a warlock, you get a bonus essence as long as it is for the pact you chose.

Special Thanks

I want to give a very special thank you to everyone over at /u/UnearthedArcana! Your support of my D&D projects like this give me the confidence to keep making them! Your critiques and suggestions help transform these homebrews of mine into their best selves!



Artist Credits

With links!

Weiss Hunt

Jaan van Eeden

Edikt Art

Manuel Castanon

Duong ct

Asp Lp

Amegani Art

Jan Ditlev

WL OP

Bangku An

Eli Ring



Want to see more?

You can find all of my publicly available homebrew content RIGHT HERE! So dive in and have some fun!






Look at all this blank space

I'll put something here eventually!

 

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