Expanded Warlock Invocations

by ManWithMetalPig

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Expanded Warlock Invocations List

The following contains a list of all official 5e Eldritch Invocations listed here on wikidot.

I have gone through and rearranged these invocations into categories more similar to how they were presented in the Complete Arcane 3.5e sourcebook. In addition to this rearrangement I have added some extra invocation options to choose from. These will mostly be to bring back some of the options that were available in the original warlock invocations options list from 3.5e rebalanced to fit in with the current iteration of the warlock in 5e.

Any new invocations will be marked with Source: Expanded Warlock Invocation List so you can easily distinguish official invocations from the new ones.

Invocations in this doc will be split into 4 main categories

  • Blast Shapes: Affect the range/targets of eldritch blast
  • Eldritch Essences: Add extra effects to eldritch blast
  • Other Invocations: Other spell-like effects
  • Pact Invocations: Invocations specific to a Pact Boon

When you select a new invocation you can choose from any of these so long as you meet the prerequisites for the invocation.

Blast Shapes

Blast shapes are a type of invocation that modifies the function of your eldritch blast. When you use your eldritch blast, you can cause it to take the form of one of your blast shapes. You can only use a single blast shape at a time.

All invocations in this category require the eldritch blast cantrip as a prerequisite

Eldritch Fist

Source: Expanded Warlock Invocation List

When you cast eldritch blast, it is treated as a melee spell attack and its range is 5 feet.

Eldritch Rift

Source: Expanded Warlock Invocation List

Choose a point on the ground that you can see within range of your blast. A rift of malevolent energy appears filling a five foot cube. Any creature in the rift’s space when you use this invocation must succeed on a Dexterity saving throw or take 1d10 force damage (damage increases by a 1d10 for each beam you can fire with eldritch blast). Using this invocation requires your concentration and the rift can be maintained for up to 1 minute.

A creature must also make the saving throw when it enters the rift’s space for the first time on a turn or ends its turn there.

If you applied an eldritch essence to this blast then each creature that takes damage from the rift is affected by the essence as well.

Eldritch Spear

Source: Player's Handbook

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

Eldritch Cascade

Source: Expanded Warlock Invocation List
Prerequisite: 5th level

This blast shape invocation allows you to improve your eldritch blast by turning it into an arc of energy that jumps from the first target to others. When jumping repeat the attack against a new target within 30 feet of the previous. A cascade cannot hit the same target twice. On a hit the first target takes 1d10 force damage. Each subsequent hit deals an additional 1d10 force damage to the new target.

The number of targets your cascade can jump to is equal to the number of beams that you can shoot with your eldritch blast.

Eldritch Beam

Source: Expanded Warlock Invocation List
Prerequisite: 7th level

Instead of making an attack with your eldritch blast, a 5-foot by 60-foot line of energy bursts out from you. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes the damage of one ray of your eldritch blast.

Eldritch Wave

Source: Expanded Warlock Invocation List
Prerequisite: 11th level

Instead of making an attack with your eldritch blast, a 30-foot cone of energy bursts out from you. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes the damage of one ray of your eldritch blast.

Eldritch Doom

Source: Expanded Warlock Invocation List
Prerequisite: 17th level

Instead of attacking with your eldritch blast, you choose any number of creatures you can see within 20 feet of you. Each creature you choose must make a Dexterity saving throw. On a failed save, a creature takes the damage of one ray of your eldritch blast.

Eldritch Essences

Eldritch essences are another type of invocation that add additional effects to your eldritch blast.

Before casting eldritch blast you can declare which eldritch essence you plan to apply. You can only choose one essence per casting and every beam in the casting is effected by the essence. If the required number of beams hit a target they then suffer the effects of the essence.

Higher level essences require multiple rays of your eldritch blast to hit the target in the same casting to take effect.

Single Beam Essences

All invocations in this category require at least one beam to hit a target to take effect

Agonizing Blast

Source: Player's Handbook

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

Grasp of Hadar

Source: Xanathar's Guide to Everything

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 yourself.

Lance of Lethargy

Source: Xanathar's Guide to Everything

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.

Repelling Blast

Source: Player's Handbook

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

Double Beam Essences

All invocation in this category require at least two beams to hit a single target in a single casting to take effect

Hellrime Blast

Source: Expanded Warlock Invocation List
Prerequisite: 5th level

When you hit a creature with two beams of your eldritch blast they must make a Constitution saving throw. On a failed save, a creature has its speed reduced by 30 feet until the start of your next turn.

Baneful Blast

Source: Expanded Warlock Invocation List
Prerequisite 5th level

When you hit a creature with two beams of your eldritch blast they become cursed for the duration. They must subtract 1d4 from all attacks and saving throws until start of your next turn.

Beshadowed Blast

Source: Expanded Warlock Invocation List
Prerequisite: 7th level

When you hit a creature with two beams of your eldritch blast they must make a Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn.

Noxious Blast

Source: Expanded Warlock Invocation List
Prerequisite: 7th level

When you hit a creature with two beams of your eldritch blast they must make a Constitution saving throw against poison. On a failed save, a creature spends its action on its next turn retching and reeling.

A creature that is immune to being poisoned is unaffected by this essence.

Triple Beam Essences

All Invocation in this category require at least three beams to hit a single target in a single casting to take effect

Binding Blast

Source: Expanded Warlock Invocation List
Prerequisite: 16th level

When you hit a creature with three beams of your eldritch blast they are stunned until the start of your next turn.

Utterdark Blast

Source: Expanded Warlock Invocation List
Prerequisite: 19th level

When you hit a creature with three beams of your eldritch blast they gain one level of exhaustion.

Other Invocations

These invocations are spell-like abilities which allow you utility inside and outside of combat. Some of these are exclusive to which Pact Boon you chose at level 3, for convenience those have been listed separately at the end of this list.

Other Invocations

Armor of Shadows

Source: Player's Handbook

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Curse of Pain

Source: Expanded Warlock Invocation List

As an action you can place a curse upon a creature you can see within 90 feet intensifying their pain. Each time the cursed creature takes damage from any source add 1d4 psychic damage as their pain is intensified. You can maintain this curse with your concentration for up to 1 minute. A remove curse cast on the target ends this curse early.

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

Devil's Sight

Source: Player's Handbook

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

Eldritch Mind

Source: Tasha's Cauldron of Everything You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

Source: Player's Handbook

You can cast detect magic at will, without expending a spell slot or material components.

Eyes of the Rune Keeper

Source: Player's Handbook

You can read all writing.

Fiendish Vigor

Source: Player's Handbook

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

Source: Player's Handbook

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.

Mask of Many Faces

Source: Player's Handbook

You can cast disguise self at will, without expending a spell slot.

Misty Visions

Source: Player's Handbook

You can cast silent image at will, without expending a spell slot or material components.

Serpent’s Tongue

Source: Expanded Warlock Invocation List

You gain advantage on Wisdom (perception) checks that rely on smell, and Wisdom (survival) checks made to track creatures. Additionally, you are able to verbally communicate with snakes as if you share a language.

Thief of Five Fates

Source: Player's Handbook

You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.

Breath of Night

Source: Expanded Warlock Invocation List
Prerequisite: 3th level

You can create a 5 foot radius cloud of fog as with the spell fog cloud.

Cloak of Flies

Source: Xanathar's Guide to Everything
Prerequisite: 5th level

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 0 damage).

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

Devour Magic

Source: Expanded Warlock Invocation List
Prerequisite: 5th level

You can use a magical effect to fuel yourself. You can cast dispel magic at its lowest level. If you end a spell with this invocation you regain hit points equal to 5 times the level of the spell you ended.

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

Gift of the Depths

Source: Xanathar's Guide to Everything
Prerequisite: 5th level

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

You can also cast water breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

Maddening Hex

Source: Xanathar's Guide to Everything
Prerequisite: 5th level, hex spell or a warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice 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.

Mire the Mind

Source: Player's Handbook
Prerequisite: 5th level

You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.

One with Shadows

Source: Player's Handbook
Prerequisite: 5th level

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.

Sign of Ill Omen

Source: Player's Handbook
Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.

Tomb of Levistus

Source: Xanathar's Guide to Everything
Prerequisite: 5th level

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.

Undying Servitude

Source: Tasha's Cauldron of Everything
Prerequisite: 5th-level warlock

You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.

Bewitching Whispers

Prerequisite: 7th level

You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Dreadful Word

Source: Player's Handbook
Prerequisite: 7th level

You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.

Ghostly Gaze

Source: Xanathar's Guide to Everything
Prerequisite: 7th level

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.

Relentless Hex

Source: Xanathar's Guide to Everything
Prerequisite: 7th level, hex spell or a warlock feature that curses

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 your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Sculptor of Flesh

Source: Player's Handbook
Prerequisite: 7th level

You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

Trickster's Escape

Source: Xanathar's Guide to Everything
Prerequisite: 7th level

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Ascendant Step

Source: Player's Handbook
Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Flee the Scene

Source: Expanded Warlock Invocation List
Prerequisite: 9th level

As an action, you can teleport to a point you can see within 60 feet of you, and a silent, duplicate of you appears at the point you left as with the spell silent image, no concentration is needed to maintain the image. The duplicate disappears at the start of your next turn, or when it takes any damage.

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

Minions of Chaos

Source: Player's Handbook
Prerequisite: 9th level

You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.

Otherworldly Leap

Source: Player's Handbook
Prerequisite: 9th level

You can cast jump at will, without expending a spell slot.

Spider Walk

Source: Expanded Warlock Invocation List
Prerequisite: 9th level

You can cast spider climb on yourself at will. While under the effects of spider climb, your movement is not impeded by webs.

Whispers of the Grave

Source: Player's Handbook
Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

Dark Discorporation

Source: Expanded Warlock Invocation List
Prerequisite: 15th level

You can call upon your eldritch knowledge to discorporate from your physical form. As an action you can become a cloud of swarming creatures. This can be cloud of small beings that represent your patron (with an undead patron might become a cloud of flying skulls or with a vampire lord you might become a cloud of flying bats). For your stats treat yourself as if you had cast gaseous form on yourself except for the following changes.

  • You can take up a space up to 10 feet by 10 feet.
  • If you a creature starts its turn in your space it takes 1d6 bludgeoning damage.
  • Any creature concentrating on a spell within your space must make a DC 15 concentration check at the end of your turn or lose their spell.
  • Any creatures within your space are considered heavily obscured

Master of Myriad Forms

Source: Player's Handbook
Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

Shroud of Shadow

Source: Xanathar's Guide to Everything
Prerequisite: 15th level

You can cast invisibility at will, without expending a spell slot.

Steal Summoning

Source: Expanded Warlock Invocation List
Prerequisite: 15th level

As an action, you can attempt to take control of a creature you can see within 60 feet of you that has been summoned by a spell. Make a Charisma check (DC = 12 + the level of the spell that summoned the creature.) On a success, you take control of the summoned creature as if you were the caster of the spell. If the spell requires concentration, you must maintain concentration on it.

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

Visions of Distant Realms

Source: Player's Handbook
Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Witch Sight

Source: Player's Handbook
Prerequisite: 15th level

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.

Fell Flight

Source: Expanded Warlock Invocation List
Prerequisite: 17th level

You can cast fly on yourself at will.

Pact Boon Invocations

Pact of the Blade

Improved Pact Weapon

Source: Xanathar's Guide to Everything
Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the 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.

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

Eldritch Smite

Source: Xanathar's Guide to Everything
Prerequisite: 5th level, Pact of the Blade feature

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

Thirsting Blade

Source: Player's Handbook
Prerequisite: 5th level, Pact of the Blade feature

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

Lifedrinker

Source: Player's Handbook
Prerequisite: 12th level, Pact of the Blade feature

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

Pact of the Chain

Gift of the Ever-Living Ones

Source: Xanathar's Guide to Everything
Prerequisite: Pact of the Chain feature

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.

Voice of the Chain Master

Source: Player's Handbook
Prerequisite: Pact of the Chain feature

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.

Investment of the Chain Master

Source: Tasha's Cauldron of Everything
Prerequisite: Pact of the Chain feature

When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. As a bonus action, you can command the familiar to take the Attack action. The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. If the familiar forces a creature to make a saving throw, it uses your spell save DC. When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

Chains of Carceri

Source: Player's Handbook
Prerequisite: 15th level, Pact of the Chain feature

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

Pact of the Tome

Aspect of the Moon

Source: Xanathar's Guide to Everything
Prerequisite: Pact of the Tome feature

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, such as reading your Book of Shadows and keeping watch.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells 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 warlock spell 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.

Far Scribe

Source: Tasha's Cauldron of Everything
Prerequisite: 5th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

Gift of the Protectors

Source: Tasha's Cauldron of Everything
Prerequisite: 9th level, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching it.

Pact of the Talisman

Rebuke of the Talisman

Source: Tasha's Cauldron of Everything
Prerequisite: Pact of the Talisman feature

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

Protection of the Talisman

Source: Tasha's Cauldron of Everything
Prerequisite: 7th level, Pact of the Talisman feature

When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Bond of the Talisman

Source: Tasha's Cauldron of Everything
Prerequisite: 12th level, Pact of the Talisman feature

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

 

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