Eldritch Invocations - Notes from the Far Realm

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Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are 23 new options for that feature, each associated with a different cantrip.

Acid Wave

Prerequisite: acid splash cantrip


When you cast acid splash, you can target a number of additional creatures equal to your Charisma modifier (minimum of one). Each target of the spell must be within 5 feet of another target.

Avatar of Viryn

Prerequisite: dancing lights cantrip


You can cast spells as though you were in the space of the glowing humanoid form created by dancing lights, but you must use your own senses.

Baalzebul’s Folly

Prerequisite: vicious mockery cantrip


If a creature fails its saving throw against vicious mockery, it falls prone if it moves more than half of its speed before the end of your next turn.

Blackland Wanderer

Prerequisite: shillelagh cantrip


You can use your action to make a melee attack with a weapon under the effect of shillelagh against a creature within reach. On a hit, the target takes additional force damage equal to double your warlock level.

Celestial Blessing

Prerequisite: guidance or resistance cantrip


When you cast guidance or resistance, you can target additional creatures in range with the same spell, up to a number equal to your Charisma modifier (minimum of one).

Defy the Living

Prerequisite: spare the dying cantrip


When you cast spare the dying, the target is under the effect of a feign death spell until it regains any hit points.

Dreams of the Summer Court

Prerequisite: minor illusion cantrip


When you cast minor illusion, its range is 300 feet, and you can choose the illusion to be imperceptible to any number of creatures you have seen in the past minute.

Eldritch Ward

Prerequisite: blade ward cantrip


When you cast blade ward, you also have resistance to the damage of spells for the duration.

Empyrean Light

Prerequisite: light cantrip


Non-hostile creatures within the bright light created by the light spell can reroll any 1 on a die rolled to restore hit points, but they must use the new roll, even if it is another 1.


Ethereal Strike

Prerequisite: true strike cantrip


When you cast true strike, its range is 120 feet, and you can use your action on subsequent turns to extend the duration of the spell by 1 round, provided you did not make an attack on that turn. For the duration of the spell, attacks you make against the target don't require you to see it, and they pass harmlessly though objects, ignoring cover.

Face of Darkness

Prerequisite: friends cantrip


When the friends spell ends, the target of the spell must succeed on a Wisdom saving throw against your warlock spell save DC, or it is unaware that is has been affected by magic.

Frost Lance

Prerequisite: ray of frost cantrip


When you cast ray of frost, each creature in a 1 foot wide line between you and the target must make a Constitution saving throw against your warlock spell save DC. On a failed save, a creature takes cold damage equal to half your warlock level.

Gift of Three Crowns

Prerequisite: druidcraft, prestidigitation, or thaumaturgy cantrip


If you know the druidcraft, prestidigitation, or thaumaturgy cantrip, you also know the other two cantrips from that list. They don't count against your number of cantrips known.

Eldritch Invocations | Notes from the Far Realm
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Grasp of the Storm Lord

Prerequisite: shocking grasp cantrip


When you cast shocking grasp, you can expend a warlock spell slot to amplify the attack. You gain a bonus to the attack roll equal to the level of the spell slot. If the attack hits, the target takes an extra 1d8 lightning damage per level of the spell slot and it must succeed on a Constitution saving throw against your warlock spell save DC or it is paralyzed until the start of your next turn.

Grave Touch

Prerequisite: chill touch cantrip


A humanoid killed by chill touch rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. It remains animated for a number of rounds equal to your Charisma modifier (minimum of 1), after which time the zombie becomes inanimate once more.

Hallowed Flame

Prerequisite: sacred flame cantrip


When you deal damage to a fiend or undead with sacred flame, you can deal maximum damage, instead of rolling.

Hand of Chains

Prerequisite: mage hand cantrip


As an action, you can command your mage hand to grapple a Medium or smaller creature within 5 feet of it. The hand's Strength score equals your Charisma score, which you use to resolve the grapple.

Infernal Pursuer

Prerequisite: fire bolt cantrip


When you make an attack roll against a creature with fire bolt and miss, you can reroll the attack roll against a different creature in range.

Mephistopheles' Regards

Prerequisite: produce flame cantrip


When you attack a creature with the flame created by produce flame, you can expend a warlock spell slot to unleash a fiery explosion at the target's location. The target and each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 3d4 fire damage per level of the spell slot. On a successful save, it takes half as much damage.

Murmur of Zhudun

Prerequisite: message cantrip


When you cast message, you can choose to convey a series of eldritch phrases to the target. If you do so, the target must succeed on a Wisdom saving throw against your warlock spell save DC or it is under the effect of a confusion spell until the end of its turn, or until it takes any damage.

Relkath’s Ruin

Prerequisite: thorn whip cantrip


When you cast thorn whip, you can target any number of creatures in range. For each additional creature you target, the damage each creature takes is reduced by 3 (to a minimum of 0).

Touch of Renewal

Prerequisite: mending cantrip


You can use mending to reattach a creature's severed body members (fingers, legs, tails, and so on).

Waters of Minauros

Prerequisite: poison spray cantrip


When a creature fails its saving throw against poison spray, it is poisoned until the end of your next turn.

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Eldritch Invocations | Notes from the Far Realm