Wand Powers
Brutal Blast
Prerequisite: 8th level
Once per turn, when you hit a creature with eldritch blast, you can exploit its weaknesses. If the target is missing any of its hit points, the damage dice for that attack become d12s
Chilling Blast.
When you hit a creature with eldritch blast, you can chill it. That creature's speed is reduced by 10 feet (to a minimum of 5 feet) until the end of its next turn.
Deafening Blast.
When you hit a creature with eldritch blast, you produce a concussive blast of energy. The creature is deafened until the end of its next turn.
Decaying Blast.
When you hit a creature with eldritch blast, you can leave a lingering decay. That creature can't regain hit points until the end of your next turn.
Distracting Blast.
Once per turn, when you hit a creature with eldritch blast, you can confuse it. The creature has disadvantage on the next attack roll it makes before the end of its next turn.
Disturbing Blast.
When you hit a creature with eldritch blast, you force an eerie sense of fear into their mind. The first time the target makes an ability check, attack roll, or saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the roll.
Ensnaring Blast.
When you hit a creature with eldritch blast, you can choose to deal no damage, and instead for a creature to make a Dexterity saving throw or be restrained until the end of your next turn as the eldritch energy surrounds and traps it. If you do this, you cannot use any of the extra beams provided by eldritch blast.
Mage-Killing Blast
Prerequisite: 6th level
Once per turn, when you hit a creature with eldritch blast, you can disrupt their spells. If the target is concentrating on a spell or effect, any concentration saving throws made due to this attack are made at disadvantage.
Marking Blast.
When you hit a creature with eldritch blast, you can mark it with arcane energy. Until the end of your next turn, the target has disadvantage on Dexterity (Stealth) checks and can't benefit from being invisible.
Sapping Blast.
Once per turn, when you hit a creature with eldritch blast, you can steal portions of the target's life force. The target's hit point maximum is reduced by an amount equal to the damage it took. The target's hit point maximum returns to normal after 10 minutes.
Seeking Blast.
When you attack a creature with eldritch blast, you can ignore the effects of half and three-quarters cover.
Shifting Blast.
When you hit a creature with eldritch blast, you can force their body to move. The target moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Siphoning Blast.
Once per turn, when you hit a creature with eldritch blast, you can consume their life force to strengthen your own. You gain half the damage dealt in temporary hit points. These fade at the end of your next turn.
Shocking Blast.
When you hit a creature with eldritch blast, you can shock it. That creature can't take reactions until the end of its next turn.
Ravaging Blast
Prerequisite: 6th level
When you miss with an eldritch blast attack, it still deals half damage to the target.
Twinned Blast.
When you hit a creature with eldritch blast, you can split some of the energies. A different creature of your choice within 5 feet takes damage equal to your spellcasting ability modifier
Damage type specific Powers (WIP, still very sketchy on some of them)
Venomous Blast
Prerequisite: Poison as a chosen damage type.
When you hit a creature with eldritch blast and deal poison damage, the target must make a Constitution saving throw against your spell save DC, or be poisoned for 1 minute. At the end of each of their turns, they can make a Constitution check to end this effect.
Wailing Blast
Prerequisite: Necrotic as a chosen damage type.
Once per turn, when you hit a creature with eldritch blast and deal necrotic damage, the touch of the grave fills them with fear. Creatures who take damage from this cantrip must make a Wisdom saving throw against your spell save DC. On a failure, it is frightened of you until the end of your next turn.
Once a creature succeeds on a save to avoid being frightened by this spell, it is immune to this effect until you finish a long rest.
Bewitching Blast
Prerequisite: Psychic as a chosen damage type.
Once per turn, when you hit a creature with eldritch and deal psychic damage, the strange influence of your magic fills their mind. Creatures who take damage from this cantrip must make an Intelligence saving throw, or be charmed by you until the end of your next turn.
Once a creature succeeds on a save to avoid being charmed by this spell, it is immune to this effect until you finish a long rest.
Fulminating Blast
Prerequisite: Lightning as a chosen damage type.
Once per turn, when you hit a creature with eldritch and deal lightning damage, jolting energy surges through their body. Creatures who take damage from this cantrip must make a Constitution saving throw, or be stunned until the end of your next turn. Once a creature succeeds on a save to avoid being stunned by this spell, it is immune to this effect until you finish a long rest.
Illuminating Blast
Prerequisite: Radiant as a chosen damage type.
Once per turn, when you hit a creature with eldritch and deal radiant damage, luminous light erupts from them. Creatures who take damage from this cantrip must make a Constitution saving throw, or be blinded until the end of your next turn. Once a creature succeeds on a save to avoid being blinded by this spell, it is immune to this effect until you finish a long rest.
Thundering Blast
Prerequisite: Thunder as a chosen damage type.
Once per turn, when you hit a creature with eldritch and deal thunder damage, sonic energy erupts from the blast. Creatures who take damage from this cantrip must make a Constitution saving throw, or be incapacitated until the end of your next turn.
Frigid Blast
Prerequisite: Cold as a chosen damage type.
Once per turn, when you hit a creature with eldritch blast and deal cold damage, frost shrouds the creature. Creatures who take damage from this cantrip must make a Constitution saving throw, or be restrained until the start of your next turn.
Once a creature succeeds on a save to avoid being paralyzed by this spell, it is immune to this effect until you finish a long rest.
Caustic Blast
Prerequisite: Acid as a chosen damage type
When you hit a creature with eldritch blast and deal acid damage, bubbling acid splashes across the creature. Creatures who take damage from this cantrip have their AC reduced by 3 until the end of your next turn.
Scorching Blast
Prerequisite: Fire as a chosen damage type
Once per turn, when you hit a creature with eldritch blast and deal fire damage, flames race across the target, igniting them until the end of their next turn. At the start of every turn, the target must make a Constitution saving throw against your spell save DC, or take 1d6 fire damage on a failed save, ending this effect on a successful save.
Invocations
Noxious Blast
Prerequisite: Pact of the Wand
When you hit a creature with eldritch blast, you can use expend one warlock spell slot as a bonus action to force the creature to make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature takes 1d10 poison damage per each level of spell slot expended and becomes poisoned for 1 minute.
Hallowed Blast
Prerequisite: Pact of the Wand
When you hit a creature with eldritch blast, you can use expend one warlock spell slot as a bonus action to force the creature to make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature takes 1d8 radiant damage per each level of spell slot expended and becomes blinded for 1 minute. Fiends and undead have disadvantage on the saving throw, and take maximum damage on a failed save.
Vampiric Blast
Prerequisite: Pact of the Wand
When you hit a creature with eldritch blast, you can use expend one warlock spell slot as a bonus action to force the creature to make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature takes 1d6 necrotic damage per each level of spell slot expended and and you regain hit points equal to half the amount of necrotic damage dealt.
Vitriolic Blast
Prerequisite: Pact of the Wand
When you hit a creature with eldritch blast, you can expend one warlock spell slot as a bonus action to force the creature to make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature takes 1d8 acid damage per each level of spell slot expended at the end of its next turn. Constructs have disadvantage on the saving throw, and takes maximum damage on a failed save.
Wrathful Blast
Prerequisite: Pact of the Wand
When you hit a creature with eldritch blast, you can expend one warlock spell slot as a bonus action to force the creature to make a Intelligence saving throw against your warlock spell save DC. On a failed save, the creature takes 1d6 psychic damage per each level of spell slot expended and becomes frightened for 1 minute. The creature can make an Intelligence check at the end of each of their turns, ending this effect on a success.
Enchanting Blast
Prerequisite: Pact of the Wand
When you hit a creature with eldritch blast, you can expend one warlock spell slot as a bonus action to force the creature to make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature takes 1d6 psychic damage per each level of spell slot expended and becomes charmed for 1 minute. The creature can make an Wisdom check at the end of each of their turns, ending this effect on a success.
Sanguine Seeker
Prerequisite: Pact of the Wand
When you reduce a creature to 0 hit points with eldritch blast, you can cause the beam to continue through the creature, taking on a crimson hue. Select a new target within range and make a ranged spell attack against it. That creature takes force damage equal to any excess damage left over from the previous attack, plus an additional 1d4 damage.
Eldritch Shaping
Prerequisite: 5th level, Pact of the Wand
You can use a bonus action to collect eldritch power and channel it into yourself, modifying your next casting of eldritch blast by replacing the normal beams of energy with shaped explosions of energy. Choose one of the following options each time you do so. The saving throw DC equals your warlock spell save DC.
- Pulse: Choose a number of creatures that you can see within 10 feet of you equal to the number of beams you can produce using eldritch blast. Each creature must make a Dexterity saving throw. If a creature fails, they are struck by one beam from your eldritch blast.
- Shockwave: You unleash a 20-foot cone of energy. Choose a number of creatures equal to the number of beams you can produce using eldritch blast that are within the area. Each creature must make a Dexterity saving throw. If a creature fails, they are struck by one beam from your eldritch blast.
Greater Eldritch Shaping
Prerequisites: 11th level, Eldritch Shaping, Pact of the Wand As Eldritch Shaping, except you choose from the following options instead.
- Spike: You summon a 10-foot-long spike of power from beneath the ground at a point you can see within range, attempting to strike one creature you can see. The target must make a Dexterity saving throw. If they fail, they are struck by all the beams you can produce by casting eldritch blast as though you were standing at the point where the spike originated.
- Ray: You unleash a devastating arc of energy in a line 60 feet long and 5 feet wide. Choose a number of creatures equal to the number of beams you can produce using eldritch blast that are within the area. Each creature must make a Dexterity saving throw. If a creature fails, they are struck by one beam from your eldritch blast.
Master Eldritch Shaping
Prerequisites: 17th level, Greater Eldritch Shaping, Pact of the Wand
As Eldritch Shaping, except you gain the following option instead.
- Destruction: Choose one primary creature within range, and up to four other hostile creatures that you can see within 30 feet of the primary creature. Each of the other creatures must make a Wisdom saving throw. Each creature that fails is struck by one beam of your eldritch blast. The primary creature is struck by a number of beams equal to the amount of other creatures that failed their saving throw.