



Warlock
Eldritch Invocations
Arcane Flourish
Prerequisite: Green Flame Blade or Booming Blade cantrip, Extra Attack feature or Thirsting Blade invocation
Once per round when you take the attack action or make an opportunity attack, you can cast either Green Flame Blade or Booming Blade in place of one attack. If used as part of an opportunity attack, the spell must target the creature that triggered the attack.
Booming Anchor
Prerequisite: Booming Blade cantrip
When you hit a creature with Booming Blade and that creature takes damage from the spell as a result of moving 5 feet or more, add your warlock level to the damage dealt. When the target triggers this damage, its movement speed is reduced by 5 feet until the end of its turn.
The target's movement speed is reduced by an additional 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).
Credits & Comments
Created By: u/TernityIV or Ternity
Art: Yanchong Lim created the art above and the back cover art.
All invocations are subject to change.
Created Using GM Binder
Eldritch Scorn
Prerequisite: Eldritch Blast cantrip, incompatible with the Agonizing Blast and Focusing Beams invocations
You score a critical hit on an attack roll of 19 or 20 with the Eldritch Blast spell. Additionally, when you score a critical hit with Eldritch Blast, your attacks deal an additional 1d4 force damage for the next minute. This bonus applies to both your spell and weapon attacks.
Focusing Beams
Prerequisite: Eldritch Blast cantrip, incompatible with the Agonizing Blast and Eldritch Scorn invocations
When you hit a creature with Eldritch Blast, the next time you target the same creature with Eldritch Blast you gain a +1 bonus to the beam's attack and damage rolls. This effect stacks for each beam that hits the same target up to a maximum of +4 to attack and damage rolls. This bonus is reset to +0 against a creature if a beam that targets the creature misses or if you have not hit it with Eldritch Blast for 1 minute.
Beast Master
Prerequisite: 5th level
You can cast Find Steed once using a warlock spell slot. You can't do so again until you finish a long rest.
When you cast this spell, you can choose one of the normal forms for your steed or one of the following special forms: Black Bear, Giant Sea Horse, Jaculi, or Reef Shark.
If you replace this invocation with another, your steed is released from its bond and permanently dismissed.
Chaotic Blaze
Prerequisite: 5th level, Green Flame Blade cantrip
When you cast Green Flame Blade, the extra damage on a hit becomes 2d6 and the damage to the second target becomes 2d6 + your spellcasting ability modifier. Both damage rolls increase by 2d6 at 11th level (4d6 and 4d6) and 17th level (6d6 and 6d6). Additionally, you can choose for the damage type of this spell to be acid, fire, ice, lightning, or psychic.
Force Conduit
Prerequisite: 5th level, Eldritch Blast cantrip
When you cast Eldritch Blast, you can choose to create up to two additional beams, but each beam you create with the spell in this way must target a different creature.
Agent of Fate
Prerequisite: 7th level
When you take this invocation, you gain a pool of fate dice. Each fate die is a d4, and you can have up to a number of fate dice equal to your proficiency bonus. Whenever a creature within 30 feet of you makes an attack roll or ability check, you can use your reaction to force the target to make a Charisma saving throw against your spell save DC. A willing creature can choose to fail the saving throw. On a failed save, you can spend any number of fate dice to increase or decrease the target's roll (your choice) by an amount equal to the sum of the rolls of each fate die spent. You must declare the number of fate dice you will spend before rolling, and you can't roll additional fate dice after rolling the number of fate dice you chose to spend. You regain a fate die each time you roll a 1 on an attack roll or ability check, and you regain all spent fate dice once you finish a long rest.
Veil of Whispered Talents
Prerequisite: 7th level
When you finish a long rest, you can choose any two skills. Understanding of how to use these skills comes to you in the form of insights from your patron. If you are not proficient with either of the chosen skills, you become proficient until you choose a different skill. When you or a creature within 5 feet of you that you can see makes an ability check using either of the chosen skills, you can roll a d8 and add the number rolled to the check. Once you do so, you can't do so again until you finish a short or long rest.
Infernal Gatekeeper
Prerequisite: 9th level
You learn either the Summon Lesser Demons spell or the Summon Greater Demon spell, and the spell that you choose does not count against the number of warlock spells that you know. Your patron then grants you a blood pendant. The form of a blood pendant varies, such as a ruby set in an iron ring or a golden leaf with glass veins. This pendant absorbs the blood of any humanoids which die within 120 feet of it, gaining one charge for each slain humanoid (maximum of 10 charges). As an action, you can draw your own blood into the pendant, sacrificing one of your hit dice and granting the pendant 1 charge. You can't do so again until you complete a long rest. As long as the pendant has at least 1 charge, it can be used as the material component for both Summon Lesser Demons and Summon Greater Demon. If the material component would be expended, the pendant loses 1 charge instead. The pendant loses 1d4 charges every dawn. Additionally, when you cast either Summon Lesser Demons or Summon Greater Demon, you gain the following benefits:
- Any demon(s) summoned by the spell can't target you.
- You know the true name of any demon(s) summoned.
- You can banish a summoned demon within 100 feet of you as a bonus action, even after losing concentration on the spell. When you banish a demon, it disappears.
- When you cast the spell, you can expend any number of charges from the pendant. When you do so, you can target up to 3 creatures within 60 feet of you for every charge that you expend. All targeted creatures are marked with blood. A creature marked with blood can't be targeted by any demon(s) summoned by the spell. You can remove a mark that you created as a bonus action. All marks made this way vanish once the spell ends.
Brand of Forbidden Gifts
Prerequisite: 15th level
You can cast Awaken at will without expending a spell slot or requiring a material component. When you cast Awaken in this way, the spell has the following changes:
- The casting time is reduced to 1 hour.
- The spell can target a single beast, plant, or monstrosity that is Huge or smaller. The target must have either no Intelligence score or an Intelligence of 10 or less.
- The charm effect becomes permanent unless you dismiss it as a bonus action or it is dispelled.
- Once the target is no longer charmed, all effects of the spell end (including any granted Intelligence). Plants animated by the spell return to being inanimate.
- You can only charm one beast, plant, or monstrosity in this way at any given time. If you charm a new target with this invocation, all effects end on the previous target.
If you replace this invocation with another, all effects immediately end on any creature or plant that is charmed using this invocation.
Pact Boon:
Pact of the Chain Invocations
Far-Reaching Influence
Prerequisite: Pact of the Chain feature
Delivering spells through your familiar has far fewer limitations. You gain the following benefits:
- The range at which your familiar can be from you when delivering a spell is increased from 100 feet to 1 mile.
- When you cast a spell with a range of self, you can cast the spell on your familiar as if it were yourself. In order to do so, your familiar must be within 1 mile of you.
- When you cast a spell with a range greater than touch, your familiar can deliver the spell as if it had cast the spell. When it does so, the range of the spell is halved (minimum of 5 feet). Your familiar must be within 1 mile of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Malleable Forms
Prerequisite: Pact of the Chain feature
When you cast the Find Familiar spell, you can grant your familiar's form a physical mutation which gives it additional benefits. Upon choosing the form of your familiar, you can also choose to give it one of the following mutations:
- Eldritch Circulation: Your familiar gains immunity to poison damage and the poisoned condition, and it no longer needs to breath.
- Hooks: Your familiar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
- Pustules: Your familiar's form is covered in faintly glowing pustules. When your familiar dies, each creature within 5 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes acid, cold, fire, or poison damage (your choice when you choose this mutation) equal to 1d10 + your warlock level on a failed save, or half as much damage on a successful one.
- Steel Skull: Your familiar gains immunity to psychic damage as well as the charmed and frightened conditions, and it has advantage on Wisdom saving throws.
- Wings: Your familiar gains a flying speed equal to its walking speed or 30 feet, whichever is higher. If your familiar already has a flying speed, its flying speed increases by 10 feet as it sprouts another set of wings.
Once you reach 10th level, you may instead choose up to two of the above mutations when summoning your familiar.
Credits & Comments
Created By: u/TernityIV or Ternity
Concept & Criticisms: Much of the original concept came from Pact Boon: Pact of the Chain Expanded by Sceptine. Major credit to u/Equeon for pointing out many flaws in the previous iteration of these invocation using specific examples. The Malleable Forms, Amorphous Assistant, and Unnatural Metamorphosis invocations would never have existed if not for their input and help. Additional thanks to u/armor_of_shadows for later critiques of the finer elements of each invocation, leading to better and clearer wording and mechanics. Your input matters.
Art: Familiar by andreiaugrai
Created Using GM Binder
Siphon of Hadar
Prerequisite: Pact of the Chain feature
When you damage a creature using a warlock spell slot or a spell cast using the Mystic Arcanum warlock feature while your familiar is within 15 feet of the damaged creature, your familiar can use its reaction to gain temporary hit points equal to 1d6 + twice the level of the spell. As an action, your familiar can touch a willing creature while it has temporary hit points gained in this way. When it does so, it loses all of its temporary hit points, and the creature it touches regains hit points equal to the number of temporary hit points lost. The temporary hit points last for 1 minute or until expended in this way.
















Soulbound Spirit
Prerequisite: Pact of the Chain feature
When your familiar dies, it drops a soul token in its space. A soul token is a tiny magical object which takes any form that you choose, provided that form is no larger than 1 cubic foot. The token has 10 hit points, and it can't regain hit points or gain temporary hit points. The token has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.
The token can be used as an added material component when you cast the Find Familiar spell, reducing the required cost of the other material components by 1 gp and reducing the casting time by 5 minutes for each hit point that the token has when the spell is cast, to a minimum of 0 gp in materials required and a 10 minute casting time. When you cast the Find Familiar spell, regardless of if the token is used in the casting, your familiar's soul token disintegrates as its soul leaves it.
Amorphous Assistant
Prerequisite: 5th Level, Pact of the Chain feature
When you cast the Find Familiar spell, in addition to all previously provided forms, your familiar can take any of the following forms: Boggle, Cackler, Choker, Darkmantle, Faerie Dragon (Yellow), Flumph, Gazer, or Young Kruthik.
Binding Pact
Prerequisite: 7th Level, Pact of the Chain feature
As an action, your familiar can touch you to produce a weightless, indestructible set of chains that spools out from a pocket plane in your space, connecting you and your familiar until your familiar dismisses them as an action, teleports, or is incapacitated. The chains can extend for up to a number of feet equal to five times your warlock level. While the chains persist, your familiar can touch a creature or object as an action. The target must make a Dexterity saving throw against your spell save DC. On a failed save, both the target and your familiar are restrained. The target can repeat the save as an action, ending the effect on a success. If the target succeeds, the chains vanish.
Unified Awareness
Prerequisite: 7th level, Pact of the Chain feature
Your familiar gains a bonus to its Perception and Investigation modifiers equal to your Charisma modifier + your proficiency bonus, and it can't be surprised while conscious. It no longer needs to sleep and gains all of the benefits of a long rest once you finish a long rest. While your familiar is within 100 feet of you and conscious, you gain the following benefits:
- You can't be surprised, even while unconscious.
- While using your own senses, you have a basic awareness of what your familiar senses. Any creature that is not hidden from your familiar can't be hidden from you.
- You can switch between your senses and your familiar's senses instantaneously (no action required). Using your familiar's senses while making an attack roll or ability check does not impose disadvantage as long as your familiar can see you when you make the attack or check.
Unnatural Metamorphosis
Prerequisite: 9th Level, Pact of the Chain feature
As an action, your familiar can polymorph itself into one of the following creatures: Crag Cat, Ettercap, Faerie Dragon (Indigo), Indentured Spirit, Meenlock, Mimic, Nothic, Scarecrow, Shadow Mastiff, Spined Devil, or Thorny. It can't take this action again until you finish a long rest. The transformation lasts for the next hour or until your familiar ends it as a bonus action.
For the duration, your familiar's stats are replaced by those of the creature it polymorphs into. The new form is still considered to be your familiar for the purposes of determining how your features and invocations affect it. Your familiar returns to its original form when its current form is reduced to 0 hit points. When your familiar reverts to its original form, it returns to that form at its maximum hit points. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its original form.
Amalgamate
Prerequisite: 15th Level, Pact of the Chain feature
Your familiar has become so accustomed to changing forms that it can no longer be constrained to a single one.
When you cast Find Familiar, you can choose a special form for your familiar: an amalgam. The amalgam's stat block is given on the next page. An amalgam's true form appears as a shapeless mass. Its appearance while in its true form may be determined by you or your patron, such as a writhing mass of smoke, an esoteric gathering of nonsensical shapes, or even a swarm of miniscule fireflies in various colors. Your amalgam can change its shape to any of your available familiar forms, although this does not impact its stats.
The amalgam can gain two aspects of your other familiar forms according to its Soul Given Form feature in its stat block. If you have the Unnatural Metamorphosis invocation, the forms provided by this invocation are considered forms that your familiar can take for this purpose.
Untethered
Prerequisite: 15th Level, Pact of the Chain feature
Whispered secrets have revealed how to temporarily sever the tether between you and your familiar, freeing it to a degree from your current plane.
Your familiar gains truesight out to a range of 30 feet, and it can enter or exit the border ethereal at will as an action, as if under the effects of the Etherealness spell. You can communicate with your familiar while either you or your familiar resides in the border ethereal, and you can still see your familiar while it resides in the border ethereal.
Additionally, when you temporarily dismiss your familiar as an action, it no longer entirely vanishes into a pocket plane. While dismissed in this way, you can take the help action once on each of your turns without requiring an action of any kind, as your familiar's will extends beyond planar boundaries temporarily to grant the assistance.
Amalgam
Small celestial, fey, or fiend (your choice), unaligned
- Armor Class 17 (natural armor)
- Hit Points Twice your warlock level
- Speed 40 ft., fly 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 19 (+4) 10 (+0) 11 (+0) 13 (+1)
- Skills Perception +5, Stealth +8
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Senses darkvision 120 ft., passive Perception 15
- Languages telepathy 30 ft.
- Challenge --
Amorphous. Unless the amalgam assumes the form of another creature, it is considered shapeless, and its size is Small. While the amalgam is shapeless, it can occupy another creature's space and vice versa, and the amalgam can move through any opening no smaller than 1 inch wide without squeezing. The space which the amalgam occupies is considered heavily obscured, but this does not affect the amalgam's senses.
Shapechanger. The amalgam can use its action to polymorph into any of the forms that your familiar can take, or back into a shapeless mass. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Soul Given Form. When you summon the amalgam as a familiar, choose any two aspects from any of the creatures which your familiar can take the form of. An aspect is considered to be any of the following: a speed or movement type (such as a swim speed or a faster flying speed), any single ability score, a saving throw or skill proficiency, a damage resistance or immunity, a condition immunity, a sense, any innate feature that the creature has other than spellcasting (such as an Imp's Devil's Sight or Magic Resistance), and any action, bonus action, or reaction. The amalgam gains the two chosen aspects. You can swap either or both of the chosen aspects with different valid aspects each time you finish a long rest.
Actions
Lash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (2d8) necrotic damage and the target must make a DC 15 Charisma saving throw or be cursed until the end of its next turn. While cursed in this way, the target has disadvantage on its next saving throw. Once the target makes a saving throw, the curse ends.
Reactions
Retribution. When a creature within 10 feet of the amalgam damages the individual that summoned the amalgam, it can use its reaction to make a lash attack against the triggering creature.

Contractual
Benefits
This invocations are provided to expand greatly on the utility of the Warlock and to add far more options in how one can be played, both in and out of combat. In particular, this set of invocations was originally made to expand on the Pact of the Chain and the utility of a stronger familiar. Typically used just like a standard familiar, as a scout, the above invocations are designed to encourage less sparing use of the pact familiar in and out of combat.
Massive credit to Pact Boon: Pact of the Chain Expanded by Sceptine on GM Binder for the inspiration and rules regarding many of these invocations. Another major credit to u/Equeon for their effort in giving balancing advice and countless reference examples and opinions on balancing different familiar forms, and again to u/armor_of_shadows for their engagement in helping with each of the invocations.
Art:
Familiar by andreiaugrai
Yanchong Lim created this back cover art