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### Revised Eldritch Invocations #### Beguiling Influence You gain proficiency in the Deception and Persuasion skills.
If you already have proficiency in both of these skills you may select one of them and double your proficiency modifier using those skills.
### #### Gaze of Two Minds 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.
Additionally you maintain any special senses you have, and can use them as well as the creature's. The creature you perceive through does not gain these special senses. If your perception modifier is higher you may replace it with the creature's, it gains this highier bonus whilst the effect lasts. You are blinded and deafened to your own surroundings when using this ability.
### #### Eldritch Grasp When you hit a creature with your *Eldritch Blast*, you can push directly away from you, or pull that creature directly towards you 15ft in a straight line. After you move a creature using this ability you cannot move that creature again until the start of your next turn. *Replaces Repelling Blast and Lance of Lethargy ### #### Thief of Five Fates You can cast Bane once using a warlock spell slot.
You can't do so again until you complete a short or long rest.
### #### Cloak of Flies *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 Charisma (Persuasion) and Charisma (Performance) checks. When you first activate this ability and to any other creature that starts its turn in the aura they take poison damage equal to your Charisma modifier (minimum of 1 damage).
Once you use this invocation, you can't use it again until you finish a short or long rest. ### #### Mire the Mind *Prerequisites: 5th level* You can cast *Slow* once using a warlock spell slot.
You can't do so again until you finish a short or long rest.
#### Sign of Ill Omen *Prerequisites: 5th level*
You can cast* Bestow Curse* using a warlock spell slot a number of times equal to half your proficiency bonus. You regain all uses when you complete a long rest.
### #### Tomb of Levistus *Prerequisites: 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 5 temporary hit points equal to your total and an additional 5 temporary hit points equal to your warlock level. These hitpoints 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. ### #### Bewitching Whispers *Prerequisites: 7th level* You can cast Compulsion once using a warlock spell slot.
You can't do so again until you finish a short or long rest.
### #### Dreadful Word *Prerequisites: 7th level* You can cast Confusion once using a warlock spell slot.
You can't do so again until you finish a short or long rest.
### #### Trickster's Escape *Prerequisites: 7th level* You can cast Freedom of Movement once on yourself without expending a spell slot.
You can't do so again until you finish a short or long rest.
### #### Minions of Chaos *Prerequisites: 9th level* You can cast *Conjure Elemental* once using a warlock spell slot.
You can't do so again until you finish a short or long rest.
### #### Witch Sight *Prerequisites: 18th level*
You gain true sight equal to a range of 30ft, within this range you also see the true form of any creature of a natural shangechanger and any use of magic from any school to hide their true form within 30ft.
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