Pact Boons
Pact of the Blade
- You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short or long rest.
- You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Chain
- You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
- When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
- Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
Pact of the Talisman
- Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll 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.
- If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Pact of the Tome
- Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
- If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Pact of the Rune (Homebrew)
- Your patron gives you a defensive rune which can protect you with magical energy. While you own this rune, your armor class equals 10 + your Dexterity Modifier + your Charisma Modifier, and you gain a bonus to any Constitution check equal to your Charisma modifier.
- If you lose the rune, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous rune. The rune turns to ash or dust when you die.
Eldritch Invocations (List).
Eldritch Invocations I
Name (A-Z) | Prerequisite | Level |
---|---|---|
Agonizing Blast | Eldritch Blast | x |
Arcane Gunslinger | Pact of the Blade | x |
Armor of Shadows | Yellow | x |
Ascendant Step | Green | 9th |
Aspect of the Moon | Pact of the Tome | x |
Beguiling Influence | Purple | x |
Bewitching Whispers | Purple | 7th |
Bond of the Talisman | Purple | 12th |
Book of Ancient Secrets | Pact of the Tome | x |
Chains of Carceri | Purple | 15th |
Cloak of Flies | Purple | 5th |
Devil's Sight | Purple | x |
Dreadful Word | Purple | x |
Eldritch Mind | Purple | x |
Eldritch Sight | Purple | x |
Eldritch Smite | Pact of the Blade | 5th |
Eldritch Spear | Purple | x |
Eyes of the Rune Keeper | Purple | x |
Far Scribe | Pact of the Tome | 5th |
Fiendish Vigor | Purple | x |
Gaze of Two Minds | Purple | x |
Ghostly Gaze | Purple | x |
Gift of the Depths | Purple | x |
Gift of the Ever-Living Ones | Purple | x |
Gift of the Protectors | Pact of the Tome | 9th |
Grasp of Hadar | Purple | x |
Improved Pact Weapon | Pact of the Blade | x |
Investment of the Chain Master | Purple | x |
Lance of Lethargy | Purple | x |
Eldritch Invocations II
Name (A-Z) | Prerequisite | Pact Boon |
---|---|---|
Lifedrinker | Purple | Pact of the Blade |
Maddening Hex | Purple | |
Mask of Many Faces | Purple | |
Master of Myriad Forms | Purple | |
Minions of Chaos | Purple | |
Mire the Mind | Purple | |
2 | Orange | |
3 | Yellow | |
4 | Green | |
5 | Blue | |
6 | Purple |
Eldritch Invocations (Pact of the Blade).
Nightmare's Crusade
Prerequisite: 5th level, Pact of the Blade
You learn two maneuvers of your choice from among those available to the Battle Master fighter archetype. If a maneuver you use requires your target to make a saving throw, you can use your warlock spell save DC. You gain two superiority die, which are d6s (these die are added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
March of the Phantasm
Prerequisites: Pact of the Blade
You learn one Fighting Style available to the fighter class. You can't take the same Fighting Style option more than once, even if you get to choose again. In addition, your speed increases by 5 feet while you have your pact weapon on your person.
Blade Vault
Prerequisite: Pact of the Blade
You can perform the ritual to transform a new magic weapon into your pact weapon without breaking your connection with your current pact weapon. You can store a number of magical weapons in your pact weapon's extradimensional space equal to your Charisma modifier (minimum of two).
Each time you create your pact weapon, you decide which weapon appears. When you do, you can end your attunement to any of your other pact weapons and immediately attune to the weapon you summoned (if it requires attunement).
Pact's Shadow
Prerequisite: Pact of the Blade
Whenever you create your pact weapon, you can create an illusory copy of it in your other hand, provided it doesn't have the two-handed property. The copy counts as your pact weapon for the purposes of your warlock features. You can engage in two-weapon fighting using both weapons, even if they aren't light, and you can perform somatic components for spells even while you're holding both weapons.
Steel Skin
Prerequisite: Pact of the Blade
When you create your pact weapon, you can cause a suit of armor to flow across your body if you aren't wearing armour. You can choose the form of this light or medium armour each time you create it, though it always resembles the form of your pact weapon. You are proficient with it while you wear it, and it doesn't impose disadvantage on Dexterity (Stealth) checks. This suit of armour disappears when your pact weapon disappears. It also disappears if you ever doff it.
Eldritch Invocations (Pact of the Tome).
Living Map
Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. You can spend one hour drawing a map on this page of a 30-foot square area. You must have occupied every space of the 30-foot square within the past 24 hours to draw a map of the area.
Once you have drawn a map, you can see the names of creatures who occupy the area, as well as any changes that occur to the environment. A creature's name appears on the map and corresponds to wherever they are in the area. The name moves as they move.
A creature protected from divination magic does not appear on the map. The map remains in your Book of Shadows for 30 days, until you begin to draw another map, or you dismiss it as an action.
Eldritch Invocations (Pact of the Chain).
Eldritch Invocations (Pact of the Talisman).
Eldritch Invocations (Pact of the Rune).
Rune of Reflection
Prerequisite: 7th-level, Pact of the Runestone feature
You can cast counterspell once, at a level equal to your Pact Magic spell slots, without expending a spell slot. You can't do so again until you finish a long rest.
Rune of Shadows
Prerequisite: 5th-level, Pact of the Runestone feature
While wearing your pact shroud while in darkness or shadows, you are considered invisible to any creature that relies on darkvision to see you in that darkness.
Rune of Mind Protection
Prerequisite: Pact of the Rune feature
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Original
1. Agonizing Blast
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
2. Arcane Gunslinger
Prerequisite: Pact of the Blade feature
You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.
3. Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
4. Ascendant Step
Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.
5. Aspect of the Moon
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.
6. Beast Speech
You can cast Speak with Animals at will, without expending a spell slot.
At 9th level you also gain the ability to cast Speak with Plants at will, without expending a spell slot.
7. Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
8. 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.
9. Bond of the Talisman
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.
10. Chains of Carceri
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.
11. 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 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.
12. Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
13. Dreadful Word
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.
14. Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot or material components.
15. Eldritch Smite
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 2d6 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.
16. Eldritch Spear
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.
17. Eyes of the Rune Keeper
You can read all writing.
18. Far Scribe
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.
19. Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
20. 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, and you are blinded and deafened to your own surroundings.
21. Ghostly Gaze
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.
22. Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast Water Breathing at will, without expending a spell slot.
23. Gift of the Ever-Living Ones
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.
24. Gift of the Protectors
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.
25. Grasp of Hadar
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 or push the creature up to 10 feet away from you in a straight line.
26. Improved Pact Weapon
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.
27. Investment of the Chain Master
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.
28. Lance of Lethargy
Prerequisite: Eldritch Blast cantrip
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.
29. Lifedrinker
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).
30. Maddening Hex
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.
31. Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.
32. Master of Myriad Forms
Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.
33. Minions of Chaos
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.
34. Mire the Mind
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.
35. Misty Visions
You can cast Silent Image at will, without expending a spell slot or material components.
36. One with Shadows
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.
37. Otherworldly Leap
You can cast Jump at will, without expending a spell slot.
38. One with Shadows
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.
39. Protection of the Talisman
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.
40. Rebuke of the Talisman
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.
41. Relentless Hex
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.
42. Sculptor of Flesh
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.
43. Shroud of Shadow
Prerequisite: 15th level
You can cast Invisibility at will, without expending a spell slot.
44. Sign of III Omen
Prerequisite: 15th level
You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.
45. Superior Pact Weapon
Prerequisite: 9th level, 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 counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
46. Thief of Five Fates
You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.
47. Shroud of Shadow
Prerequisite: 15th level
You can cast Invisibility at will, without expending a spell slot.
48. Shroud of Shadow
Prerequisite: 15th level
You can cast Invisibility at will, without expending a spell slot.
Eldritch Invocations I
Different Flavors of Eldritch Blast
Prismatic Blast
Prerequisite: Eldritch Blast
When you cast Eldritch Blast, and hit a target with a beam you can choose the type of damage the beams deals between: Acid, Cold, Fire, Force, Lighting, Necrotic, Poison, Psychic, Radiant or Thunder.
Eldritch Restoration
Prerequisite: 15th level, Eldritch Blast
When you hit a target with a beam from your Eldritch Blast cantrip and deal maximum damage, you can use your reaction to recover an amount of hit points equal to your charisma modifier.
Chilling Blast
Prerequisite: Eldritch Blast
Once on each of your turns when you hit a creature with your Eldritch Blast, the target can't regain hit points until the start of your next turn.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Eldritch Strike
Prerequisite: Eldritch Blast
For you, the range of eldritch blast is reduced to 5 feet and it becomes a melee spell attack. Make a separate melee spell attack for each beam, dealing 1d12 force damage on hit. Any class features or Eldritch Invocations that affect the range of eldritch blast do not work with this Invocation.