Warlock Invocations
Adept Repairs
Prerequisite: Pact of the Gear feature
Your patron offers you enhanced knowledge of how to fix your vehicle. You gain proficiency in Tinker’s Tools and may add double your proficiency bonus to any check you make with them if it pertains to your vehicle from your Pact of the Engine feature.
Duality
Prerequisite: 9th level, Pact of Grace feature
Your patron gives you a second skill to wield along side your first. Choose another skill or tool to gain proficiency and expertise in.
Favored Child
Prerequisite: 9th level
This invocation costs 2 invocations. Your patron shows great favor in you. As a result you may choose a second Pact Boon in addition to your first.
Gift of Gold
Prerequisite: Pact of Grace feature
In addition to the skill your patron has given you, they also offer you an manifestation of that skill in the form of a slightly magical item. If you chose to gain a tool proficiency with your Pact of Grace, you patron bestows a magical tool on you the appearance of which is up to you. If you choose a skill your patron grants you an item to assist you in that skill such as a saddle for animal handling or a magnifying glass for investigation. You can store this item in an extra dimensional space and summon it to your hand as a bonus action. Checks made while the Gift of Gold is in your hand have a +1 bonus.
If you find a magical item in your travels that would fit the description of a manifestation of your grace you may perform a 1 hour ritual to turn that magical item into your Gift of Gold.
If you gain the Duality invocation, you may take this invocation a second time to gain another gift expressing your other grace.
Greater Familiar
Prerequisite: 5th level, Pact of the Chain feature
Your familiar has grown to be more than just a summon to you. You may summon any creature as a familiar if it has a CR of 1/4th or less. Additionally, your familiar becomes a 1st level sidekick (TCE 143). The level of your sidekick is equal to your Warlock level - 5. If your sidekick dies, you must spend 100gp and 7 days to train a new one, which gains all the previous one's levels.
Hellish Screech
Prerequisite: 5th level, Pact of the Vessel feature
When you release a soul from your Vessel, it deals 1d10 psychic damage to all creatures other than yourself in a 20 ft radius.
Lead Foot
Prerequisite: 15th level, Pact of the Gear feature
Your have become adept at coaxing more power out of your vehicle. Your vehicle’s movement speed is doubled. However, the damage you take from from your vehicle falling prone increases to 6d6.
Mystic Blade
Pact of the Blade feature
Your patron has blessed you with special power to wield your weapon. You may use your Charisma modifier for attack and damage rolls you make with this weapon.
Additionally, when you hit with an attack using your pact weapon, you may use a bonus action to change the damage type your weapon deals to a damage type consistent with your patron. For example the Fiend might make your weapon deal Fire damage while the Great Old One might grant it psychic damage.
Art Credit: Stu Harrington
Nectar of Ambrosia
Prerequisite: Pact of the Vessel feature
As an action you may cause your vessel to spew forth liquid or smoke. The color, texture, and taste of this liquid or smoke is up to you. You or any creature holding the vessel can use its reaction to drink or inhale this substance. A creature that consumes this substance receives one days worth of nourishment and heals hit points equal to 2d4+ you warlock level. A creature cannot gain the benefits of consuming your vessel’s substance more than once per day.
Onomancy
Prerequisite: Pact of the Tome feature
As an action you can force one creature within 60 feet to divulge its true name to you. The creature must make a Charisma saving throw against your spell save DC or its name is added to your Book of Shadows. You may have a number of names in your Book of Shadows equal to your proficiency bonus.
As a bonus action on your turn you may scribble a curse along side a name in your book of shadows. That creature whose name it is has disadvantage on the first saving throw it makes against a spell you cast before the end of your next turn.
Perfection
Prerequisite: 15th level, Pact of Grace feature
Your patron’s magic makes you nearly infallible. When you make an ability check that your are proficient in, treat a d20 roll of 9 or less as a 10.
Ram
Prerequisite: 5th level, Pact of the Gear feature
You have learned how to damage a creature by hitting it with your vehicle. As an action, you may slam your vehicle into a creature. That creature then takes 1d6 bludgeoning damage for every 10 feet the vehicle moved this turn before hitting it.
Reform Soul
Prerequisite: 9th level, Pact of the Vessel feature
As an action on your turn, you may expend one of the spell slots from your pact magic and choose one soul inside of your Vessel. That soul undergoes the effects of a Reincarnate spell. When cast in this way, you choose the creature’s new race and may decide its appearance.
Sanctuary of Respite
Prerequisite: Pact of the Vessel feature
When you enter your vessel you may bring up to five willing creatures within 30 feet of you, inside with you. You can eject any creature from your vessel as a bonus action.
Stunt Driving
Prerequisite: Pact of the Gear feature
Your have learned that performing tricks with your vehicle can have more benefits than just looking cool. When you use your bonus action to move your vehicle, you may attempt a DC 15 Dexterity (Acrobatics) check. If you succeed you gain the benefits of the Dodge action. If you fail your vehicle immediately suffers a malfunction.
Song of the Deep
Prerequisite: 9th level
As an action, you sing to one creature that can hear you. The creature must make a Wisdom saving throw or be charmed by you for one round. While charmed by you, the creature takes the most direct path toward you, potentially moving into damaging terrain. It can repeat the saving throw before moving into a hazard, and when it takes any damage. When the creature is within 5 feet, it lays down prone and listens to your song. On each turn you can use your action to continue the song.
Once you use this feature you must finish a long rest before using it again.
Soul Animation
Prerequisite: Pact of the Vessel feature
Your vessel is empowered by the presence of the souls it contains. While your vessel has at least one soul contained inside of it, it gains a 30ft. fly speed. On each of your turns you may mentally command the vessel to move up to its speed, though it cannot take any other actions. You vessel cannot move further than 60ft. from you. If the vessel is force to move more than 60ft. away from you it immediately teleports to an unoccupied space within 5ft. of you.

