5e eldritch invocations

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Dungeons & Dragons: 15 Best Warlock Invocations, Ranked

Eldritch invocations are what define the warlock from other caster class options. These magical secrets that your patron bestows upon your mind can grant a slew of different benefits. Some invocations modify your attacks, others grant you access to powerful spells. Others still provide unique skills that you won't find anywhere else in all of Dungeons & Dragons.

RELATED: Dungeons and Dragons: 10 Best Caster Feats, Ranked

That being said, there are some invocations that are just too good to pass up. If you're looking to make your warlock as strong as the rules allow, you've come to the right place. Here are eldritch invocations you should take into consideration before your next level up.

Updated December 29th, by Kristy Ambrose: Before the 3rd edition, a Warlock was actually a variant of a Wizard that was only used in situations that required communing with evil or malevolent spirits. In the D&D supplement, Complete Arcane from , they appeared as a standalone class, separate from Wizards. By the fourth edition, they were finally listed among the other characters as a distinct spellcasting class. The most recent edition of the player's handbook, the 5th edition, has even more eldritch invocations for your Warlock to enjoy.

15 Eldritch Sight

Eldritch Sight allows you to cast Detect Magic without expending a spell slot. Detect Magic is a seemingly unremarkable spell, but one that, when applicable, provides a tremendous amount of help. Not only does it let you know of the presence of magic, it also highlights whatever is putting off this magical essence, allowing your character to know for certain what the magic thing in question is. Best of all, it also identifies the magic's exact school.

This is invaluable knowledge, as the school of magic reveals what the magic is likely to do when activated. If you aren't already, we highly recommend familiarizing yourself with the seven schools of magic so that you can put this invocation to its best use.

14 Maddening Hex

This bonus action has a few quirks, but the unique AoE damage is worth the trouble. A Warlock has to be at least 5th level to cast it, plus they have to have an ability that curses, like Sign of Ill Omen. When they cast the Hex spell, the target of the spell suffers from psychic damage along with any creatures you choose within five feet. The level of damage is tied to your Charisma modifier, and the character must be within 30 feet of the target to be within range.

13 Book of Ancient Secrets

Sure, Clerics and Paladins may be able to cast rituals as part of their class kits. But that shouldn't stop you from taking the Book of Ancient Secrets. Before you do, however, take note that you'll need the Pact of the Tome feature. The Book of Shadows allows you to learn two 1st level spells from any classes spell list. You can cast these spells as rituals. You may also cast any warlock spell with the ritual tag as a ritual.

RELATED: Dungeons and Dragons: 10 Most Useful Utility Spells

Casting spells as rituals is great because it doesn't require a spell slot to do so. Instead, you need only take 10 minutes longer than the normal casting time. You can also add other ritual spells you find on your adventures to your book.

12 Fiendish Vigor

Fiendish Vigor is essentially the Warlock version of False Life, a spell used by Artificers, Wizards, and Sorcerers. The biggest difference, and what makes it so convenient, is that the Warlock doesn't even need regents or materials to cast it. It's a handy and simple way for a squishy caster to stay on their feet and requires no reagents nor Concentration. It won't even take up a spell slot, yet another bonus.

11 Mask of Many Faces

What are infinite uses of Detect Magic compared to infinite uses of Disguise Self? The Mask of Many Faces provides a plethora of opportunities for roleplay. One second, you can be talking to a posted guard about a man that's just robbed you. The very next, you can become said man and have the guard running after you, leaving whatever he was posted to guard for exploration by the rest of your party.

This is just one example of the mask's many uses. You could even make it a central theme of your character, always having a mask up over whatever you *really* look like.

10 Whispers of the Grave

While Mask of Many Faces is a great tool for roleplaying, Whisper of the Grave is a bit more practically focused. Whispers gives your character the ability to cast Speak with Dead without expending a spell slot, which is pretty powerful considering Speak with Dead is a 3rd level spell.

Accordingly, it has a prerequisite of being at least 9th level. Speak with Dead brings the spirit of a passed humanoid back to its body for a short time, during which you can ask it five questions. While the corpse can answer these questions in whatever manner it desires, even to the extent of lying, there are ways to still get what you want out of the conversation. Lies are exactly what insight checks are for, after all.

9 Lifedrinker

Lifedrinker requires the Pact of the Blade class feature, not that you would want this invocation unless you already had it anyways. You also need at least 12 levels of Warlock. Lifedrinker makes your weapon deal extra damage on every hit equal to your Charisma modifier.

RELATED: 15 Ways To Make An Overpowered Barbarian In Dungeons & Dragons

This damage is added on top of your Dexterity modifier, which comes to a lot of damage before even rolling any dice. If your Dexterity and Charisma are maxed out, that's +10 damage before dice hit the table. An amount equivalent to the bonus Great Weapon Master provides, which, for perspective, is thought to be one of the most broken bonuses in the game.

8 Voice Of The Chain Master

Only Warlocks with the Pact of the Chain feature can use this spell, which is its only real drawback. It's obvious that it's safer and smarter to use a familiar to scout dangerous or unknown areas, but that's not the only thing this spell can do.

Warlocks using this spell can also telepathically communicate with their familiar and even use it to speak in their voice. All of this is contingent on your Warlock and their familiar being on the same plane of reality, which might be more than a minor detail depending on the situation.

7 Thirsting Blade

Lifedrinker is a great invocation on its own but coupled with Thirsting Blade its on a whole other level. Thirsting Blade requires the Pact of the Blade feature as well as 5 levels of Warlock. Whenever you take the Attack action on your turn, it allows you to attack twice with your pact weapon instead of once. Any aspiring melee warlock would be remiss to not select this invocation, as extra attack is a key feature that all other melee classes receive.

RELATED: Dungeons and Dragons: 10 Best Healing Spells and Abilities

Furthermore, it gives you a second opportunity to proc your Hex spell on the enemy, leading to even more damage. Take into account Lifedrinker at later levels, and you can see why these two invocations are surefire picks for any Pact of the Blade character.

6 Trickster's Escape

No matter what kind of warlock you're playing, melee blade pact or ranged eldritch blaster, you'll find Trickster's Escape a welcome addition to your kit. Requiring 7 levels of warlock, this invocation allows you to cast the 4th level spell Freedom of Movement once per long rest without expending a spell slot.

Freedom of Movement is a non-concentration spell that lasts 1 hour. Its benefits include immunity to magical speed reductions, difficult terrain, and the paralyzed and restrained conditions. If you are physically grappled or put in manacles, you can spend 5 feet of movement to escape. Lastly, you ignore the penalties of underwater combat. This spell protects you from a wide range of commonly used effects. If you don't take it, we promise you'll regret it sooner or later.

5 Aspect Of The Moon

Even the most dedicated D&D player gets annoyed with the need to take frequent rests, especially spellcasters, who often have to sleep to memorize spells. Imagine how useful it would be to never need to sleep, nor could you be forced to sleep. Aspect of the Moon requires the Pact of the Tome feature and granted it's a situational ability, but in this game being able to go without sleep can be worth it. You can still gain the same benefits of rest by doing menial chores or reading a book.

4 Devil's Sight

Perhaps the invocation with the most opportunity for abuse, Devil's Sight grants you vision up to feet in darkness both non-magical and magical. The key distinction here is sight in magical darkness. If you learn the Darkness spell, you can cast it on your weapon or clothing blinding every enemy around you. They will suffer disadvantage on their attacks while you are granted advantage on yours.

RELATED: Dungeons and Dragons: 10 Best Battle Master Maneuvers, Ranked

When used in combination with Darkness, Devil's Sight can easily become the stuff of a dungeon master's nightmares. Before deploying this amazing strategy, it may be a good idea to bring it up with your dungeon master to make sure you're not hurting anyone's feelings. That probably sounded like a joke, but Devil's Sight + Darkness is really that good.

3 Agonizing Blast

This invocation here is the reason Eldritch Blast and warlocks are so synonymous. Agonizing Blast adds your Charisma modifier to your damage rolls made with Eldritch Blast. Every spell and cantrip in the game doesn't add character modifiers to damage. That's the only reason melee classes are able to compete with magical ones. They get to add their modifiers to damage, while casters do not.

Apparently, someone decided this rule shouldn't apply to warlocks. As a result, Eldritch Blast is tremendously powerful. While sad to acknowledge, as fun as melee warlock builds are, they truly don't measure up to a properly built Eldritch Blast warlock.

2 Sculptor Of Flesh

Sculptor of Flesh is the Warlock's Polymorph, and the caster has to be at least level 7 in order to cast it. The spell's uses are myriad, and the ability can be used to turn dangerous enemies into something harmless as well as a means of disguise for the caster. It's useful, effective, and powerful, but has some caveats. You need to use a spell slot to cast it and it requires a long rest before the Warlock can cast it again.

1 Repelling Blast

As if Eldritch Blast wasn't good enough. Requiring only that you take the Eldritch Blast cantrip, Repelling Blast makes it so that each time a creature is hit by your Eldritch Blast you can push them 10 feet away from you in a straight line. And for those of you smart enough to wonder if this applies to separate bolts from the same cast, yes, it does. Yes, that's ridiculous.

By 5th level, a warlock with Repelling Blast can move a creature up to 20 feet away from him/her in a single turn while still dealing tons of damage. Aside from pushing enemies off of cliffs, the repulsion makes it so that melee combatants have to waste their action dashing. Did you still want to argue that melee warlocks can compete with Eldritch Blasters? More than repelling enemies in a game of DnD, Repelling Blast rebuts any argument against it.

NEXT: Dungeons and Dragons: 10 Best Melee Feats, Ranked

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A Warlock’s Guide to Eldritch Invocations in 5th Edition D&#;D

Congratulations! Your relentless research into all things blasphemous and chthonic has helped you discover an Eldritch Invocation!

… so what the heck does that mean?

Invocations are like a utility belt for Warlocks. Imagine you’re handed a plate and sent off to the magic-power-buffet to gorge yourself. Whether you are looking to compensate for one of Warlock’s weaknesses, or should you choose to double-down on a strength, you can find an Invocation just for you.

So, if you want to drop a fire elemental in the middle of the tavern and jump 20 feet straight up into the rafters to avoid the consequences, come along! Grab your magnifying glass, crack open your Infernal-to-Common dictionary, and let&#;s uncover some Eldritch Invocations!

Using This Guide

Everything in this guide has an emoji, ranking how useful a given ability or feature is to playing this class effectively.

✅ — An absolutely crucial feature. Often forms the backbone of a class’ look and feel. Will provide some bonus that can’t be found through other means.

🆗 — A solid feature that does its job well. Not game-breaking, and certainly replaceable, but a strong choice that shores up some weakness.

⚠️ — A debatable choice. Could work for a specific build, but otherwise is either a wasted opportunity or is just weaker than other alternatives.

⛔ — Outright bad and detrimental. This weighs down the class and just takes up space on the character sheet. A weakness you will have to accommodate for.

These rankings are meant to help you create an optimized class build, but remember DnD isn’t a game where you need to win to have fun. Weaker but flavorful builds also have their place and can make for fulfilling characters.

What Are Eldritch Invocations?

As Warlocks level up, they get to select a number of Eldritch Invocations. Each Invocation grants a unique effect, ranging from new spells to extra attacks to emergency ice shields. There are even Invocations that let a Warlock customize and upgrade their eldritch blast and their Pact Boon.

Many Invocations have level requirements, but in exchange these Invocations offer the most powerful abilities. Warlock can sometimes plateau in power during high-level play, so such Invocations help keep Warlock relevant.

There are over four dozen Invocations to choose from, so much of their usefulness comes from how adaptable they make Warlock. At any point in the game, Warlock can switch their build without much backtracking and begin taking certain Invocations to go down a new playstyle path.

Player Tip

Which Invocations Are Best?

While this varies between characters, a few Invocations are useful for any Warlock. Eldritch Mind makes all spellcasting easier, Agonizing Blast is a straightforward damage upgrade on your most common attack, and Sculptor of Flesh is ridiculously versatile. Additionally, look for Invocations that require a certain Pact Boon, as they tend to be pretty powerful. Finally an invisibility effect will never hurt, like One With Shadows or Shroud of Shadow.

How To Use Invocations

Warlocks get their first pair of Invocations at Level 2, but can grab one earlier with the Eldritch Adept feat. After that, they choose a new Invocation at Level 5, Level 7, Level 9, Level 12, Level 15, and Level 18, for a total of eight Invocations. Whenever a new Invocation is chosen, a previously selected one can be swapped out for a different Invocation. Check out the “When To Swap Out Invocations” section for an in-depth explanation of this.

If you’re in a rush and need a quick list of the top Invocations, TheGamer has just the thing availablehere.

Each Invocation comes with its own instruction label, as it were. Here are the different ways to use Invocations, but many have their own variations on these formulas, so be sure to read each of your Invocations carefully:

  • Bonus effect for the eldritch blast cantrip
  • Bonus effect for your Pact Boon
  • New spell that you can cast at-will without using a spell slot
  • New spell that you can cast once a day without using a spell slot
  • New spell that you can cast once a day using a Warlock spell slot
  • Permanent ongoing effect (ex. darkvision or skill proficiencies)
  • Activated effect with a set duration

For tips on which Invocations power-up your Pact Boon the best, see our complete Pact Boon guide here.

List of Invocations

Level 1

Agonizing Blast

Making eldritch blast hit harder? Yes please. Pick this up if you want to contribute to combat in any way. There are very few ways to play Warlock that don’t involve taking this particular Invocation.

Armor of Shadows

This gives armorless spellcasters slightly better than the equivalent of light armor, whereas you can already use light armor. Skip it.

Beast Speech

Quite simply a weak effect that isn’t worth a whole Invocation. Druid and Ranger are doing this already, either leave it to them or just multiclass. Skip it.

⚠️ Beguiling Influence

It’s easy to get proficiency in these via your class skills or background skills. Still, if you’d rather take other skills during character creation, this can give you the social skills needed to be the party’s face.

🆗 Devil’s Sight

Darkvision’s big brother. This gives you bigger range and lets you see through magical darkness, which makes some ambush strategies using the darkness spell viable.

Eldritch Mind

This will net you more value from your limited spell slots, and goes a long way for making concentration spells worth learning. Many other Invocations are also devalued because they grant a concentration spell, so they get better if you take this Invocation.

⚠️ Eldritch Sight

Detect magic is super handy, but Warlock can get access to it in better ways than this. Book of Ancient Secrets, for instance.

🆗 Eldritch Spear

Almost no other attack in the game can beat this range. At its most useful when fighting a siege battle or blasting an enemy ship at sea. Bonus points for the meme potential when paired with the Spell Sniper feat for a foot range eldritch blast.

Eyes of the Rune Keeper

You can get this effect with Book of Ancient Secrets and comprehend languages, which gives you another spell too. Skip it.

🆗 Fiendish Vigor

Bloody lifesaving for five levels, then just neat after that. It doesn’t require concentration to hold onto those bonus hit points either, which is nice.

Gaze of Two Minds

Hooray, you can live vicariously through another humanoid! Why would you need to see their experiences when they can just sit down with you and tell you what they saw? The target needs to be willing, so this doesn’t even work on enemies. Skip it. 

⚠️ Grasp of Hadar

Meh. This effect doesn’t trigger opportunity attacks, and having enemies closer is often a liability. The only real situation you would want this Invocation for is if you are rearranging the battlefield so enemies enter area-of-effect spells.

⚠️ Lance of Lethargy

Slow effects are either incredibly handy for preventing a horde of enemies from dogpiling you, or incredibly useless because the enemy is already next to you.

Mask of Many Faces

The versatility of looking like someone else should not be underestimated, especially not for someone with Charisma as high as Warlock. Being able to do this repeatedly at-will makes this Invocation incredibly powerful.

Misty Visions

Silent image is a personal favourite. Your illusion could create whole rooms, a patrolling guard, or give your party a hiding spot. It’s very versatile with a cooperative DM. The Invocation also lets you cast it at-will, which is always nice.

⚠️Repelling Blast

This won’t trigger opportunity attacks, but can be nice to help rearrange the battlefield. The push ability is also optional, so you can skip it entirely until it’s useful. However, it’s just not that big of a bonus to warrant taking up an Invocation.

⚠️Thief of Five Fates

You get a handy debuff for your spell slot, but it’s not especially powerful. Later in the game when you get higher level spell slots, you can cast bane on several targets, but at that point you want spells to do more than inconvenience enemies.

Level 3

Aspect of the Moon

Pact of the Tome

Enjoy the roleplay of doing quiet reading while everyone else sleeps. Skip it.

🆗 Book of Ancient Secrets

Pact of the Tome

Some pretty solid utility, and helps compensate for your low spell slot count. Adding new rituals as you adventure is probably the best part of this (your selection when taking this Invocation is pretty measly).

🆗 Gift of the Ever-Living Ones

Pact of the Chain

When rolling hit dice during a short rest, you should expect to see an extra hit points healed per dice on average thanks to this Invocation. That adds up. Where this effect really shines is when someone casts a healing spell on you, because their dice are also affected. If you find yourself needing constant healing, this can guarantee you get a decent chunk of life back each time.

🆗 Improved Pact Weapon

Pact of the Blade

Range! If you are already using Dexterity for your Pact weapon attacks, the option to summon ranged weapons plays well with that and opens up new possibilities for murder. The +1 to attack and damage rolls is always nice, though at a high enough level your Pact weapon might already have the same bonus, and it doesn’t stack.

Investment of the Chain Master

Pact of the Chain

Take this Invocation if you have Pact of the Chain! It takes your cute-but-ineffective familiar and turns them into a party member in their own right. This Invocation alone makes Pact of the Chain remotely worthwhile.

⚠️Rebuke of the Talisman

Pact of the Talisman

First off, the push is required if you want to deal damage. This is great when knocking away an enemy with no movement left, preventing any follow-up attacks. It’s less good when your ally wearing the talisman is the one who can’t follow up on an enemy who is suddenly out of range. This Invocation just has a few too many hoops to jump through to make its damage reliable.

🆗 Voice of the Chain Master

Pact of the Chain

This makes your pact familiar into the ideal scout, and can even create some fun roleplay opportunities. It’s not top tier for Pact of the Chain Invocations, but still worth picking up.

For a look at all the different Pact Boons, including some useful calculations to determine power levels, check out thisguide from RPGBOT.

Level 5

⚠️ Cloak of Flies

The damage doesn’t have a save, so it’s guaranteed. This works best with a melee Warlock who is already next to enemies. Otherwise it’s just an Intimidation buff during social interactions. You’re better off just trying to improve your Intimidation skill.

⚠️ Eldritch Smite

Pact of the Blade

This can be up to 5d8 extra damage, plus you knock the target prone without a save. Sadly, you’d be hard pressed to find a situation where this effect is worth the spell slot it costs to use. Most of your spells will already be similarly damaging or disruptive.

Far Scribe

Pact of the Tome

Upside: infinite sending spells to your best buddies. Downside: you only get to pick a handful of buddies. Otherwise this is functionally the same as the base spell. Just send a messenger pigeon instead. Skip it.

Gift of the Depths

Alright, but only if you go underwater a lot, and if that’s the case you should have gotten these bonuses from somewhere else during character creation. Skip it.

🆗 Maddening Hex

Free damage every turn if you don’t have anything better to spend a bonus action on, which Warlock often doesn’t. The only catch is the target needs to be hexed, but the definition of that is open enough that this Invocation will see plenty of use. 

⚠️Mire the Mind

One of the better save-or-suck spells, slow is hurt by the fact it is completely negated with a successful Wisdom save. Since using this Invocation also burns a spell slot, it’s not the best use of your resources.

🆗 One with Shadows

Almost any room will have a dark patch, meaning this acts like invisibility being cast at-will. The downside is you can’t move, but you can still get advantage on surprise attacks or gain disadvantage to being hit.

Sign of Ill Omen

If your bestow curse sticks, it’s a great debuff, but it is just a little too easy to overcome, either by the target passing saves or when your concentration is broken. Not really worth the spell slot it uses. Skip it.

Thirsting Blade

Pact of the Blade

This Invocation on its own is what makes a weapon Warlock viable. Otherwise you won’t be able to keep up with the damage output of dedicated combat classes. If you take the Pact of the Blade, this is a requirement.

⚠️Tomb of Levistus

This one is weird, but so much fun. Because you’re incapacitated next turn and then lose all your temporary hit points when you recover, this works best to save you from certain death. The upside is you gain so many temporary hit points almost any attack will be absorbed, even fireballs big enough to instantly kill you instead of knocking you out.

Undying Servitude

It doesn’t take a spell slot, but that’s actually a downside. If you were spending a spell slot, the effect would at least scale up at higher levels. As it stands, you always get just one crappy 1/4 CR undead pet. Skip it.

Level 7

 ⛔ Bewitching Whispers

Moderate crowd control, but you have to work stupidly hard to make this hurt enemies. And that’s if they’re even affected. This also burns a spell slot. Skip it.

Dreadful Word

It’s hard to recommend Invocations that burn a spell slot when you already have so few. You’re essentially trading a better Invocation to learn a spell. And confusion is random enough that it’s definitely not worth that trade. Skip it. 

Ghostly Gaze

X-ray vision is always a win. Recon becomes laughably easy, you can see hidden doors and secret rooms, and even if you don’t want any of that you get limited darkvision as well.

🆗 Protection of the Talisman

Pact of the Talisman

Pact of the Talisman really needs this as a basic feature, so while it’s a shame you have to waste an Invocation on it, being able to apply a d4 to saving throws is too good to pass up. This is also a separate pool of d4’s from the talisman’s basic d4’s that you add to ability checks, so you end up with tons of bonus d4’s.

⚠️Relentless Hex

Only worthwhile if you want to stab a target but haven’t closed the distance yet. It helps your battlefield maneuverability, but in a limited way that has a few too many caveats.

Sculptor of Flesh

One of the most adaptable spells in the game, polymorph is almost always worth picking up if it’s available. Turn an enemy into a rabbit and throw it into a volcano, or turn your weaponless friend into a dinosaur to wreak havoc. This is one of the few occasions where the spell gained by the Invocation is worth having to spend a spell slot to cast it.

Trickster’s Escape

It’ll be challenging to find enough situations to use this in that it becomes worth wasting an Invocation on it. Skip it.

Level 9 

🆗 Ascendant Step

Gets you off the ground and out of melee. A bit limited since you can’t move while levitating, except up and down, and since you can only cast levitate on yourself with this Invocation, you can’t turn that disadvantage on your opponents.

🆗 Gift of the Protectors

Pact of the Tome

Chances are you’re going to use this for your party members. It gives everyone a second chance in combat, which cannot be undervalued. However, it’s a passive ability that might never activate, so it only feels worth it when you really need it most.

⚠️Minions of Chaos

Still costs a spell slot, but elementals have great resistances that make them a pain in the butt for enemies. Not strictly better than any of Warlock’s other conjuring options, though.

Otherworldly Leap

Jumping in DnD acts like a worse version of flying. At this high a level, you should just invest in a spell that grants flying. Skip it. 

🆗 Whispers of the Grave

The ability to interrogate every single bloody corpse you come across can net you tons of information, just so long as you don’t piss off your DM from using it so much.

Warlock spell slots hit their 5th Level cap when you reach Level 9 in the class. Your Invocations will be doubly important from this point on, or you might consider multiclassing instead. If so, check out Flutes Loot’s guide to multiclassing here.

Level 12

⚠️ Bond of the Talisman

Pact of the Talisman

Unlimited teleport range! Sadly, you can only warp to a single point, so you lose some versatility. It also takes a full action to teleport, so you’ll be teleporting more as an escape than as a strategic maneuver.

Lifedrinker

Pact of the Blade

If you are a weapon Warlock, even with Pact of the Blade you’ll find yourself being outmatched by your most murderous party members. This Invocation evens the playing field and stacks on extra damage. Crucial if you pick Pact of the Blade.

Level 15

Chains of Carceri

Pact of the Chain

Hold monster kicks butt. Being able to do it with relative freedom is excellent. You are limited to certain enemy types and you can’t repeat the spell against the same target, but the fact that you get several casts of a spell from one Invocation is an improvement over many other Invocations on its own.

⚠️ Master of Myriad Forms

A more situational version of Mask of Many Faces. Your changed appearance is no longer an illusion, but that rarely matters. The other possible uses for alter self aren’t that great, and it is a concentration spell.

Shroud of Shadow

Just do it. Invisibility at-will presents so many opportunities for sneak attacks, reconnaissance, or just scaring people. The effect is powerful enough that this is worth it for any Warlock.

Visions of Distant Realms

A 4th level spell at-will? Sign me up! If that’s not enough to sell you on this Invocation, arcane eye itself is an incredibly useful scouting tool, with the only real downside being that it can suck up spell slots if you need to dispel and recast it when you get into combat. Being able to use it at-will fixes that downside.

⚠️Witch Sight

Neat. It won’t be game-breaking at this high a level, and the range being limited to 30 feet is a bummer, but when you deal with powerful creatures that have access to illusion and shapechanging abilities, you’ll appreciate this Invocation.

Player Tip

Which Invocations Are Best?

While this varies between characters, a few Invocations are useful for any Warlock. Eldritch Mind makes all spellcasting easier, Agonizing Blast is a straightforward damage upgrade on your most common attack, and Sculptor of Flesh is ridiculously versatile. Additionally, look for Invocations that require a certain Pact Boon, as they tend to be pretty powerful. Finally an invisibility effect will never hurt, like One With Shadows or Shroud of Shadow.

When To Swap Out Invocations

At the same time you learn a new Invocation, you are allowed to swap out one you already know for a new Invocation. This can essentially grant you two new Invocations for free if you strategically swap out a redundant Invocation.

For example, you might already know Mask of Many Faces for disguising yourself, but when you learn a new Invocation at Level 15 you might swap it for Master of Myriad Forms to gain the ability to make those disguises permanent.

Many Invocations don’t scale well at higher levels and are ripe to be swapped out. Fiendish Vigor is a good illustration of this: it allows you to cast false life, but only as a 1st Level spell. At higher levels, the temporary hit points you gain are almost negligible.

Swapping out Invocations is also a good way to pivot partway through a campaign if your Warlock build isn’t working out. You might have taken lots of utility Invocations early on, but as other spellcasting party members take over a utility role, you can swap those Invocations for offensive bonuses.

Since you can only swap Invocations when you gain a new one, Level 9 is important. Level 9 is when you get your fifth Invocation out of a possible eight, so now you’re over the halfway mark. 

You could swap out every single one of your earlier Invocations, but if you do so, you won’t be able to swap out any Invocations learned at Level 9 or later. Therefore by Level 9 you should know what direction your Warlock is headed in, so you can swap out your first four Invocations for more useful ones, and you can start learning new Invocations in-line with your chosen build.


If you enjoyed this article, share it with your friends! Eldritch Invocations help make Warlock insanely adaptable, but they can be tricky to wrap your head around. We hope this guide has made Invocations a bit easier to understand. Leave us a comment below and share your favorite Invocation!

Sours: https://www.dungeonmastering.com/classes/warlock/eldritch-invocations/
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Eldritch Invocations

Acidic Blood

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: 5th level

When you take piercing or slashing damage from a natural weapon, the attacking creature takes a number of points of acid damage equal to your Charisma modifier (minimum 1).

Agonizing Blast

Prerequisite: eldritch blast* cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Alien Ectoplasm

SourceSPCM

You can cast grease at will, without expending a spell slot or requiring any material components.

Amorphous Familiar

SourceSPCM

Prerequisite(s): Pact of the Chain feature

Your familiar’s anatomy becomes changeable, or it transforms into a mass of fluid that projects pseudopods to emulate its former shape. It can move through a space as narrow as 1 inch wide without squeezing. Its reach with melee weapon and spell attacks increases to 10 feet, as it can extend its limbs unnaturally.

Arcane Nullification

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: dispel magic spell, 11th level

When casting dispel magic, you treat the spell as though it were cast with a spell slot equal to half your level (rounded down).

Armor of Lies

SourceAoM:HP (3pp)

Prerequisite(s): 5th level

You can cast mirror image at will, without expending a spell slot or material components.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

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.

Beyond Nature

Source: SLPG

You can cast pass without trace (self only) once without using a warlock spell slot. You can’t do so again until you finish a long rest.

Blade and Bolt

SourceAoM:HP (3pp)

Prerequisite(s): 9th level

After you use an action to make a melee weapon attack, you can use your bonus action to cast a cantrip.

Blood Knowledge

Source: SLPG

Prerequisite(s): Pact of Blood feature

You learn a second Metamagic option from the list available to sorcerers. When you take a long rest, you may exchange one or both of your Metamagic options for others from the list. The new Metamagic options remain available to you until you take another long rest and choose to change them.

Blood Sacrifice

Source: SLPG

Prerequisite(s): Pact of Blood feature

You can sacrifice your own vitality to recover blood points. As a bonus action, you take 1d6 damage and reduce your hit point maximum by a similar amount. You gain 1 blood point. This hit point reduction cannot be avoided and lasts until you finish a long rest.

Bone Puppeteer

SourceSPCM

Prerequisite(s): 5th level

You can cast animate dead once using a warlock spell slot.

You can’t do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Burning Blood

Source: SLPG

Prerequisite(s): Pact of Blood feature, hellish rebuke spell When you take damage from a creature within 5 feet of you, you can use your reaction to cast hellish rebuke targeting that creature. You cast the spell as if you had used a warlock spell slot, but you don’t actually use one. You can’t use this invocation again until you finish a long rest.

Call of the Grave

SourceSPCM

Prerequisite(s): Pact of the Skull feature

If you fail on an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to roll again by listening to secrets whispered by your pact skull if it is within 5 feet. You use the new result in place of your original result, which can make you succeed on the saving throw after all.

You can’t use this invocation again until you finish a long rest.

Chained Mutant

SourceSPCM

Prerequisite(s): Pact of the Chain feature

When you change the form of your familiar, you have the option to choose a beast mutated due to the influence of a Great Old One, Outer God, or other potent and unnatural force. Such a familiar takes on obviously unnatural features like pod-tipped legs, extra eyes near its middle, and a mouth-tipped stalk. It becomes a mutated version of one of the normal options in the find familiar spell (not the options added by the Pact of the Chain feature). It loses one of its weapon attacks unless it has only one. It can’t wear armor or barding that isn’t designed for its unique form.

It adds your proficiency bonus to its weapon attack rolls, weapon damage rolls, Strength saving throws, Constitution saving throws, Wisdom saving throws, and Wisdom (Perception) checks.

When your familiar hits a creature with a weapon attack, it attaches to the target and can’t use that weapon to attack until it detaches. If your mutated familiar begins its turn attached to a creature, that creatures loses 1d8 hit points from blood loss. Undead and constructs are immune to this hit point loss. The familiar can detach itself as an action or a creature can use its action to detach your familiar.

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.

Charm Beast

Source: SLPG

You can cast animal friendship as a 1st-level spell without using a warlock spell slot. You can’t do so again until you finish a long rest.

Chilling Blast

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: chill touch cantrip, eldritch blast* cantrip

When you cast eldritch blast, you can choose whether to deal cold damage or force damage.

Compel the Dead

Source: SLPG

Prerequisite(s): 5th level

You can cast animate dead once using a warlock spell slot. You can’t do so again until you finish a long rest.

Conspire with Nature

Source: SLPG

You can cast entangle once using a warlock spell slot. You can’t do so again until you finish a long rest.

Cosmic Truths

SourceSPCM

You gain proficiency in the Yog-Sothothery skill. If you already have proficiency in that skill, you instead gain proficiency in Arcana or Religion. Your proficiency bonus is doubled for any ability check you make using Yog-Sothothery, even if it isn’t the proficiency you gained from this invocation. (This doubling means the penalty it imposes on your saving throws is equal to your proficiency bonus.)

In addition, choose a 1st-level spell from any class spell list (including warlock). You can cast this spell once using a warlock spell slot. You can’t do so again until you finish a long rest.

Dark Ward

Source: SLPG

Prerequisite(s): 7th level

You can cast wall of darkness* once using a warlock spell slot. You can’t do so again until you finish a long rest.

Despoiler of Life

SourceAoM:HP (3pp)

When any creature casts a spell or uses a magical ability that restores hit points within 30 feet of you, you can cause that creature to instead restore hit points equal to the minimum value possible for that spell or ability.

Devil’s Darkness

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: devil’s sight invocation

You can cast darkness once without using a warlock spell slot. You can’t do so again until you finish a long rest. If you center the darkness on yourself, you can do so again after either a short or long rest.

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of feet.

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.

Eldritch Blast

The Eldritch Blast cantrip was unintentionally left out of the SRD but it is anticipated that a fix will be made by Wizards of the Coast.

Eldritch Intel

Source Aaralyn&#;s Stolen Notes to Velea Copyright Anne Gregersen Author Anne Gregersen

Prerequisite(s): 5th level, Pact of the Tome feature

You open up a means of communication with your patron. You may write down one question in your Book of Shadows and seek answers from your patron, as if casting the commune spell. Your patron will be truthful in whatever answer they give. Once you have used this invocation, you can&#;t use it again until you&#;ve finished a long rest.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite: eldritch blast* cantrip When you cast eldritch blast, its range is feet.

Eternal Laughter

Source: Book of Magic: 10 Warlock Invocations

You can cast hideous laughter once using a warlock spell slot. You can’t do so again until you finish a long rest.

Evil Eye

Source: SLPG

Prerequisite(s): 9th level

You can cast dominate person once using a warlock spell slot. You can’t do so again until you finish a long rest.

Eyes of the Rune Keeper

You can read all writing.

Face of the Sun

Source: SLPG

You can cast flash* at will, without expending a spell slot or material components.

Familial Bond

Source Aaralyn&#;s Stolen Notes to Velea Copyright Anne Gregersen Author Anne Gregersen

Prerequisite(s): Pact of the Chain feature

The connection you have with your familiar is powerful. When you cast the find familiar spell as a ritual, you don&#;t require any material components to cast the spell.

Fiendish Accuracy

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: true strike cantrip, 9th level

As a bonus action, you can cast true strike once without using a warlock spell slot and apply its effects this turn. You can’t do so again until you finish a short or a long rest.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Frightening Visage

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: 5th level

When making a Charisma (Intimidation) check, you can make your face resemble that of a fiend, giving you advantage. You can’t use this again until you finish a short or long rest.

Frightful Familiar

SourceSPCM

Prerequisite(s): 7th level, Pact of the Chain feature

As a bonus action, you can cause your familiar to instantly emanate a pall of magical fear that rattles any foe it meets.

Each creature of the familiar’s choice within 60 feet that is aware of it must succeed on a Wisdom saving throw against your spell save DC or be magically frightened until the start of the familiar’s next turn. The save DC is equal to your spell save DC. Once your familiar uses this invocation, it can’t do so again until you finish a short or long rest.

Fuel for the Master

SourceAoM:HP (3pp)

You can reroll an attack or force an enemy to reroll a save by taking damage equal to one-quarter of your hit point total.

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.

Gift of the Elements

SourceAoM:HP (3pp)

When you cast find familiar, you can summon any elemental creature under CR1.

Heaving Burst

Source: SLPG

You can cast force blast* once using a warlock spell slot.

You can’t do so again until you finish a long rest.

Hideous Gnawing

SourceSPCM

Prerequisite(s): 5th level, Pact of the Chain feature

Your familiar’s form incorporates a natural weapon of supernatural sharpness and durability. Once per turn, it deals extra damage when it hits a target with an attack if the target is a nonmagical object, a creature it had advantage on the attack roll against, or a creature within 5 feet of you or an ally of yours (you or your ally must not be incapacitated). If it hits with a spell attack, it deals an additional 1d6 piercing damage. If it hits with a weapon attack, it deals an additional 3d6 piercing damage.

Your familiar can cut through any material except adamantine, given time. Generally, it takes 10 minutes to make a hole large enough for a Tiny creature to squeeze through 1/2 inch of metal, 1 inch of stone, 3 inches of wood, or 1 foot of earth. It can clear a path for a Small creature in quadruple the time, and for a Medium creature in sixteen times as long.

Invisible Chains

Source Fateforge Role-Playing Game Adventurers Core Rulebook

Prerequisite(s): 15th level, Pact of the Chain feature

You can cast hold monster at will—targeting a celestial, fiend, elemental, or ravager of Canker—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.

Liberate Shade

Source: SLPG

Prerequisite(s): 7th level

You can cast shadow traitor* once using a warlock spell slot. You can’t do so again until you finish a long rest.

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).

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

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.

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.

Miring Blast

Source: SLPG

Prerequisite(s): eldritch blast cantrip When you hit a creature with eldritch blast, its speed is reduced by half (round down to the nearest 5 feet) until the start of your next turn.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Moonwitch’s Curse

Source: SLPG

Choose one humanoid that you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or be affected as if by the confusion spell. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, this effect ends on the target.

Once you use this invocation, you must finish a long rest before you can use it again.

Nature’s Minions

Source: SLPG

Prerequisite(s): 5th level

You can cast animal spy* once as a 3rd-level spell without using a warlock spell slot. You can’t do so again until you finish a long rest.

No Gods Above the Master

SourceAoM:HP (3pp)

Prerequisite(s): 9th level

When any creature casts a divine spell or uses a divine magical ability on you, you gain advantage on any saving throw against the spell or ability.

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.

Otherworldly Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Poisoning Blast

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: eldritch blast cantrip, poison spray cantrip

When you cast eldritch blast, you can choose whether to deal force damage or poison damage.

Repelling Blast

Prerequisite: eldritch blast* cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Return to Me

Source Aaralyn&#;s Stolen Notes to Velea Copyright Anne Gregersen Author Anne Gregersen

Prerequisite(s): Pact of the Blade feature

Your pact weapon is connected to your body. If your pact weapon has the throwing property and you use an attack action to throw it at an enemy, you can will the weapon to return to your hand at the end of the attack, no action required by you.

Reveal Unseen Horrors

SourceSPCM

Prerequisite(s): 15th level

You can cast phantasmal killer at will without expending a spell slot. As long as the target is affected, it can also see invisible and ethereal creatures and objects. You must finish a long rest before you can use this invocation on the same creature again.

Sanity-Threatening Familiar

Prerequisite(s): 15th level, Pact of the Chain feature

Your familiar’s form warps to violate the basic properties of the material universe, although it is normally difficult to spot how. However, it can flagrantly display its impossible form as part of making an attack. When it does, each creature of its choice that can clearly see it within 30 feet must make an Intelligence saving throw, taking 4d6 psychic damage and becoming stunned until the start of the familiar’s next turn on a failed save, or taking half as much damage and becoming unable to see the familiar until the start of the familiar’s next turn on a successful one. The save DC is equal to your spell save DC. Once a creature makes this saving throw, regardless of success or failure, it becomes immune to this invocation until you finish a long rest.

Sea Stride

Source: SLPG

Prerequisite(s): 5th level, Pact of the Sea feature

You can cast water walk once without using a warlock spell slot. You can’t do so again until you finish a long rest.

Sense the Wild

Source: SLPG

Prerequisite(s): 7th level

You can cast locate animals or plants at will, without expending a spell slot or material components.

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.

Secrets from Beyond

SourceSPCM

Prerequisite(s): 12th level, or 9th level and Pact of the Skull feature

You can cast contact other plane at will, without expending a spell slot or requiring any components. You may make a Charisma saving throw to avoid insanity instead of an Intelligence saving throw.

Shadowed by Evil

SourceAoM:HP (3pp)

Prerequisite(s): 5th level

You can cast blur once using a warlock spell slot. You can’t do so again until you finish a long rest.

Shield of the Master

SourceAoM:HP (3pp)

You can cast shield without expending a spell slot or material components. Once you use this ability, you can’t use it again until you finish a short rest.

Ship’s Bond

Source: SLPG

Prerequisite(s): Pact of the Sea feature

You may bond with a boat, ship, or other sea vessel using a special 1-hour ritual. You can be bonded to only one vessel at a time.

Once you have bonded with a vessel, you always know the precise location of that vessel as long as it is on the same plane. When you make any ability check related to your bonded vessel, your proficiency bonus is doubled if you are using a skill, tool, or vehicle with which you have proficiency.

In addition, the bonded vessel has 50 percent more hit points than a standard vessel of its type, and while you are on board, its speed is increased by half.

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.

Speed of Lies

SourceAoM:HP (3pp)

Prerequisite(s): 15th level

You can cast dimension door at will, without expending a spell slot or material components.

Summon Natural Allies

Source: SLPG

Prerequisite(s): 5th level

You can cast conjure animals once using a warlock spell slot. You can’t do so again until you finish a long rest.

Suspend Decay

Prerequisite(s): 7th level, or 5th level and Pact of the Skull feature

You can cast gentle repose at will, without expending a spell slot. When you cast gentle repose on a corpse that you haven’t targeted in the past 10 days, you gain the ability to ask it one question as if you had cast speak with dead. This question doesn’t count against the number of questions you can ask if you subsequently cast speak with dead on that corpse. Time spent under the effect of this casting of gentle repose doesn’t delay the body becoming riper for the purposes of a ghoul’s Psychic Feast.

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.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Toxic Blood

Source: SLPG

Prerequisite(s): Pact of Blood feature, poison spray cantrip When you take damage from a creature within 5 feet of you, you can use your reaction to cast poison spray targeting that creature.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Undead Link

SourceSPCM

Prerequisite(s): 5th level or Pact of the Skull feature

All undead with Intelligence scores of 5 or lower perceive you as an undead creature and do not attack you unless you attack them first or they are directly commanded to attack you personally. You have advantage on Charisma checks made to influence ghouls and undead creatures.

Additionally, the first time you make a saving throw against a spell or other effect from a given undead source, you have advantage on your saving throw. This feature doesn’t give you advantage on any other saving throw against that undead until you finish a long rest.

Undersea Horror

Source: Book of Magic: 10 Warlock Invocations

Prerequisite: 7th level

Your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed. You add your proficiency bonus to Strength (Athletics) checks made to swim. Gills extend out of your neck when you are underwater, allowing you to breathe water as well as air. You can cast water breathing once using a warlock spell slot. You can’t do so again until you finish a long rest.

Unearthly Awareness

SourceSPCM

You can cast detect evil and good at will, without expending a spell slot or requiring any components.

Unencumbered by Power

SourceAoM:HP (3pp)

You gain the ability to cast spells in armor that is heavier than armor you are proficient with. This invocation doesn’t grant you proficiency in that armor, just the ability to cast spells in it.

Unleash the Beast Within

Source: SLPG

Prerequisite(s): 7th level

You can cast moonlight curse* once using a warlock spell slot. You can’t do so again until you finish a long rest.

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Sours: https://www.5esrd.com/classes/warlock/warlock-options/eldritch-invocations/

DnD 5e – The Warlock Eldritch Invocation Breakdown

Last Updated: August 25,

Introduction

Invocations offer a powerful way to customize your warlock, adding passive buffs, new features, new spellcasting options, and all manner of interesting effects. Selecting your invocations is as important as picking your patron, and knowing what options are available and how to use them is crucial if you want to succeed as a warlock.

While Eldritch Invocations are primarily a warlock class feature, they’re also available with the Eldritch Adept feat. Options available with Eldritch Adept are addressed below the main Invocations section.

Table of Contents

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can’t assume that your game will allow 3rd-party content or homebrew. I also won’t cover Unearthed Arcana content because it’s not finalized, and I can’t guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.

RPGBOT is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Eldritch Invocations

Invocations frequently have level prerequisites, and are organized below by level. Higher-level invocations aren’t necessarily better than low-level ones, so don’t feel compelled to choose the highest-level invocations that you can get at any given point.

Level 1

This invocations have no level requirement, so they’re available as soon as you can get them. While most warlocks can’t get an invocation until level 2, races which offer a feat at 1st level allow access to these invocations via the Eldritch Invocation feat.

  • Agonizing BlastPHB: Nearly every Warlock takes this. The damage is simply too good to pass up. The damage grows multiplicatively as you get additional rays, so the total additional damage will range from +3 at low levels to a maximum +20 at 17th level.
  • Armor of ShadowsPHB: You already get light armor, and Mage Armor is only +1 AC over studded leather. You don’t get enough invocations to justify wasting one on this. Hexblades might consider this to close the AC gap between light/medium and heavy armor, but I’m not convinced that this is better than multiclassing to get heavy armor proficiency.
  • Beast SpeechPHB: Very situational.
  • Beguiling InfluencePHB: Very helpful if you want to be a Face, but you already get Deception as a class skill option, and you can pick up Persuasion from your background.
  • Devil’s SightPHB: Darkvision can be an immense tactical advantage, but it’s negated by a torch. Devil’s Sight allows you to use magical darkness, including the Darkness spell, to gain a massive advantage over your foes. However, keep in mind that your allies may still struggle to fight in magical darkness so using this option can often lead to selfish tactics which are frustrating for your allies.

    Devil’s Sight notable doesn’t affect how you see in dim light, so you can get into weird cases where you have trouble seeing things near candles, and the right of dim light around many light sources (torches, etc.) creates a donut of mild inconvenience.

  • Eldritch MindTCoE: Warlocks get very few spell slots, and many of their best spells require Concentration. Advantage on saves to maintain Concentration is a massive asset. Hexblades should consider the War Caster feat instead, but other warlocks will find that Eldritch Mind is sufficient.
  • Eldritch SightPHB: Nearly every full spellcaster gets Detect Magic, and it can be cast as a ritual. The only advantage you get with this is that it works faster than spending 10 minutes to cast it as a Ritual.
  • Eldritch SpearPHB: feet is usually enough for most encounters. If the encounter takes place at greater range than that, you can always move closer.
  • Eyes of the Rune KeeperPHB: Pick up Book of Ancient Secrets or the Ritual Caster feat and cast Comprehend Languages.
  • Fiendish VigorPHB: At a 1-hour duration and without requiring Concentration, you can cast this repeatedly until you roll the maximum hit points every time you have a few rounds to do so. Unless you’re sleeping, you should always have this running. The amount of additional hit points is basically an additional hit die, so this goes a long way to improve your durability, making this an excellent option for hexblades and any other warlock planning to spend time in melee, but may not be as useful for other warlocks who spend their time fighting at range where they’re (relatively) safe. There are also more effective options like Inspiring Leader wich can provide larger pools of hit temporary hit points, so if you have room for those options you might take this early in your career then retrain it to another Invocation.
  • Gaze of Two MindsPHB: Very situational. I can’t think of a time to use this repeatedly.
  • Grasp of HadarXGtE: If you’re using Eldritch Blast enough to justify investing in it, you generally want to keep enemies away from you. However, the option to pull enemies closer may be helpful for your allies, and you may be able to use this to keep enemies inside ongoing are effects like Hunger of Hadar.
  • Lance of LethargyXGtE: A minor nuisance. Effects don’t stack with themselves, so you can’t use this to repeatedly reduce the target’s speed. The best case I can think of for this is if you’re heavily reliant on area control spells like Hunger of Hadar or Sickening Radiance which rely on ongoing damage being applied over several rounds. In those cases, reducing creatures’ speed can help keep enemies in the area. Of course, you can accomplish the same thing by moving targets with Grasp of Hadar or Repelling Blast, and since Repelling Blast can work more than once per target they’re likely to be more effective.
  • Mask of Many FacesPHB: In a game involving stealth or intrigue the ability to disguise yourself is a big advantage. The ability to do it at a moment’s notice at no cost allows you to be anyone any time.
  • Misty VisionsPHB: A clever player with a DM who is willing to play along can accomplish a lot with even a basic illusion. A foot cube is a huge amount of space, too. Place illusory walls, doors, statues, or other objects which creatures don’t expect to move or produce other stimuli like heat or smells, and in many cases that’s just as good as creating something. If creatures don’t realize that your illusory wall is an illusion, they’re going to treat it like a wall.
  • Repelling BlastPHB: This can be especially nice as you gain additional rays to keep enemies well out of melee range, but it’s not always useful and at low levels the 10 foot push won’t make a huge difference unless you’re using it to break a grapple.
  • Thief of Five FatesPHB: A passable debuff, but not worth a spell slot. At low levels it may not affect enough creatures to be worth the spell slot and at high levels you should be doing much more than just penalizing attacks if you’re going to spend one of your precious spell slots.

Level 3 (Requires Pact Boon)

These invocations don’t technically have a level requirement, but they require Pact Boon which is a 3rd-level feature, so there’s a practical level requirement.

  • Aspect of the MoonXGtE: (Pact of the Tome) If you really feel like you need this, you should have played an elf.
  • Book of Ancient SecretsPHB: (Pact of the Tome) This is essentially the Ritual Caster feat. The effects of a feat for the cost of an invocation is pretty great, and since you are your party’s Wizard-equivalent you might need to be able to access important ritual spells like Detect Magic. It also replaces the need for several of the invocations which give you access to ritual spells, including Beast Speech and Eyes of the Rune Keeper.
  • Gift of the Ever-Living OnesXGtE: (Pact of the Chain) This includes healing spells like Healing Word and Cure Wounds, but it also includes Hit Dice rolled while resting. This is good, especially if you take damage a lot, but you shouldn’t be drawing enough fire that this is important.
  • Improved Pact WeaponXGtE: (Pact of the Blade) In a campaign with no magic items, this could be really great. Even if magic items are available, many magic weapons don’t offer +1 to attacks and damage, and any bonus to attack rolls is great. The ability to conjure longbows also means that melee warlocks can easily switch to ranged combat, and can entirely forgo Eldritch Blast and the invocations which warlocks typically spend to optimize it.
  • Investment of the Chain MasterTCoE: (Pact of the Chain) Essentially required for Pact of the Chain. It’s simply too good to forgo. Without this, your familiar is a slightly fancier pet than other familiars. Investment of the Chain Master turns it into a powerful ally.

    Weird advice: pick the swim speed. Every familiar worth having already has a way to get a fly speed of 40 ft. or greater.

  • Rebuke of the TalismanTCoE: (Pact of the Talisman) Most warlocks don’t have many good uses for their Reaction, so this is an interesting option. It also makes the decision about who wears your talisman a bit more impactful. Sure, you can keep it on yourself and use this to push enemies away from you if they attack you. But you could also put it on a front line ally who’s going to be taking hits consistently, allowing you to to deal consistent, reliable damage without risking your own safety. Keep in mind that the push effect is mandatory if you deal the damage, so your melee allies may get annoyed when you make them chase enemies, but you may also force enemies out of their own reach and negate some of their attacks if they don’t have enough movement to get back into position to attack.
  • Voice of the Chain MasterPHB: (Pact of the Chain) Familiars make great scouts, so exploring dangerous places through your familiar is a great way to do things. It’s also helpful for communicating with other creatures at a safe distance. Take Investment of the Chain Master first, but give this some consideration after that.

Level 5

  • Cloak of FliesXGtE: This remains in effect until you dismiss it, making it an excellent buff both offensively and defensively. Melee warlocks can capitalize on this by diving into groups of enemies and attempting to catch as many as possible in the area. If enemies attempt to flee, take opportunity attacks, then chase them down on the following turn. Against enemies that are especially hard to hit, force them into a corner, block their escape, stand next to them, and Dodge. The damage is guaranteed and doesn’t allow a save, so against many enemies you can stand still and wait for them to fall over. Still, I wouldn’t take this on any warlock except the Hexblade, and Poison damage is commonly resisted so you can’t always count on it to be effective.
  • Eldritch SmiteXGtE: (Pact of the Blade) This is rarely worth a spell slot to activate. The damage is decent, but you can usually do a lot more by using that spell slot to cast a spell, even if the spell only does damage. Knocking enemies prone is tempting, but it also makes them hard for you to hit with ranged attacks, including Eldritch Blast. Your best bet is to reserve this for when you score a critical hit, at which point you can choose to use Eldritch Smite and double the damage dice.
  • Far ScribeTCoE: (Pact of the Tome) Very cool, but very situational. I love the way that this invocation works, but it’s just not very useful for most warlocks. Your DM could make this appealing by adding powerful NPCs to the pool of creatures with whom you can communicate, but that’s heavily dependent both on your DM’s willingness to play along and on those NPCs being conscious, helpful, and willing to respond at any given point. If you’re repeatedly Sending “You up?” to people at all hours of the night, they’re eventually going to get sick of you.

    As a DM, I would consider adding the warlock’s patron to the list of creatures. That would be a really interesting way to provide semi-direct interaction with the Warlock’s patron, and it could give the DM a great way to feed the players information or just generally mess with them.

  • Gift of the DepthsXGtE: Only useful in aquatic campaigns, and if you’re in an aquatic campaign you probably want the ability to function underwater much sooner than 5th level.
  • Maddening HexXGtE: 5 damage as a Bonus Action to the target and targets of your choice within 5 feet. If you run Hex all day long, this will be constitent, nearly free damage during most rounds.
  • Mire the MindPHB: Slow is a good spell, but it doesn’t scale with spell slot and you only get to use it once per day. Save your spell slots for more powerful options.
  • One with ShadowsPHB: Invisibility is extremely useful. Unfortunately, you need to remain in one place and not do anything to remain invisibile, but you can move, turn invisible until your next turn, then repeat.
  • Sign of Ill OmenPHB: Bestow Curse is a great single-target debuff with some challenges. It only affects one target and since you can only cast it once per day with Sign of Ill Omen your best bet is to cast it on powerful single targets. However, it requires Concentration and allows a saving throw, so there’s a good chance that the target passes their save and your once-per-day Bestow Curse is wasted. Even if it does work, you’re stuck Concentrating on it and unlike Hex you can’t move the effect between targets. Hex has some overlap with Bestow Curse, providing a similar debuff to ability scores and a similar damage buff, but Hex doesn’t allow the target a saving throw and allows you to move the spell between targets so you get considerably more benefit from your tiny number of spell slots.
  • Thirsting BladePHB: (Pact of the Blade) Crucial for Hexblades to keep pace with more conventional melee characters who get Extra Attack at 5th level, but you may do better with a melee cantrip like Booming Blade unless you’re also looking at options like Great Weapon Master or Sharpshooter. See my article on Melee Cantrips vs. Extra Attack for a breakdown of the math comparing melee cantrip spells to normal martial attacks.
  • Tomb of LevistusXGtE: This is a great panic option, and at 10 temporary hit points per warlock level it should be able to absorb basically anything that hits you unless you’re fighting something with a CR well above your level. However, you’re incapacitated for the turn after you use this, which means you give up your turn to use it. Unless your allies can come to your aid, that could be a serious problem. Because 5e’s death mechanics are so gentle, it may actually be safer to take the damage and fall unconscious, and have an ally heal you later.
  • Undying ServitudeTCoE: You get one skeleton or zombie, and not even a cool one. It’s a generic humanoid skeleton/zombie. CR 1/4. You can’t upcast the spell to get more of them since you’re not using a spell slot. I guess they could carry your loot or something? Set off traps? If you want a pet, go get a familiar. If you want an undead warrior, cast Summon Undead. I honestly can’t explain why they didn’t just add Animate Dead to the Warlock’s spell list.

Level 7

  • Bewitching WhispersPHB: Compulsion is a fun crowd-control effect, but it doesn’t scale with spell slot level, you only get to use it once per day, and it’s not effective enough to justify an Invocation.
  • Dreadful WordPHB: Confusion is an unreliable debuff in the best of cases. I would take Mire the Mind over this any day of the week.
  • Ghostly GazeXGtE: The ability to see through walls, even with limited range, is a huge benefit for adventurers. Knowing what’s in the next room of a dungeon can often turn a difficult fight into a cakewalk, or it might help you totally circumvent a problematic encounter.
  • Protection of the TalismanTCoE: (Pact of the Talisman) Adds an average of + to a roll. It may be hard to figure out the DC of a save unless your DM is kind enough to tell you, unfortunately, so using this will often be a gamble. If you do figure out the save DC, you can easily weigh how far you are from success when deciding whether or not to spend the attempt. If you’re off by 1 or 2, definitely do it. If you’re off by 3, do it if the consequences for failure are severe (lots of damage, paralysis, etc.). If you’re off by 4, generally only roll if you’re desperate.
  • Relentless HexXGtE: Potentially useful for melee warlocks. Your movement is typically sufficient, but if an enemy is especially fast or there are barriers in the way you may find this situationally useful.
  • Trickster’s EscapeXGtE: Situational. Freedom of Movement is occasionally great, but you don’t get enough Invocation options or to make this an easy choice, and the fact that you can only target yourself doesn’t help.
  • Sculptor of FleshPHB: Even once per day, Polymorph is a fantastic single-target save-or-suck spell combined with a fantastic utility spell. Turn your enemies into harmless animals, or turn yourself or an ally into something which allows you to escape, explore, or fight better. However, remember that the target’s mental statistics change, so don’t go turning your allies into animals or they might forget who they are temporarily.

Level 9

  • Ascendant StepPHB: Warlocks get access to Fly, but it’s hard to justify spending your precious few spell slots on a buff for yourself. Levitate gets you the biggest benefit of flight (distance from the ground) at much lower cost. However, you still need to concentrate.
  • Gift of the ProtectorsTCoE: (Pact of the Tome) Imagine the Half-Orc’s Relentless Endurance trait, but shared between your entire party. While it won’t help you actively accomplish anything, this is a great support option that any party should welcome.
  • Minions of ChaosPHB: There are summon spells on the Warlock’s spell list now, so this is obsolete.
  • Otherworldly LeapPHB: Jump is a 1st-level spell, and by this level you can cast Fly.
  • Whispers of the GravePHB: Speak with Dead is one of my favorite divinations because it grants you easy access to information which is otherwise lost forever. With the ability to cast it at will with no cost means that you can interrogate every random mook you kill in your long, sordid career of murder-hoboing. But keep in mind that the target isn’t compelled to tell you anything helpful, so this isn’t always reliable.

Level 12

  • Bond of the TalismanTCoE: (Pact of the Talisman) Teleporting as an Action is often hard to justify in combat. The unlimited range is nice, but if you’re far enough from your talisman for that to matter you’re doing something very unusual.
  • LifedrinkerPHB: (Pact of the Blade) A must for Blade Warlocks. The bonus stacks with your Charisma (for Hexblades) or Strength/Dexterity (for everyone else) to damage, so you’re going to have a very solid static damage bonus to your attacks.

Level 15

  • Chains of CarceriPHB: (Pact of the Chain) Hold Monster is really good, but limiting the targets to three specific creature types dramatically reduces how useful it is. You do get to use this at will, though, which is tempting. You can’t use it on the same target until you complete a long rest, but if you’re facing creatures of the right types you can use this several times in a day, making it a go-to option similar to Eldritch Blast. But, again, it’s limited to just three creature types.
  • Master of Myriad FormsPHB: If you want to disguise yourself, Mask of Many Faces has been available for a long time. By this level the natural weapons option is terrible, and the aquatic adaptation option is too situation to make this worthwhile. You might choose to replace Mask of Many Faces with this since Alter Self’s Change Appearance options has some advantages over Disguise Self (it’s not an allusion), but remember that Alter Self requires Concentration so it’s not strictly better in every way.
  • Shroud of ShadowXGtE: If you have a free moment, you should turn invisible. The only times you should be visible are when you’re talking to people or when you’ve broken invisibility.
  • Visions of Distant RealmsPHB: Arcane Eye is one of my favorite scouting options, and the ability to cast it at will makes it even better. Never go into a room without knowing exacty what’s inside.
  • Witch SightPHB: Invisibility is an illusion, and locating invisibile creatures is important for a class so dependent on ranged attacks. The foot range is a big problem, unfortunately, and by this level you’ve had plenty of time to learn how to handle invisible creatures with AOE spells like Hunger of Hadar and Sickening Radiance.

The Eldritch Adept Feat

For warlocks, Eldritch Adept gets you an extra invocation. While warlocks get several already, there are enough good options that one more could be very helpful. There’s also the option of taking Eldritch Adept at first level thanks to the Custom Lineage and Variant Human, and starting at first level with something like Agonizing Blast can be very effective. For warlocks taking Eldritch Adept, see the Eldritch Invocations section, above.

For non-warlocks, Eldritch Adept offers a way to get access to an Eldritch Invocation without taking warlock levels. This offers some very interesting options, but the limitations on invocations with prerequisites means that you have a very limited pool of options to choose from. This section offers advice on those invocations specifically intended for non-warlocks.

  • Armor of ShadowsPHB: Take Magic Initiate. Mage Armor’s duration is 8 hours, so one casting will get you through the day.

    The one use case for this is School of Abjuration wizards, who can use this to repeatedly cast Mage Armor in order to recharge your Arcane Ward without spending spell slots.

  • Beast SpeechPHB: Very situational. I would consider a level of druid long before spending a feat to get this.
  • Beguiling InfluencePHB: Take the Skilled feat or the Skill Expert feat, instead.
  • Devil’s SightPHB: Do you have allies who like to use Magical Darkness? This will make that less of a problem.
  • Eldritch MindTCoE: Excellent on nearly any spellcaster, but War Caster provides the same benefit plus some other stuff.
  • Eldritch SightPHB: Nearly every full spellcaster gets Detect Magic, and it can be cast as a ritual. The only advantage you get with this is that it works faster than spending 10 minutes to cast it as a Ritual.
  • Eyes of the Rune KeeperPHB: Cast Comprehend Languages.
  • Fiendish VigorPHB: The temporary hit points are really tempting, but they don’t scale since you always cast False Life at first level, so a Constitution increase, the Chef feat, the Inspiring Leader feat, or the Tough feat will be more effective ways to pad your hit points.
  • Gaze of Two MindsPHB: Very situational. I can’t think of a time to use this repeatedly unless you were a spellcaster with a familiar or something, in which case you could solve the same problem by numerous other means including divination spells.
  • Mask of Many FacesPHB: If you want to cast Disguise Self, take Magic Initiate. If you want constant disguises, either get proficienct with the Disguise Kit or play a changeling.
  • Misty VisionsPHB: A clever player with a DM who is willing to play along can accomplish a lot with even a basic illusion. A foot cube is a huge amount of space, too. Place illusory walls, doors, statues, or other objects which creatures don’t expect to move or produce other stimuli like heat or smells, and in many cases that’s just as good as creating something. If creatures don’t realize that your illusory wall is an illusion, they’re going to treat it like a wall.
  • Thief of Five FatesPHB: Technically you can select this without having warlock spell slots, which means that it’s totally useless. Don’t do that. It’s amusing that you can do it, but it’s a terrible idea.
Sours: https://rpgbot.net/dnd5/characters/classes/warlock/invocations/

Eldritch invocations 5e

Agonizing Blast

Prerequisite:&#;Eldritch Blast&#;cantrip

When you cast&#;Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast&#;Mage Armor&#;on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast&#;Levitate&#;on yourself at will, without expending a spell slot or material components.

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.

Beast Speech

You can cast&#;Speak with Animals&#;at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

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.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from&#;any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

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.

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.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of feet.

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.

Eldritch Sight

You can cast&#;Detect Magic&#;at will, without expending a spell slot or material components.

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 1d8 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.

Eldritch Spear

Prerequisite:&#;Eldritch Blast&#;cantrip

When you cast&#;Eldritch Blast, its range is feet.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast&#;False Life&#;on yourself at will as a 1st-level spell, without expending a spell slot or material components.

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.

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.

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&#;without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature

Whenever you regain hit points while your familiar is within feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Grasp of Hadar

Prerequisite:&#;Eldritch Blast&#;cantrip

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.

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.

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.

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).

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.

Mask of Many Faces

You can cast&#;Disguise Self&#;at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast&#;Alter Self&#;at will, without expending a spell slot.

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.

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.

Misty Visions

You can cast&#;Silent Image&#;at will, without expending a spell slot or material components.

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.

Otherworldly Leap

Prerequisite: 9th level You can cast&#;Jump&#;at will, without expending a spell slot.

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.

Repelling Blast

Prerequisite:&#;Eldritch Blast&#;cantrip

When you hit a creature with&#;Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

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.

Shroud of Shadow

Prerequisite: 15th level

You can cast&#;Invisibility&#;at will, without expending a spell slot.

Sign of Ill Omen

Prerequisite: 5th level

You can cast&#;Bestow Curse&#;once using a warlock spell slot. You can't do so again until you finish a long rest.

Superior Pact Weapon (UA)

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.

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.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Tomb of Levistus

Prerequisite: 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 10 temporary hit points per warlock level, which 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.

Trickster's Escape

Prerequisite: 7th level

You can cast&#;Freedom of Movement&#;once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Ultimate Pact Weapon (UA)

Prerequisite: 15th 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 +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Visions of Distant Realms

Prerequisite: 15th level

You can cast&#;Arcane Eye&#;at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level

You can cast&#;Speak with Dead&#;at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Sours: https://d-n-d5e.fandom.com/wiki/Eldritch_Invocations
Top 10 Best Warlock Eldritch Invocations in DnD 5E

Agonizing Blast

Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Arcane Gunslinger (UA:MM)

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.

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.

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.

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

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.

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.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

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.

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.

Curse Bringer (UA)

Prerequisite: The Hexblade patron, Pact of the Blade feature
You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.

When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of feet.

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.

Eldritch Armor (UA)

Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot or material components.

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 1d8 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.

Eldritch Spear

Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is feet.

Eyes of the Rune Keeper

You can read all writing.

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.

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

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.

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.

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 without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

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.

Grasp of Hadar

Prerequisite: Eldritch Blast cantrip
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.

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.

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.

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.

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).

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.

Maddening Hex (UA)

Prerequisite: 5th level
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 target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.

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.

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.

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

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.

Otherworldly Leap

Prerequisite: 9th level
You can cast Jump at will, without expending a spell slot.

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.

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.

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.

Repelling Blast

Prerequisite: Eldritch Blast cantrip
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.

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.

Shroud of Shadow

Prerequisite: 15th level
You can cast Invisibility at will, without expending a spell slot.

Sign of Ill Omen

Prerequisite: 5th level
You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.

Superior Pact Weapon (UA)

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.

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.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Tomb of Levistus

Prerequisite: 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 10 temporary hit points per warlock level, which 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.

Trickster's Escape

Prerequisite: 7th level
You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Ultimate Pact Weapon (UA)

Prerequisite: 15th 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 +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Undying Servitude

Prerequisite: 5th-level warlock
You can cast Animate Dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.

Visions of Distant Realms

Prerequisite: 15th level
You can cast Arcane Eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level
You can cast Speak with Dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Sours: http://dnd5e.wikidot.com/warlock:eldritch-invocations

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