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Revamping the Warlock
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<blockquote data-quote="Hawk Diesel" data-source="post: 7520469" data-attributes="member: 59848"><p>Here are some of the new invocations I've developed. Some are new, others are ones I've previously developed and been using. I'm still working to redesign some of my other homebrew invocations since we are removing Pact Magic, and will be working on Invocations to replace Mystic Arcanum.</p><p></p><p><strong>Armor of Agathys</strong></p><p>As an action, you gain temporary hit points equal to your warlock level. These temporary hit points last for 1 hour. If a creature hits you with a melee attack while you have them, it takes cold damage equal to your warlock level.</p><p></p><p><strong>Arms of Hadar</strong></p><p>Tendrils batter all enemy creatures within 10 feet of you. They must make a Strength save. On a fail, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a success, it takes half damage and suffers no other effects. </p><p></p><p>Once you have used this invocation, you must complete a short or long rest before using it again.</p><p></p><p>This invocations’s damage increases by when you reach higher warlock levels. The damage increase at 3rd level (3d6), 5th level (4d6), 7th level (5d6), 9th level (6d6), 11th level (7d6), 13th level (8d6), 15th level (9d6), 17th level (10d6), and 19th level (11d6).</p><p></p><p><strong>Battle Minion</strong></p><p><em>Prerequisite: 9th level, Pact of the Chain feature</em></p><p>Your familiar has become more aggressive than other familiars. Your familiar may now take the Attack action on its turn. In addition, when it makes a melee attack, it adds your proficiency bonus to its attack roll and damage roll.</p><p></p><p><strong>Blink Step</strong></p><p><em>Prerequisite: 12th level</em></p><p>You have learned to walk between the planes, traversing the ether between to effortlessly appear where you are least expected. When you take this invocation, you can use the spell misty step at will.</p><p></p><p><strong>Book of Ancient Whispers</strong></p><p><em>Prerequisite: 12th level, Pact of the Tome feature </em></p><p>When you need guidance from your patron, you can whisper your questions into your Book of Shadows. Your patron will answer through these pages as magical writing appears in a strange language only decipherable to you. Once you have read this correspondence, the writing vanishes, leaving only unfilled pages. When you take this invocation, you can cast Commune without using a spell slot. </p><p></p><p>Once you have communed with your patron, you cannot use this ability again until you have finished a long rest.</p><p></p><p><strong>Chain Master’s Command</strong></p><p><em>Prerequisite: 5th level, Pact of the Chain feature</em> </p><p>As an action, you can command your familiar to sacrifice itself in a blaze of destruction. It explodes and each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes damage equal to 5 + your warlock level + your charisma modifier on a failed save, or half as much damage on a successful one. The damage type can be either radiant or necrotic, and is chosen when you gain this invocation.</p><p></p><p>If you familiar is killed, you can use your reaction to activate this ability immediately upon its death.</p><p></p><p>Once this invocation is used, you must wait until you have finished a long rest to summon a new familiar.</p><p></p><p><strong>Devour Anathema</strong></p><p><em>Prerequisite: 5th level </em></p><p>As an action, you touch one object or creature. All curses affecting that creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. Alternatively, this invocation can one disease or the poisoned condition.</p><p></p><p>Through this invocation, you devour the magic of the curse or the essence of the malady to empower yourself. You gain temporary hit points equal to your caster level, and your next ability check is made with advantage.</p><p></p><p>Once you have used this invocation, you must finish a short or long rest before you can do so again.</p><p></p><p><strong>Eldritch Rebuke</strong></p><p>You have been given the power to make your enemies pay for injuring you. When you choose this invocation, choose from one of the following energy types: acid, cold, fire, lightning, or poison. Whenever you take damage from a creature you can see within 60 feet, you can use your reaction to deal damage of your chosen energy type to that creature. The damage dealt is equal to half your warlock level (rounded up).</p><p></p><p>After you finish a long rest, you may change the type of damage from the list of options above. </p><p></p><p><strong>Evil Eye</strong></p><p><em>Prerequisite: 5th level</em></p><p>When you target a creature with your Hex spell, they now must make a Charisma saving throw. If they fail, the target of your Hex spell also has disadvantage on saving throws with the ability score you selected. If the target succeeds on their saving throw, the Hex functions as normal. </p><p></p><p>A creature that saves against this ability is immune to your Evil Eye for 24 hours.</p><p></p><p><strong>Fist of the Infernal Dreadnought</strong></p><p><em>Prerequisite: 9th level</em></p><p>As a bonus action, you transform your body in a hulking brute, able to destroy structures with your fists. For one minute, your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, you attain the maximum possible size in the space available. </p><p></p><p>Until the effect ends, you also have advantage on Strength checks and Strength saving throws. During this time your melee attacks also become more powerful, allowing you to double the damage dice of your normal melee weapon damage. Your melee attacks also deal double damage to objects and structures.</p><p></p><p>Once you have used this invocation, you must complete a long rest before you can use it again.</p><p></p><p><strong>Hunger of Hadar </strong></p><p><em>Prerequisite: 5th level </em></p><p>As an action, choose a spot within 150 feet. Centered on that spot a 20-foot-radius void appears. It's filled with whispers and slurping that can be heard up to 30 feet away. No light can illuminate the area, and creatures fully in it are blinded. The void's area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn there must pass a Dexterity save or take 2d6 acid damage. </p><p></p><p>This invocation lasts for 1 minute and requires concentration to maintain.</p><p></p><p>Once you have used this invocation, you must complete a short or long rest before you can do so again.</p><p></p><p><strong>Lloth's Kiss</strong></p><p><em>Prerequisite: 5th level</em></p><p>The mark of a black widow appears on your forehead, and you gain the mobility of a spider. You can cast the spider climb spell on yourself at will without requiring material components. In addition, you are immune to the effects of the web spell.</p><p></p><p><strong>Mystic Cypher</strong></p><p>You can read and understand all written and spoken languages. You also gain the ability to understand any effects from mystical runes or glyphs. This invocation does not give you the ability to speak or write in language you don’t know, and does not give you any special ability to disable or dispel mystical runes and glyphs.</p><p></p><p><strong>Wings of Icarus</strong> </p><p><em>Prerequisite: 9th level</em> </p><p>You gain the ability to sprout a pair of magical wings from your back. These wings will appear differently depending on your chosen patron. While manifested, your wings grant you a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.</p><p></p><p>You cannot fly if you are wearing heavy armor or are heavily encumbered. </p><p></p><p>These wings are magical in nature and so they will adjust to what you are wearing and do not require special armor or clothing to use these wings effectively.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7520469, member: 59848"] Here are some of the new invocations I've developed. Some are new, others are ones I've previously developed and been using. I'm still working to redesign some of my other homebrew invocations since we are removing Pact Magic, and will be working on Invocations to replace Mystic Arcanum. [B]Armor of Agathys[/B] As an action, you gain temporary hit points equal to your warlock level. These temporary hit points last for 1 hour. If a creature hits you with a melee attack while you have them, it takes cold damage equal to your warlock level. [B]Arms of Hadar[/B] Tendrils batter all enemy creatures within 10 feet of you. They must make a Strength save. On a fail, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a success, it takes half damage and suffers no other effects. Once you have used this invocation, you must complete a short or long rest before using it again. This invocations’s damage increases by when you reach higher warlock levels. The damage increase at 3rd level (3d6), 5th level (4d6), 7th level (5d6), 9th level (6d6), 11th level (7d6), 13th level (8d6), 15th level (9d6), 17th level (10d6), and 19th level (11d6). [B]Battle Minion[/B] [I]Prerequisite: 9th level, Pact of the Chain feature[/I] Your familiar has become more aggressive than other familiars. Your familiar may now take the Attack action on its turn. In addition, when it makes a melee attack, it adds your proficiency bonus to its attack roll and damage roll. [B]Blink Step[/B] [I]Prerequisite: 12th level[/I] You have learned to walk between the planes, traversing the ether between to effortlessly appear where you are least expected. When you take this invocation, you can use the spell misty step at will. [B]Book of Ancient Whispers[/B] [I]Prerequisite: 12th level, Pact of the Tome feature [/I] When you need guidance from your patron, you can whisper your questions into your Book of Shadows. Your patron will answer through these pages as magical writing appears in a strange language only decipherable to you. Once you have read this correspondence, the writing vanishes, leaving only unfilled pages. When you take this invocation, you can cast Commune without using a spell slot. Once you have communed with your patron, you cannot use this ability again until you have finished a long rest. [B]Chain Master’s Command[/B] [I]Prerequisite: 5th level, Pact of the Chain feature[/I] As an action, you can command your familiar to sacrifice itself in a blaze of destruction. It explodes and each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes damage equal to 5 + your warlock level + your charisma modifier on a failed save, or half as much damage on a successful one. The damage type can be either radiant or necrotic, and is chosen when you gain this invocation. If you familiar is killed, you can use your reaction to activate this ability immediately upon its death. Once this invocation is used, you must wait until you have finished a long rest to summon a new familiar. [B]Devour Anathema[/B] [I]Prerequisite: 5th level [/I] As an action, you touch one object or creature. All curses affecting that creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. Alternatively, this invocation can one disease or the poisoned condition. Through this invocation, you devour the magic of the curse or the essence of the malady to empower yourself. You gain temporary hit points equal to your caster level, and your next ability check is made with advantage. Once you have used this invocation, you must finish a short or long rest before you can do so again. [B]Eldritch Rebuke[/B] You have been given the power to make your enemies pay for injuring you. When you choose this invocation, choose from one of the following energy types: acid, cold, fire, lightning, or poison. Whenever you take damage from a creature you can see within 60 feet, you can use your reaction to deal damage of your chosen energy type to that creature. The damage dealt is equal to half your warlock level (rounded up). After you finish a long rest, you may change the type of damage from the list of options above. [B]Evil Eye[/B] [I]Prerequisite: 5th level[/I] When you target a creature with your Hex spell, they now must make a Charisma saving throw. If they fail, the target of your Hex spell also has disadvantage on saving throws with the ability score you selected. If the target succeeds on their saving throw, the Hex functions as normal. A creature that saves against this ability is immune to your Evil Eye for 24 hours. [B]Fist of the Infernal Dreadnought[/B] [I]Prerequisite: 9th level[/I] As a bonus action, you transform your body in a hulking brute, able to destroy structures with your fists. For one minute, your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, you attain the maximum possible size in the space available. Until the effect ends, you also have advantage on Strength checks and Strength saving throws. During this time your melee attacks also become more powerful, allowing you to double the damage dice of your normal melee weapon damage. Your melee attacks also deal double damage to objects and structures. Once you have used this invocation, you must complete a long rest before you can use it again. [B]Hunger of Hadar [/B] [I]Prerequisite: 5th level [/I] As an action, choose a spot within 150 feet. Centered on that spot a 20-foot-radius void appears. It's filled with whispers and slurping that can be heard up to 30 feet away. No light can illuminate the area, and creatures fully in it are blinded. The void's area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn there must pass a Dexterity save or take 2d6 acid damage. This invocation lasts for 1 minute and requires concentration to maintain. Once you have used this invocation, you must complete a short or long rest before you can do so again. [B]Lloth's Kiss[/B] [I]Prerequisite: 5th level[/I] The mark of a black widow appears on your forehead, and you gain the mobility of a spider. You can cast the spider climb spell on yourself at will without requiring material components. In addition, you are immune to the effects of the web spell. [B]Mystic Cypher[/B] You can read and understand all written and spoken languages. You also gain the ability to understand any effects from mystical runes or glyphs. This invocation does not give you the ability to speak or write in language you don’t know, and does not give you any special ability to disable or dispel mystical runes and glyphs. [b]Wings of Icarus[/b] [i]Prerequisite: 9th level[/i] You gain the ability to sprout a pair of magical wings from your back. These wings will appear differently depending on your chosen patron. While manifested, your wings grant you a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You cannot fly if you are wearing heavy armor or are heavily encumbered. These wings are magical in nature and so they will adjust to what you are wearing and do not require special armor or clothing to use these wings effectively. [/QUOTE]
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