Warlock Invocations
Posted: Mon Oct 21, 2024 3:31 pm
LEAST
BEGUILING INFLUENCE
Least; 2nd
You can invoke this ability to beguile and bewitch your foes. You gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks for a period of 24 hours.
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BREATH OF THE NIGHT
Least; 1st
A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute.
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DARK ONE’S OWN LUCK
Least; 2nd
You are favored by the dark powers if you have this invocation. You gain a luck bonus equal to your Charisma bonus (if any) on Fortitude saves, Reflex saves, or Will saves (your choice each time you use this ability) for a period of 24 hours. You can’t apply this ability to two different save types at the same time. This bonus can never exceed your class level.
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DARKNESS
Least; 2nd
You can use darkness as the spell.
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DEVIL’S SIGHT
Least; 2nd
You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness as for the spell Ultravision
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ENTROPIC WARDING
Least; 2nd
When this invocation is activated, chaotic energies swirl about you, deflecting incoming arrows, rays, and other ranged attacks (as entropic shield). You leave no trail (as pass without trace) and cannot be tracked by scent. (You can still be detected normally by scent, just not tracked).
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FRIGHTFUL BLAST
Least; 2nd; Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a frightful blast. Any creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. In addition to normal eldritch blast damage, the frightful blast forces any creature struck to make a Will save or suffer a -2 penalty to attack rolls, saving throws, and ability checks. Creatures with more than 6 HD are immune to the shaken effect. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast.
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LEAPS AND BOUNDS
Least; 2nd
You invoke this ability to gain amazing agility. You gain a +6 bonus on Balance, Jump, and Tumble checks for 24 hours.
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MIASMIC CLOUD
Least; 1st
A misty cloud of fog spreads in a 10-foot radius from you when you use this invocation. The fog does not block line of sight, but all creatures in the fog have concealment. Any creature (other than you) that enters the fog must make a Fortitude save or become fatigued. This effect lasts as long as the creature remains within the cloud and for 1 round thereafter. A moderate wind, or any fire larger than a torch, immediately disperses the fog. The fog otherwise lasts for 1 minute.
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SEE THE UNSEEN
Least; 2nd
When you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects (as see invisibility). You also gain darkvision out to 60 feet for a period of 24 hours.
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ELDRITCH GLAIVE
Least Blast Shape; 2nd
Your eldritch blast takes on physical substance, appearing similar to a glaive.
As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike hideous blow , you cannot combine your eldritch glaive with damage from a held weapon.
If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your eldritch glaive as your base attack bonus allows..These are melee touch attacks.
For example, a 12th-level warlock could attack twice, once with a base attack bonus of+6, and again with a base attack bonus of +1.
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SOULREAVING AURA
Least; 2nd
The air around you turns black as it floods with negative energy.
This spell deals 1 point of damage to hostile creatures in the area t In addition to the normal effect, if any creature within 10 feet of you dies while this effect is active, you gain temporary hit points equal to its HD (maximum 10) for 3 rounds. Furthermore you get -4 diplomacy and bluff and a +4 intimidation
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OTHERWORDLY WHISPERS
Least; 2nd
You hear whispers in your ears, revealing secrets of the multiverse. You gain a +6 bonus on all lores checks for 24 hours.
This effect doesn't allow you to unlock book lores unless you sacrifice something of equal value to the lore seeked (contact the staff at your own perill. The price to pay will not be negotiable)
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CALL OF THE BEAST
Leasl; 2nd
You gain a rapport with the beasts of the world. You gain the wild empathy ability with a bonus equal to your warlock level and can communicate with animals as if under the effect of speak with animals. This invocation lasts for 24 hours.
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ALL SEEING EYES
Least; 2nd
You gain a supernaturally precise vision of the world around you. You gain the benefits of comprehend languages, albeit for written words only. Additionally, you gain a +6 bonus on Search and Spot checks. All-seeing eyes lasts for 24 hours.
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BALEFUL UTTERANCE
Least; 2nd
You speak a single syllable of the Dark Speech , affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect.
If the target is a construct it deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
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SICKENING BLAST
Least; 2nd
This eldritch essence invocation allows you to change your eldritch blast into a sickening blast. Any living creature struck by a sickening blast must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally.
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HIDEOUS BLOW
Least; 1st
As a standard action, you can make a single melee attack. If you hit, the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the eldritch blast effect.
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BRIMSTONE BLAST
Least; 3rd
This eldritch essence invocation allows you to change your eldritch blast into a brimstone blast. A brimstone blast deals fire damage.
Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until he succeeds on the reflex save or the duration expires. The fire damage persists for 1 round per five class levels you have.
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ELDRITCH SPEAR
Least; 2nd
This blast shape invocation extends your eldritch blast attacks to great distances. Eldritch spear increases the range of an eldritch blast attack to long
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LESSER
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HELLRIMEBLAST
Lesser; 4th
This eldritch essence invocation allows you to change your eldritch blast into a hellrime blast. A hellrime blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a –4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack.
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BESHADOWED BLAST
Lesser; 4th
This eldritch essence invocation allows you to change your eldritch blast into a beshadowed blast. Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round.
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ELDRITCH CHAIN
Lesser; 4th
This blast shape invocation allows you to improve your eldritch blast by turning it into an arc of energy that “jumps” from the first target to others. An eldritch chain can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit.
You can “jump” the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within 30 feet of the previous one, and you can’t target the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there.
Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to secondary targets applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast).
You must make a separate spell penetration check for each target, if applicable.
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CHARM
Lesser; 4th
You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly come to regard you as its comrade. This is a language-dependent ability. Other than these differences, this ability works as the charm monster spell. You can never havemore than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature.
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THE DEAD WALK
Lesser; 4th
You are able to summon an undead creature like the Animate Dead spell..Undead created by this ability crumble into dust after 1 minute per warlock level.
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FLEE THE SCENE
Lesser; 4th
You can use dimension door as a spell-like ability, although the range is limited to short . When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it.
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CURSE OF DESPAIR
Lesser; 4th
You can use this invocation to bestow a curse upon a touched opponent (as bestow curse). Even if the save against this ability succeeds, the creature takes a –1 penalty on attack rolls for 1 minute.
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HUNGRY DARKNESS
Lesser; 3rd
You can create an area of shadow (as the darkness spell) that is filled with bats. The hungry darkness is stationary and every creature that enters its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. Every round that remains inside the darkness, the bats will try to bite with a +2 bonus to hit with 1d6 damage . Any living creature struck by the bite will suffer a bleeding effect untill they are healed in any way
You are immune to the attacks of your own hungry darkness, but you are still subject to the effect of the darkness. The hungry darkness remains for a number of rounds equal to your warlock levels plus 2. If the darkness is dispelled the swarm disappears as well
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VORACIOUS DISPELLING
Lesser; 4th
You can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save).
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VOIDSENSE
Lesser; 4th
You can sharpen your hearing and sight when you use this invocation, gaining blindsense for 24 hours.
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WALK UNSEEN
Lesser; 2nd
You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours.
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THIEVES BANE
Lesser; 3rd
So named for the people who most commonly suffer its effects, this invocation allows you to make a deadly trap of an ordinary door.
You can produce a hold portal effect, as the spell. In addition, should anyone other than you open the ensorceled portal from the outside by any means (including knock or dispel magic spells) before the spell’s duration expires, the portal (or a large portion thereof) instantly explodes outward, dealing 5d6 points of damage to all within 20 feet of the door on that side.
Creatures standing on the inside of the door are unaffected. Each creature but the one that triggered the effect (assuming it was standing in front of the door) can attempt a Reflex save for half damage.
Spell resistance does not apply to the damage caused by this effect.
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BANEFUL BLAST
Lesser; 4th
You transform your eldritch blast into a baneful blast.
This blast deals an extra 2d6 points of damage against creatures of a specific type.
You must select the creature type when you first gain this invocation, and you can’t later change your mind (though you can take this invocation more than once, choosing a new creature type each time). You choose your creature type from the categories offered for a ranger’s favored enemy.
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COLD COMFORT
Lesser; 2nd
Your unnatural aura renders you partly immune to the ravages of the environment.
You radiate a small aura of endure elements; allies within 30 feet of you also benefit from this effect.The spell ends after absorbing 60 points of damage from any single elemental type. This invocation lasts for 24 hours or until consumed
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GREATER
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BEWITCHING BLAST
Greater; 4th
This eldritch essence invocation allows you to change your eldritch blast into a bewitching blast. Any creature struck by a bewitching blast must succeed on a Will save or be confused for 1 round in addition to the normal damage from the blast. This is a mind-influencing effect.
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NOXIOUS BLAST
Greater; 6th
This eldritch essence invocation allows you to change your eldritch blast into a noxious blast. Any creature struck by a noxious blast must make a Fortitude save or be nauseated for 1 minute.
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REPELLING BLAST
Greater; 6th
This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Any Medium or smaller creature struck by a repelling blast must make a Reflex save or be knocked prone by the energy of the attack.
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VITRIOLIC BLAST
Greater; 6th
This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have.
For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack.
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ELDRITCH CONE
Greater; 6th
This blast shape invocation allows you to invoke your eldritch blast as a 30-foot cone. The eldritch cone deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage.
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CHILLING TENTACLES
Greater; 5th
This invocation allows you to conjure forth a field of soul- chilling black tentacles that ooze from the ground, groping for victims.
A field of thick, 10 foot long rubbery tentacles rises from the ground. Each is capable of grappling a target doing 1d6+4 points bludgeoning damage. If successful, the target must then make a fortitude saving throw or become paralyzed by the grappling tentacle. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.
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DEVOUR MAGIC
Greater; 6th
This invocation works as a greater dispel magic with these exceptions.
You gain 1d4 temporary hit points for each spell effect dispelled by this touch. These temporary hit points fade after 1 minute and do not stack with other temporary hit points.If you devour a new effect, you can replace the old temporary hit points with the ones gained from the more recent spell, thus resetting the duration.
You cannot devour your own invocations.
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TENACIOUS PLAGUE
Greater; 6th
You can use this invocation to summon a swarm, as the creeping doom spell. The swarm is supernatural in nature as such their attacks and damage is magical in nature.
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WALL OF PERILOUS FLAMES
Greater; 6th
You can conjure a wall of fire as the normal spelll with this invocation with the following exceptions: Half the wall’s fire damage results from supernatural power and is therefore magic damage.
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CAUSTIC MIRE
Greater; 4th
You can use caustic mire as the spell Acid fog. If you use this invocation a second time while a previous caustic mire is still present, the previous effect ends.
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HINDERING BLAST
Greater; 4th
You transform your eldritch blast into a hindering blast. Any living creature struck by a hindering blast must succeed on a Will save or be slowed for 1 round in addition to the normal damage from the blast.
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PAINFUL SLUMBER OF AGES
Greater; 6th
You can use a sleep spell with this exceptions.It is a single target and has last indefenetely.The creature can try a new will save every 24h (every irl hour) Any creature awakened from this effect by anything other than a successful save takes magic damage equal to your warlock level (no save).
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ELDRITCH LINE
Greater; 5th
This blast shape invocation allows you to invoke your eldritch blast as a 60-foot line. An eldritch line deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can attempt a Reflex save for half damage.
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PENETRATING BLAST
Greater; 6th
This eldritch essence invocation allows you to change your eldritch blast into a penetrating blast. A penetrating blast gains a +4 bonus on caster level checks made to penetrate a target’s spell resistance. A creature affected by a penetrating blast must succeed on a Will save or have its spell resistance lowered by 5 for 1 minute. Multiple uses of this essence don’t stack; instead, the new duration replaces the old one.
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DARKER
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UTTERDAK BLAST
Darker; 9th
This eldritch essence invocation allows you to change your eldritch blast into an utterdark blast. An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies.
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ELDRITCH DOOM
Darker; 8th
This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage nearby targets. An eldritch doom deals eldritch blast damage to any number of targets designated by you and within 20 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.
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DARK DISCORPORATION
Darker; 8th
One with the powers of darkness, you learn to abandon your body. When you use this ability, you becomes a swarm of Diminutive, batlike shadows that fills two 10-foot squares (or eight contiguous 5-foot squares, shapeable as you desire). The duration of this ability is 24 hours. In this swarmlike form, you gain the following characteristics and traits.
—Abilities: Your Strength score drops to 1, but your Dexterity score increases by 6.
—Armor Class: You lose any natural armor or armor bonuses to Armor Class. You gain a +4 size bonus to AC, and a deflection bonus to AC equal to your Charisma modifier.
—Movement: You gain a fly speed of 40 feet with perfect maneuverability. You can pass through openings a Diminutive creature could pass through.
—Swarm Traits: You are not subject to critical hits or flanking, and you are immune to weapon damage. You cannot be tripped, grappled, or bull rushed, and you cannot grapple an opponent. You are immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and abilities. You take half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of Diminutive creatures, you are not vulnerable to wind effects. If reduced to 0 hit points or less, or rendered unconscious by nonlethal damage, you instantly return to your normal form in a square of your choice that was formerly covered by the swarm.
—Swarm Attack: You gain a swarm attack that deals 4d6 points of damage to any creature whose space you occupy at the end of your turn. Your swarm attack strikes as a magic weapon of your alignment.
—Distraction: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of your swarm requires a Concentration check (DC 20 + spell level).
—Possessions: All of your worn or carried equipment and items become nonfunctional, absorbed into your new form. You can take only move actions (so you cannot use other invocations) while under the effect of dark discorporation.
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DARK FORESIGHT
Darker; 9th
You can use premonition as the spell with this invocation.
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PATH OF SHADOW
Darker; 9th
This invocation allows you and allied creatures to move through the shadow plane to reach a safe location previously visited. The character can designate a safe location once per day
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RETRIBUTIVE INVISIBILITY
Darker; 9th
You can use greater invisibility as the spell, but you can target only yourself with the invocation. If your retributive invisibility is dispelled, a shock wave releases from your body in a 20-footradius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect).
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WORD OF CHANGING
Darker; 5th
You utter a powerful word that transforms a creature into an inoffensive form. This effect functions like the baleful polymorph spell, except that 24 hours after being transformed, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means.
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BINDING BLAST
Darker; 7th
You transform your eldritch blast into a binding blast. Any creature struck by a binding blast must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect.
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CASTER'S LAMENT
Darker; 8th
You can produce a Mordenkainen Disjunction effect with a succesfull touch attack. You can only attempt to affect a target once per 24-hour period.
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IMPENETRABLE BARRIER
Darker; 8th
You can conjure a wall of force as the spell (PH 298) with this invocation. The wall is black and blocks sight of all kind. You can only have one impenetrable barrier in effect at a time. The wall will be facing in the direciotn where the warlock cast the invocation
If you use the invocation a second time before the duration of the first expires, the previous wall disappears. If your barrier is destroyed for whatever reason you take 1d10 points of magical damage.
BEGUILING INFLUENCE
Least; 2nd
You can invoke this ability to beguile and bewitch your foes. You gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks for a period of 24 hours.
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BREATH OF THE NIGHT
Least; 1st
A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute.
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DARK ONE’S OWN LUCK
Least; 2nd
You are favored by the dark powers if you have this invocation. You gain a luck bonus equal to your Charisma bonus (if any) on Fortitude saves, Reflex saves, or Will saves (your choice each time you use this ability) for a period of 24 hours. You can’t apply this ability to two different save types at the same time. This bonus can never exceed your class level.
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DARKNESS
Least; 2nd
You can use darkness as the spell.
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DEVIL’S SIGHT
Least; 2nd
You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness as for the spell Ultravision
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ENTROPIC WARDING
Least; 2nd
When this invocation is activated, chaotic energies swirl about you, deflecting incoming arrows, rays, and other ranged attacks (as entropic shield). You leave no trail (as pass without trace) and cannot be tracked by scent. (You can still be detected normally by scent, just not tracked).
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FRIGHTFUL BLAST
Least; 2nd; Eldritch Essence
This eldritch essence invocation allows you to change your eldritch blast into a frightful blast. Any creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. In addition to normal eldritch blast damage, the frightful blast forces any creature struck to make a Will save or suffer a -2 penalty to attack rolls, saving throws, and ability checks. Creatures with more than 6 HD are immune to the shaken effect. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast.
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LEAPS AND BOUNDS
Least; 2nd
You invoke this ability to gain amazing agility. You gain a +6 bonus on Balance, Jump, and Tumble checks for 24 hours.
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MIASMIC CLOUD
Least; 1st
A misty cloud of fog spreads in a 10-foot radius from you when you use this invocation. The fog does not block line of sight, but all creatures in the fog have concealment. Any creature (other than you) that enters the fog must make a Fortitude save or become fatigued. This effect lasts as long as the creature remains within the cloud and for 1 round thereafter. A moderate wind, or any fire larger than a torch, immediately disperses the fog. The fog otherwise lasts for 1 minute.
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SEE THE UNSEEN
Least; 2nd
When you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects (as see invisibility). You also gain darkvision out to 60 feet for a period of 24 hours.
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ELDRITCH GLAIVE
Least Blast Shape; 2nd
Your eldritch blast takes on physical substance, appearing similar to a glaive.
As a full-round action, you can make a single melee touch attack as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike hideous blow , you cannot combine your eldritch glaive with damage from a held weapon.
If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your eldritch glaive as your base attack bonus allows..These are melee touch attacks.
For example, a 12th-level warlock could attack twice, once with a base attack bonus of+6, and again with a base attack bonus of +1.
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SOULREAVING AURA
Least; 2nd
The air around you turns black as it floods with negative energy.
This spell deals 1 point of damage to hostile creatures in the area t In addition to the normal effect, if any creature within 10 feet of you dies while this effect is active, you gain temporary hit points equal to its HD (maximum 10) for 3 rounds. Furthermore you get -4 diplomacy and bluff and a +4 intimidation
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OTHERWORDLY WHISPERS
Least; 2nd
You hear whispers in your ears, revealing secrets of the multiverse. You gain a +6 bonus on all lores checks for 24 hours.
This effect doesn't allow you to unlock book lores unless you sacrifice something of equal value to the lore seeked (contact the staff at your own perill. The price to pay will not be negotiable)
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CALL OF THE BEAST
Leasl; 2nd
You gain a rapport with the beasts of the world. You gain the wild empathy ability with a bonus equal to your warlock level and can communicate with animals as if under the effect of speak with animals. This invocation lasts for 24 hours.
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ALL SEEING EYES
Least; 2nd
You gain a supernaturally precise vision of the world around you. You gain the benefits of comprehend languages, albeit for written words only. Additionally, you gain a +6 bonus on Search and Spot checks. All-seeing eyes lasts for 24 hours.
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BALEFUL UTTERANCE
Least; 2nd
You speak a single syllable of the Dark Speech , affecting an object or area as if by a shatter spell. If a creature is holding or wearing the target of the spell and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect.
If the target is a construct it deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
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SICKENING BLAST
Least; 2nd
This eldritch essence invocation allows you to change your eldritch blast into a sickening blast. Any living creature struck by a sickening blast must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally.
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HIDEOUS BLOW
Least; 1st
As a standard action, you can make a single melee attack. If you hit, the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the eldritch blast effect.
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BRIMSTONE BLAST
Least; 3rd
This eldritch essence invocation allows you to change your eldritch blast into a brimstone blast. A brimstone blast deals fire damage.
Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until he succeeds on the reflex save or the duration expires. The fire damage persists for 1 round per five class levels you have.
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ELDRITCH SPEAR
Least; 2nd
This blast shape invocation extends your eldritch blast attacks to great distances. Eldritch spear increases the range of an eldritch blast attack to long
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LESSER
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HELLRIMEBLAST
Lesser; 4th
This eldritch essence invocation allows you to change your eldritch blast into a hellrime blast. A hellrime blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a –4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack.
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BESHADOWED BLAST
Lesser; 4th
This eldritch essence invocation allows you to change your eldritch blast into a beshadowed blast. Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round.
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ELDRITCH CHAIN
Lesser; 4th
This blast shape invocation allows you to improve your eldritch blast by turning it into an arc of energy that “jumps” from the first target to others. An eldritch chain can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary targets if you hit.
You can “jump” the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within 30 feet of the previous one, and you can’t target the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there.
Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to secondary targets applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast).
You must make a separate spell penetration check for each target, if applicable.
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CHARM
Lesser; 4th
You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly come to regard you as its comrade. This is a language-dependent ability. Other than these differences, this ability works as the charm monster spell. You can never havemore than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature.
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THE DEAD WALK
Lesser; 4th
You are able to summon an undead creature like the Animate Dead spell..Undead created by this ability crumble into dust after 1 minute per warlock level.
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FLEE THE SCENE
Lesser; 4th
You can use dimension door as a spell-like ability, although the range is limited to short . When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it.
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CURSE OF DESPAIR
Lesser; 4th
You can use this invocation to bestow a curse upon a touched opponent (as bestow curse). Even if the save against this ability succeeds, the creature takes a –1 penalty on attack rolls for 1 minute.
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HUNGRY DARKNESS
Lesser; 3rd
You can create an area of shadow (as the darkness spell) that is filled with bats. The hungry darkness is stationary and every creature that enters its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. Every round that remains inside the darkness, the bats will try to bite with a +2 bonus to hit with 1d6 damage . Any living creature struck by the bite will suffer a bleeding effect untill they are healed in any way
You are immune to the attacks of your own hungry darkness, but you are still subject to the effect of the darkness. The hungry darkness remains for a number of rounds equal to your warlock levels plus 2. If the darkness is dispelled the swarm disappears as well
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VORACIOUS DISPELLING
Lesser; 4th
You can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save).
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VOIDSENSE
Lesser; 4th
You can sharpen your hearing and sight when you use this invocation, gaining blindsense for 24 hours.
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WALK UNSEEN
Lesser; 2nd
You gain the ability to fade from view. You can use invisibility (self only), except the duration is 24 hours.
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THIEVES BANE
Lesser; 3rd
So named for the people who most commonly suffer its effects, this invocation allows you to make a deadly trap of an ordinary door.
You can produce a hold portal effect, as the spell. In addition, should anyone other than you open the ensorceled portal from the outside by any means (including knock or dispel magic spells) before the spell’s duration expires, the portal (or a large portion thereof) instantly explodes outward, dealing 5d6 points of damage to all within 20 feet of the door on that side.
Creatures standing on the inside of the door are unaffected. Each creature but the one that triggered the effect (assuming it was standing in front of the door) can attempt a Reflex save for half damage.
Spell resistance does not apply to the damage caused by this effect.
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BANEFUL BLAST
Lesser; 4th
You transform your eldritch blast into a baneful blast.
This blast deals an extra 2d6 points of damage against creatures of a specific type.
You must select the creature type when you first gain this invocation, and you can’t later change your mind (though you can take this invocation more than once, choosing a new creature type each time). You choose your creature type from the categories offered for a ranger’s favored enemy.
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COLD COMFORT
Lesser; 2nd
Your unnatural aura renders you partly immune to the ravages of the environment.
You radiate a small aura of endure elements; allies within 30 feet of you also benefit from this effect.The spell ends after absorbing 60 points of damage from any single elemental type. This invocation lasts for 24 hours or until consumed
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GREATER
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BEWITCHING BLAST
Greater; 4th
This eldritch essence invocation allows you to change your eldritch blast into a bewitching blast. Any creature struck by a bewitching blast must succeed on a Will save or be confused for 1 round in addition to the normal damage from the blast. This is a mind-influencing effect.
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NOXIOUS BLAST
Greater; 6th
This eldritch essence invocation allows you to change your eldritch blast into a noxious blast. Any creature struck by a noxious blast must make a Fortitude save or be nauseated for 1 minute.
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REPELLING BLAST
Greater; 6th
This eldritch essence invocation allows you to change your eldritch blast into a repelling blast. Any Medium or smaller creature struck by a repelling blast must make a Reflex save or be knocked prone by the energy of the attack.
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VITRIOLIC BLAST
Greater; 6th
This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have.
For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack.
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ELDRITCH CONE
Greater; 6th
This blast shape invocation allows you to invoke your eldritch blast as a 30-foot cone. The eldritch cone deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage.
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CHILLING TENTACLES
Greater; 5th
This invocation allows you to conjure forth a field of soul- chilling black tentacles that ooze from the ground, groping for victims.
A field of thick, 10 foot long rubbery tentacles rises from the ground. Each is capable of grappling a target doing 1d6+4 points bludgeoning damage. If successful, the target must then make a fortitude saving throw or become paralyzed by the grappling tentacle. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.
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DEVOUR MAGIC
Greater; 6th
This invocation works as a greater dispel magic with these exceptions.
You gain 1d4 temporary hit points for each spell effect dispelled by this touch. These temporary hit points fade after 1 minute and do not stack with other temporary hit points.If you devour a new effect, you can replace the old temporary hit points with the ones gained from the more recent spell, thus resetting the duration.
You cannot devour your own invocations.
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TENACIOUS PLAGUE
Greater; 6th
You can use this invocation to summon a swarm, as the creeping doom spell. The swarm is supernatural in nature as such their attacks and damage is magical in nature.
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WALL OF PERILOUS FLAMES
Greater; 6th
You can conjure a wall of fire as the normal spelll with this invocation with the following exceptions: Half the wall’s fire damage results from supernatural power and is therefore magic damage.
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CAUSTIC MIRE
Greater; 4th
You can use caustic mire as the spell Acid fog. If you use this invocation a second time while a previous caustic mire is still present, the previous effect ends.
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HINDERING BLAST
Greater; 4th
You transform your eldritch blast into a hindering blast. Any living creature struck by a hindering blast must succeed on a Will save or be slowed for 1 round in addition to the normal damage from the blast.
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PAINFUL SLUMBER OF AGES
Greater; 6th
You can use a sleep spell with this exceptions.It is a single target and has last indefenetely.The creature can try a new will save every 24h (every irl hour) Any creature awakened from this effect by anything other than a successful save takes magic damage equal to your warlock level (no save).
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ELDRITCH LINE
Greater; 5th
This blast shape invocation allows you to invoke your eldritch blast as a 60-foot line. An eldritch line deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can attempt a Reflex save for half damage.
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PENETRATING BLAST
Greater; 6th
This eldritch essence invocation allows you to change your eldritch blast into a penetrating blast. A penetrating blast gains a +4 bonus on caster level checks made to penetrate a target’s spell resistance. A creature affected by a penetrating blast must succeed on a Will save or have its spell resistance lowered by 5 for 1 minute. Multiple uses of this essence don’t stack; instead, the new duration replaces the old one.
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DARKER
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UTTERDAK BLAST
Darker; 9th
This eldritch essence invocation allows you to change your eldritch blast into an utterdark blast. An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies.
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ELDRITCH DOOM
Darker; 8th
This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage nearby targets. An eldritch doom deals eldritch blast damage to any number of targets designated by you and within 20 feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.
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DARK DISCORPORATION
Darker; 8th
One with the powers of darkness, you learn to abandon your body. When you use this ability, you becomes a swarm of Diminutive, batlike shadows that fills two 10-foot squares (or eight contiguous 5-foot squares, shapeable as you desire). The duration of this ability is 24 hours. In this swarmlike form, you gain the following characteristics and traits.
—Abilities: Your Strength score drops to 1, but your Dexterity score increases by 6.
—Armor Class: You lose any natural armor or armor bonuses to Armor Class. You gain a +4 size bonus to AC, and a deflection bonus to AC equal to your Charisma modifier.
—Movement: You gain a fly speed of 40 feet with perfect maneuverability. You can pass through openings a Diminutive creature could pass through.
—Swarm Traits: You are not subject to critical hits or flanking, and you are immune to weapon damage. You cannot be tripped, grappled, or bull rushed, and you cannot grapple an opponent. You are immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and abilities. You take half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of Diminutive creatures, you are not vulnerable to wind effects. If reduced to 0 hit points or less, or rendered unconscious by nonlethal damage, you instantly return to your normal form in a square of your choice that was formerly covered by the swarm.
—Swarm Attack: You gain a swarm attack that deals 4d6 points of damage to any creature whose space you occupy at the end of your turn. Your swarm attack strikes as a magic weapon of your alignment.
—Distraction: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of your swarm requires a Concentration check (DC 20 + spell level).
—Possessions: All of your worn or carried equipment and items become nonfunctional, absorbed into your new form. You can take only move actions (so you cannot use other invocations) while under the effect of dark discorporation.
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DARK FORESIGHT
Darker; 9th
You can use premonition as the spell with this invocation.
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PATH OF SHADOW
Darker; 9th
This invocation allows you and allied creatures to move through the shadow plane to reach a safe location previously visited. The character can designate a safe location once per day
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RETRIBUTIVE INVISIBILITY
Darker; 9th
You can use greater invisibility as the spell, but you can target only yourself with the invocation. If your retributive invisibility is dispelled, a shock wave releases from your body in a 20-footradius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect).
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WORD OF CHANGING
Darker; 5th
You utter a powerful word that transforms a creature into an inoffensive form. This effect functions like the baleful polymorph spell, except that 24 hours after being transformed, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means.
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BINDING BLAST
Darker; 7th
You transform your eldritch blast into a binding blast. Any creature struck by a binding blast must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect.
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CASTER'S LAMENT
Darker; 8th
You can produce a Mordenkainen Disjunction effect with a succesfull touch attack. You can only attempt to affect a target once per 24-hour period.
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IMPENETRABLE BARRIER
Darker; 8th
You can conjure a wall of force as the spell (PH 298) with this invocation. The wall is black and blocks sight of all kind. You can only have one impenetrable barrier in effect at a time. The wall will be facing in the direciotn where the warlock cast the invocation
If you use the invocation a second time before the duration of the first expires, the previous wall disappears. If your barrier is destroyed for whatever reason you take 1d10 points of magical damage.