Warlock Pact Boons and Eldritch Invocations

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Bone

Your patron has granted you authority over undeath. You can cast animate dead without expending a spell slot or spell components to animate 1 corpse or reassert control over 1 undead creature. Undead animated using this effect have half the maximum hit points normal of a normal undead of their type. After using this ability, you may not use it again until you finish a long rest.

Pact of the Flame

When you cast a cantrip that deals damage on your turn, you can, as a bonus action, choose to lose a number of hit points, up to half your warlock level (maximum 5), to imbue this attack with fire. The cantrip deals an additional amount of fire damage on a hit equal to the number of hit points lost. You may not regain hit points lost with this ability with magic effects.

Pact of the Key

You patron has opened the doors of reality to you. As an action on your turn, you can teleport a distance up to half you movement speed. If you teleport into a space that is already occupied by an object or creature, you take force damage equal to the number of feet traveled and are shunted to the nearest unoccupied location.

Invocations


Aspect of the Moon

Prerequisite: The Archfey patron

You have gained the Maiden of the Moon’s favor. 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 and keeping watch.

Astral Traveler's Staff

Prerequisites: The Seeker patron, Pact of the Blade feature

When you manifest your Pact Weapon as a quarterstaff, it manifests as a smooth wooden rod with inset runes of iron. A creature you hit with this weapon cannot make attacks of opportunity against you until the end of your turn. When you hit a creature with this weapon, you can expend a spell slot to deal 2d8 force damage to the target per spell level.

Baator Blast

Prerequisite: 12th level, Pact of the Flame feature

When you use you imbue a cantrip with fire, you can deal fire damage equal to twice the number of hit points sacrificed. After using this feature, you cannot use it again until you finish a short or long rest.

Blast Wave

Prerequisite: Pact of the Blade feature, 11th level, eldritch blast cantrip

While you are wielding your pact weapon, you can use an action to unleash a shockwave of power around you. Each creature within a 10-foot radius must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take damage and suffer the effects of being struck by a single beam from your eldritch blast.

Caiphon’s Beacon

Prerequisite: The Great Old One patron

The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.

Claw of Acamar

Prerequisite: The Great Old One patron, Pact of the Blade feature

You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic 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.

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 includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with 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.

Crossbow of Crossroads

Prerequisites: The Seeker patron, Pact of the Blade feature

You can create a rune-inlaid hand crossbow with your Pact of the Blade feature. Any creature you hit using this weapon has its speed reduced to 0 until the end of your next turn. When you hit a creature with a bolt from this weapon, you can expend a spell slot to deal 2d8 force damage to the target per spell level.

Crown of the Lich Lord

Prerequisite: 15th level, Pact of the Bone feature

When you cast animate dead using your Bone pact boon, you may animate or exert influence over up to three creatures. Additionally, each undead creature under your control deals an additional 1d6 poison damage on its attack rolls.

Daggers of the Courts

Prerequisites: The Archfey patron, Pact of the Blade feature

You can create a pair of twin daggers with your Pact of the Blade feature; one made out of silver and obsidian, the other out of gold and ivory. You manifest both of these weapons with a single use of your Pact of the Blade feature. While wielding these daggers, you add your ability score modifier to attack rolls made with the off-hand weapon. When you hit a creature with one of these weapons, you can expend a spell slot to deal 2d8 radiant or necrotic damage to the target per spell level. You may only expend a spell slot for this effect once per turn.

The Dead Walk

Prerequisite: 5th level, Pact of the Bone feature

When you cast animate dead using your Bone pact boon, each creature created has hit points of a normal undead of its type. In addition:
• The creature’s hit point maximum is increased by an amount equal to your warlock level.
• The creature adds your proficiency bonus to its weapon attack rolls.

Eldritch Empowerment

Prerequisite: Pact of the Blade feature, 6th level, eldritch blast cantrip

While you are wielding your pact weapon, you can use a bonus action to empower it with your eldritch blast. The first time you hit a creature with your pact weapon before the start of your next turn, it also takes damage and suffers any additional effects as though it were struck by a single beam from your eldritch blast. 

Eldritch Shaping

Prerequisite: 5th level, eldritch blast cantrip

You've learned to change how your eldritch blast is produced, and can modify how it affects others. You can take this invocation multiple times. The first time, you learn two of the following eldritch blast shapes that you qualify for. Each subsequent time, you learn two additional shapes. Whenever you gain another warlock level, you can change the shapes you have access to.

Whenever you cast eldritch blast, you can choose one of the following shapes for it to take. Anything other than a change to the damage type of eldritch blast is an "additional effect".

Eldritch Cone

Your blast is shaped into a 15-ft. cone. Each creature within must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d4+1 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down. If they succeed, they are unaffected by any additional effects associated with your eldritch blast, and take half as much damage.

Eldritch Shockwave

Your blast is shaped into a 30-ft. line. Each creature within must make a Dexterity saving throw against your warlock spell save DC.

If they fail, they take 1d4+1 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down. If they succeed, they are unaffected by any additional effects associated with your eldritch blast, and take half as much damage.

Eldritch Ray

Your blast is overcharged into a ray of power that targets a single enemy within the range. The target creature must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d6 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down. If they succeed, they are unaffected by any additional effects associated with your eldritch blast, and take half as much damage.

Eldritch Shield

Prerequisite: 9th level

Your blast is shaped into a shield of energy around you that lasts for three rounds. While the shield is active, you gain a +1 bonus to your AC and resistance to force damage. If you are attacked, you can use your reaction to launch two beams of your eldritch blast at the attacker before the attack strikes. These blasts do not suffer from disadvantage when the target is within 5 feet. After you do so, the shield fades.

Eldritch Spike

Prerequisite: 13th level

Your blast is shaped into a lance that juts up from the ground at a distant location. Choose a 20-ft. line with an origin point within 60 feet of you. Each creature within must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d4 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down. If they succeed, they are unaffected by any additional effects associated with your eldritch blast, and take half as much damage.

Eldritch Onslaught

Prerequisite: 16th level

Your blast is shaped into a massive sphere. Choose a radius of up to 20 ft. within the range of your eldritch blast. Each creature within must make a Dexterity saving throw against your warlock spell save DC. If they fail, they take 1d4+1 force damage per beam your eldritch blast can produce, and are subject to any additional effects as though struck by half your maximum number of beams, rounded down.

If they succeed, they are unaffected by any additional effects associated with your eldritch blast, and take half as much damage.

Finder of Secrets

Prerequisites: The Seeker patron

You can cast both detect magic and identify as rituals. Whenever you cast identify on an object you believe to be cursed, you may double the casting time of the ritual to inquire deeper into the nature of the object. When you do so, your DM secretly makes an Arcana check for you, with a DC determined by the rarity of the item. On a success, your DM tells you truthfully whether or not the item has a cursed property. Otherwise, you believe the item to be safe even if it is not.

Flee the Scene

Prerequisite: 5th level, Pact of the Key feature

When you teleport, an illusory double of you appears where you were standing. The double disappears at the beginning of your next turn or when it would take damage. Your double acts naturally, though it cannot speak, gesture, or move from the space it originated in.

Additionally, your range of your teleport increases by a distance equal to half your movement speed.

Flexible Shaping

Prerequisite: 7th level, eldritch blast cantrip

Your eldritch blast ignores half and three-quarters cover. When you cast this cantrip and shape it into an alternative form using the Eldritch Shaping Invocation, you can choose to exempt creatures and objects of your choosing from suffering the effects of the spell. Finally, whenever you finish a long rest, you can exchange one of your known blast shapes for a new one.

Frost Lance

Prerequisite: The Archfey patron, eldritch blast cantrip

You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Gaze of Khirad

Prerequisite: 7th level, the Great Old One patron

You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.

Grasp of Hadar

Prerequisite: The Great Old One patron, eldritch blast cantrip

Once during your turn when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.

Green Lord’s Gift

Prerequisite: The Archfey patron

The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.

Hasty Departure

Prerequisite: 12th level, Pact of the Key feature
You can hasten your teleport to require a bonus action, rather than an action, on your turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once,) after which it requires an action to teleport. You regain all expended uses when you finish a long rest.

Additionally, your range of your teleport increases by a distance equal to half your movement speed.

Hellfire

Prerequisite: Pact of the Flame feature

When you expend hit points to imbue your cantrip with fire damage, you can change the damage type of the cantrip to fire damage. Creatures with resistance to fire damage take the full amount of fire damage from your cantrip and creatures with immunity to fire damage take this damage as if they had resistance to fire damage.

Horned King's Way

Prerequisites: 15th level, The Archfey patron

You can cast tree stride at will without expending a spell slot or material components. The spell does not require concentration, but ends once you have stepped out of a tree.

Improved Pact Weapon

Prerequisite: 5th level, Pact of the Blade feature

Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.

Kiss of Mephistopheles

Prerequisite: 5th level, the Fiend patron, eldritch blast cantrip

You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.

Knives of Belial

Prerequisites: The Fiend patron, Pact of the Blade feature

You can create a deathly serrated blade with your Pact of the Blade feature. This dagger has a range of 30/120 when thrown, and disappears on a hit or miss. Until you manifest a different weapon, you can recreate the dagger as a part of each attack you make with it. When you hit a creature with this weapon, you can expend a spell slot to deal 2d8 necrotic damage to the target per spell level.

Knowledge of the Pages

Prerequisites: 15th level, Pact of the Tome feature

You can cast the legend lore spell once per long rest without expending a spell slot. You may only use this spell to find information about a specific object, person, event, or other piece of information once per month.

Light of the Unseelie Court

Prerequisite: 5th level, The Archfey patron

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

Mace of Dispater

Prerequisite: The Fiend patron, Pact of the Blade feature

When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.

Moon Bow

Prerequisite: The Archfey patron, Pact of the Blade feature

You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.

Path of the Seeker

Prerequisite: The Seeker patron

The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.

Rite of Darkmelding

Prerequisites: 9th level, Pact of the Chain feature

As an action, you can magically switch places with your familiar if it is within 60 feet and in a space you can safely occupy. When you do so, your space and your familiar's space are both filled with magical darkness until the end of your next turn. After teleporting, your speed drops to 0.

Runescript

You can cast illusory script at will, without expending a spell slot or material components.

Rune Keeper's Curse

Prerequisites: 7th level, Pact of the Tome feature

You can cast glyph of warding at will without expending a spell slot. You may only have one glyph active at a time; if you case the spell using this invocation a second time, the existing glyph immediately dissolves with no effect.

Sea Twins’ Gift

Prerequisite: The Archfey patron

The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.

Seeker’s Speech

Prerequisite: The Seeker patron

Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.

Shroud of Ulban

Prerequisite: 18th level, the Great Old One patron

The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.

Sunlight Spear

Prerequisites: The Celestial patron, Pact of the Blade feature

When you manifest your Pact Weapon as a javelin, it manifests as a shaft of angelic gold coated in divine lightning. This javelin disappears after you throw it, and until you manifest a different weapon you can recreate the javelin as part of each attack you make with it. When you hit a creature with this weapon, you can expend a spell slot to deal 2d8 radiant damage to the target per spell level.

Superior Pact Weapon

Prerequisite: 9th level, Pact of the Blade feature

Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.

Sword of Elysium

Prerequisites: The Celestial patron, Pact of the Blade feature

When you manifest your Pact Weapon as a greatsword, longsword, or scimitar, it manifests as a blade forged in the fires of heaven. This weapon grants you a +2 to hit when attacking undead or demons. When you hit a creature with this weapon, you can expend a spell slot to deal 2d8 radiant damage to the target per spell level.

Tomb of Levistus

Prerequisite: The Fiend patron

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. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Ultimate Pact Weapon

Prerequisite: 15th level, Pact of the Blade feature

Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.

Warning of the Stormcrow

Prerequisite: 15th level

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

Warlock Pact Boons and Eldritch Invocations

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