Armor of Shadows
You can cast
Mage Armor on yourself at will, without expending a spell slot or material components. When cast this way, the spell uses your spellcasting modifier instead of your Dexterity modifier when determining AC.
Armor of Hexes
Prerequisite: 9th level, Hex spell or a warlock feature that curses
If the target cursed by your
Hex or by a warlock feature of yours, such as Mark Your Prey or Sign of Ill Omen, hits you with an attack roll, you can use your reaction to roll a
d6 . On a 4 or higher, the attack instead misses you, regardless of its roll.
Ascendant Step
Prerequisite: 9th level
You can cast
Levitate on yourself at will, without expending a spell slot or material components.
Awakened Insight
Whenever you cast a spell using a warlock spell slot, you gain advantage on the first ability check you make before the end of your next turn.
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.
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.
Broken Dreams
Prerequisite: 18th level
Once during a rest, you can cast
Dream without expending a spell slot. Casting this spell does not interfere with your rest.
Captured Heart
You gain advantage on attack rolls targeting creatures that you have charmed. If you attack a creature you have charmed, it can't take reactions 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 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.
Dark Speech
As an action, you can create a 5-foot cube of magical darkness at a point that you can see within 60 feet of you by speaking a phrase from a forgotten tongue. The cube lasts until the start of your next turn unless you use your action to sustain it.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 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 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 Strike
For you, the range of eldritch blast is reduced to 5 feet and it becomes a melee spell attack. Make a separate melee spell attack for each beam, dealing 2d6 force damage on a hit. You cannot take this invocation if you have the Eldritch Spear invocation.
Eldritch Spear
When you use your Eldritch Blast, its range is 300 feet. You cannot take this invocation if you have the Eldritch Strike invocation.
Evil Eye
As an action, you imbue your eyes with eldritch magic and glare darkly at a creature. If the target can see you, it suffers disadvantage on its next attack roll or ability check made within 1 minute.
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 Undying Warden
Prerequisite: 15th level
You are always under the effects of the
Protection from Evil and Good spell.
Grasp of Hadar
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.
Hidden Knowledge
Prerequisite: 12th level
You gain proficiency in Intelligence saving throws and the Investigation skill. If you already have proficiency in this skill you may choose another Intelligence-based skill.
Lance of Lethargy
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.
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 Mark Your Prey 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.
New Life
Prerequisite: 18th level
You can cast
Reincarnate once without expending a spell slot or material components. You can target yourself with the spell. Once you cast the spell, you can't do so again until you finish a long rest
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 Mark Your Prey and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Repelling Blast
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.
Second Chance
Prerequisite: 15th level
You can cast
Raise Dead once without expending a spell slot or material components. A creature returned to life when you cast the spell in this way is charmed by you, you know if it ever dies, and at any point while it lives you can use your action to cause the creature to die instantly. The creature's soul is aware of the nature of this effect before it chooses to return.
Additionally, when you cast the spell, you can offer the creature your choice of one of the following benefits, which gains it if it returns to life:
- The creature learns a warlock cantrip you know.
- The creature learns one 1st-level spell from the warlock spell list that you know, and can cast it once at its lowest level without expending a spell slot. Once it does so, it must finish a long rest before it can cast it again.
- The creature learns one eldritch invocation that you know, so long as it doesn't have a prerequisite.
You choose what the creature learns, and it uses Charisma as its spellcasting ability for the choice if it requires one.
Once you cast the spell in this way, you can't do so again until you finish a long rest. You can't cast
Raise Dead in this way on the same creature more than once.
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.
Sybil Triune
Your third eye opens. As long as you can see, you are
aware of the location of any hidden or invisible creature
within 30 feet of you.
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.
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.
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.
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.
Wretched Eye
Prerequisite: 18th level, , Hex spell or a warlock feature that curses
When a creature cursed by you who you can see makes an attack roll, you can use your reaction to impose disadvantage on the roll. If the attack hits, the cursed creature takes
2d10 psychic damage.