Invoker Boons

Whether by a contract with another worldly being, or by connecting yourself with divine forces of the universe, you may be granted special gifts or abilities. Granting you otherworldly abilities, not found anywhere else.
=== Ordinary ===
Ordinary Perks
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take an Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it.
This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Your pact weapon disappears if it is more than 2m away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artefact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Pact of the Aegis
You may use an action to create a set of pact armor. This armor appears on your person, fitted perfectly for you. Any armor you were wearing is magically removed and appears at your feet. You are proficient with your pact armor. It always appears as a full-body suit of armor made of some alien material. Your pact armor and its parts disappear if it is more than 2m from for 1 minute or more. You may summon part of your armor instead of all of it (like without the helmet, or just the gauntlets), gaining the protective benefits as reasonable.
Your pact armor has a base AC = 14 + your Dexterity Modifier (maximum 2), and counts as medium armor.
You can transform one set of magic armor into your pact armor by performing a special ritual while you hold or wear the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor as a bonus action, shunting it into an extra-dimensional space, and it appears whenever you create your pact armor thereafter. You can’t affect an artifact or sentient set in this way. The armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different armor, or if you use a 1-hour ritual to break your bond to the set. The armor appears at your feet if it is in the extradimensional space when the bond breaks. Your pact armor can be summoned using its base AC or the integrated armors AC.
Pact of the Talisman
You can perform a one hour ritual during a short or long rest to create a magical talisman symbolic of your patron. You can summon this talisman back to your hand as long as it is on the same plane of existence as a bonus action and you know its distance and direction at all times.
Acting as a conduit for your eldritch power, you can cast any of your known Invoker spells using an Invoker spell slot or any Invoker cantrips through your talisman as long as it is on the same plane of existence. When a spell is cast in this manner, it will be resolved as if originating from the talisman's location.
You can direct the effect of spells cast in this manner as long as the talisman is within your line of sight. Otherwise, an unguided spell will be cast at the nearest valid target or area following the spell's behaviour, or at the DM's discretion. If an undirected spell has no valid targets, the spell is wasted.
Your talisman can be subject to direct attack if it isn't being worn or carried. It has an AC of 10, 10 Condition and immunity to poison and psychic damage. It is also immune to any harmful effects caused by spells cast through it. This talisman will dimly glow with eldritch energy after casting a spell, revealing it as the source; and its eldritch nature can also be revealed using the detect magic or identify spells.
Sword of the Mind
Prerequisites: The Pact of the Blade feature.
Your pact weapon now deals psychic damage.
Servant of the Athenaeum
Prerequisites: The Pact of the Chain feature.
Your familiar can take the form of a flumph. While in this form, the familiar will research and gather information for you.
Font of Energy
Select one of the following damage types: acid, cold, fire, lightning, necrotic, or radiant. When you deal damage with a spell you can deal your chosen damage type instead of the effects normal damage type.
Legion Blades
Prerequisite: The Pact of the Blade feature.
You can create second pact weapon and/or bind a second weapon as your pact weapon, and can summon both as a single action.
Shield of Atropos
Prerequisite: The Pact of the Blade feature.
You can create a Pact Shield in addition to your pact weapon, which appears strapped to your waiting arm. You are proficient with this shield, and you can summon both your shield and your weapon as a single action. Your Pact Shield disappears if it is more than 2m away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the shield (no action required), or if you die.
You can transform one magical shield into your pact shield by performing a special ritual while holding the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the shield, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. You can’t affect an artifact in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extradimensional space when the bond breaks.
Pale Horse
You can cast the spell find steed once at no Numen cost. You can't do so again until you finish a long rest.
Mutation
You may choose an Eidolon evolution from the Summoner ability tree that alters or adds body parts and apply it to yourself, gaining it’s full benefits. Choosing this invocation again allows you to select and additional evolution.
Grasping Minion
Prerequisite: The Pact of the Chain feature.
When you summon your familiar, it possesses tentacles that can grasp at creatures. Your familiar can grapple creatures two sizes larger than it is, and it adds your wisdom modifier to checks it makes to grapple a creature or hold a grapple. Also, you can command your familiar to try and grapple a creature as an action.
Trident of Storms
Prerequisite: The Pact of the Blade feature.
When you create your pact weapon as a trident, it forms as a trident made of pure gold and coral, tentacles wrapping around it. When you throw this trident, it returns to your hand immediately after it hits or misses its target. When you hit a creature with this trident, you can expend an Numen to deal an additional 1d8 lightning damage to the creature plus another 1d8 lightning damage for every 10 Numen (minimum of 10).
Armor of Shadows
You can cast mage armor on yourself, without expending Numen or material components.
Beast Speech
You can cast speak with animals at will, without expending Numen.
Beguiling Influence
You gain a +2 bonus in the Deception and Persuasion skills.
Book of Ancient Secrets
Prerequisite: The Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 10 Numen cost spells that have the ritual tag from any school of magic. The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your Invoker 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.
Darkvision
You can see normally in darkness, both magical and non-magical, to a distance of 50m.
Eldritch Sight
You can cast detect magic at will, without expending Numen.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at will using 2 actions as a 10 Numen Spell, without expending Numen or material components.
Gaze of Two Minds
You can use an 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.
Mask of Many Faces
You can cast disguise self at will, without expending Numen.
Misty Visions
You can cast silent image at will, without expending Numen or material components.
Voice of the Chain Master
Prerequisite: The Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Pact Shield
Prerequisite: The Pact of the Blade or Pact of the Aegis feature
When you summon your pact weapon or armor you may choose to also summon a shield as part of the same action. You are proficient with this shield. You may shatter this shield as a reaction to gain advantage on saving throws you make against spells and gain resistance to damage from spells until the start of your next turn. After using this feature, you cannot summon your shield again until you finish a short rest or long rest.
You may bind a shield to make it into your pact shield, which follows the guidelines of a pact weapon or armor.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 24m of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Divine Smite
When you hit a creature with a melee weapon attack, you can expend 10 Numen to deal radiant damage to the target, in addition to the weapon’s damage. You deal an extra 1d8 of damage for every 10 Numen expended.
=== Master ===
Master Perks
Dark Seal
Prerequisites: The Pact of the Talisman feature.
You can cast the glyph of warding spell at your Invoker spell slot level on your talisman, however the casting time is reduced to 10 minutes. The seal will end if it is triggered, if you move your talisman or if it is used to cast another spell before it is triggered. Once you use this feature, you can't use it again until you finish a long rest.
Eldritch Beacon
Prerequisites: The Pact of the Talisman feature.
You are aware of the nature of any creature carrying your talisman as if it were under the effect of the detect evil and good spell. In addition, you know if your talisman is being carried by a creature you have met before, and if you are strongly familiar with them (such as a companion or ally) you know their exact identity.
Eye of the Nameless
Prerequisites: The Pact of the Talisman feature.
You can cast the clairvoyance spell without expending a spell slot, which will take effect in the nearest open space to your talisman within 4m as long as it is on the same plane of existence. You can't do this again until you finish a long rest. In addition, you can clearly see any creature in your line of sight that is holding your talisman, even if they are invisible or concealed by darkness or fog.
Flesh Puppet
Prerequisites: The Pact of the Talisman feature.
You can place your talisman on the remains of a medium or smaller humanoid, and cause it to rise again as if under the effect of the animate dead spell cast at 30 Numen without expending a spell slot. If the talisman is separated from the undead creature's person or is used to cast another spell, the effect will end and the creature will immediately drop dead.
Once you use this feature, you can't use it again until you finish a long rest.
Mammon's Gift
Prerequisites: The Pact of the Talisman feature.
While holding your talisman, you can alter it to appear as a resplendent golden amulet (or similar valuable trinket) for 12 hours as a bonus action.
When you cast a 10 Numen cost Spell or higher through your talisman, you can also choose to cause it to heat up to a fiery glow, forcing the creature carrying it to make a Dexterity saving throw with disadvantage against your Invoker spell save DC, dealing 2d6 fire damage per Invoker spell slot level on a failure and half as much on a success.
Once you heat your talisman in this manner, you can't do so again until you finish a long rest.
Slime Coating
Prerequisites: The Pact of the Blade feature.
Your pact weapon becomes coated in caustic slime. Once per turn, when you make a successful attack with your pact weapon you deal an extra 1d6 acid damage.
Prince of Ooze
Prerequisites: The Pact of the Chain feature.
When you summon your familiar, you can choose to have its type be "ooze" if it already wasn't. In addition, whenever your familiar is reduced to 0 hit points it deals 1d6 acid damage to all hostile creatures within 5 feet of it.
Mental Fortitude
You gain resistance to psychic damage.
Ghoulish Mount
You can cast the spell find greater steed once at no Numen cost. You can't do so again until you finish a long rest.
Shadow Warrior
You learn the shadow blade spell; this spells does not count against your total number of spells known. When you make an attack with shadow blade, you can use your Charisma modifier for the attack and damage rolls.
When you cast shadow blade, you can choose to give the weapon the two- handed property; if you do so, the damage dice of the weapon become d10s.
Ascendant Step
You can cast levitate at will, without expending Numen or material components.
Bewitching Whispers
You can cast compulsion once at no Numen cost. You can’t do so again until you finish a long rest.
Misty Visions
You can cast silent image at will, without expending Numen or material components.
One with Shadows
When you are in an area of dim light or darkness, you can use an action to become invisible until you move or take an action or a reaction.
Sculptor of Flesh
You can cast polymorph once using an Invoker spell slot. You can’t do so again until you finish a long rest.
Thirsting Blade
Prerequisite: The Pact of the Blade feature
Whenever you take the attack action to attack with your pact weapon attacks, you attack twice instead of once.
Aberrant Silk
You can cast web at will, without expending Numen.
Ancient One's Respite
You are able to cast the entangle spell at will without expending a Numen. When you are reduced to 0 hit points, a bed of magical tendrils within a cage of chains is summoned around your body, instantly stabilizing you and bringing you up to 1 hit point. While inside the cage, your speed is reduced to 0. At the start of your turn, you can choose to dismiss or remain inside the cage. If you remain inside the cage, you regain hit points equal to 2d8 + Charisma modifier but you are unable to take any actions or bonus actions. Upon dismissing the cage, it crumbles away and cannot be used further. If the cage is destroyed before while you are still inside it, you are dropped on the ground and are knocked prone.
The cage has an AC of 20, 40 hit points, and has vulnerability to radiant damage.
Once you use this invocation, you cannot use it again until you finish a long rest.
Eldritch Missile
You can cast magic missile at will, at its lowest Numen without expending Numen.
You may take this feature more than once to increase the Numen cost by 10.
Eldritch Mobility
Your walking speed increases by 4m. You gain a climbing speed equal to your walking speed.
Ghost Drift
You may use an action to phase, until the start of your next turn. When you do so you become semitransparent, you can move through walls, floors, objects, and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of meters you are moved.
Locus of Two Minds
You may cast one additional spell with a concentration requirement for its duration while maintaining one other spell that requires concentration. You may never maintain more than two spells with a concentration requirement simultaneously. Additionally, if you are only maintaining one spell that requires concentration, you have advantage on saving throws to maintain concentration on that spell.
Rift Walk
You can cast misty step without expending a spell slot.
See the Unseen
You can cast see invisibility at will, without expending Numen.
Spider Walk
You are always under the effect of the spider climb spell.
Ameliorated Armor
You may summon a version of your pact armor that has an AC of 18 and counts as heavy armor or another version that has an AC of 16 + your Dexterity modifier (maximum +2) that counts as medium armor. While wearing your pact armor you may add your Charisma modifier to checks and saving throws made to resist environmental effects and atmospheric hazards.
Chain Master's Focus
Prerequisite: The Pact of the Chain feature
While your familiar is active, you may have them rest upon your shoulder. While in this state, your familiar may not take any actions and their movement speed is reduced to 0. While in this state however, you may choose to transfer concentration of a single spell onto your familiar. This allows you to maintain concentration on a single spell while your familiar maintains concentration on a second spell. At any point as a bonus action, you may free your familiar from this state, restoring their ability to move and act, but losing your secondary concentration slot.
Energy Barrier
Prerequisite: The Pact of the Aegis feature
At the start of each of your turns, you gain temporary hit points equal to your Charisma modifier, provided that you are wearing your pact armor and have at least 1 hit point.
Aura of Protection
Whenever you or a friendly creature within 4m of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
This feature can be taken again to increase the range of this aura to 12m.
Aura of Courage
You and friendly creatures within 4m of you can’t be frightened while you are conscious.
This feature can be taken again to increase the range of this aura to 12m.
=== Grandmaster ===
Grandmaster Perks
Nightmare
Prerequisites:  The Ghoulish Steed feature.
When you cast the spell find greater steed, you may choose to summon a Nightmare to serve as your mount.
Pages of Infinite Madness
Prerequisite: The Pact of the Tome feature.
You
Vengeful Resurgence
You can cast the spell death ward on yourself once without expending Numen. If the spell is ended by taking damage, you explode in a surge of otherworldly energy; each creature within 2m of you takes force damage equal to your level + your Charisma modifier, and must succeed on a Strength saving throw or be shoved 4m away from you in a straight line.
Once you use this ability to cast this spell, you can't do so again until you finish a long rest.
Lifedrinker
Prerequisite: The Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Minions of Chaos
You can cast conjure elemental at no Numen cost. You can’t do so again until you finish a long rest.
Otherworldly Leap
You can cast jump on yourself at will, without expending Numen or material components.
Whispers of the Grave
You can cast speak with dead at will, without expending Numen.
Witch Sight
You can see the true form of any shape-changer or creature concealed by illusion or transmutation magic while the creature is within 12m of you and within line of sight.
Defy Death
You can cast revivify without expending Numen or material components. You can't do so again until you finish a long rest.
Arcane Jets
Prerequisite: The Pact of the Aegis feature
While you are wearing your pact armor you gain a fly speed equal to your walking speed.
Improved Divine Smite
Prerequisite: The Divine Smite feature
You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.
Cleansing Touch
You can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
=== Scion ===
Scion Perks
Vampiric Blade
Prerequisites: The Pact of the Blade feature.
Whenever you hit a hostile creature with your pact blade, you can use a bonus action to regain a number of hit points equal to half the damage dealt.
Chains of Carceri
Prerequisite: The Pact of the Chain feature
You can cast hold monster at will—targeting a celestial, fiend, or elemental— without expending Numen or material components. You must finish a long rest before you can use this invocation on the same creature again.
Master of Myriad Forms
You can cast alter self at will, without expending Numen.
Visions of Distant Realms
You can cast arcane eye at will, without expending Numen.
Patron's Homestead
You can create an extradimensional dwelling similar to the magnificent mansion spell with this feature which lasts until you create a new one and casting time is 1 action. Any creature who enters it regains 1 hit point for every minute it spends entirely within the mansion and is affected by the lesser restoration spell until it leaves. You decide the visual appearance and attire of the unseen servants that populate the mansion. The entire homestead is varied based on your patron. Patron's Homestead is permanent until a new one is created, in which case the old one is destroyed. Only creatures the caster allows are able to enter the homestead and see and sense the portal. Any personal belongings of the Invoker that were stored in an old Patron's Homestead are transferred to the new one when it is created. You can create a new homestead or create and destroy portals to your homestead from any distance. If a caster casts dispel magic it'll destroy a portal but it will not destroy a homestead. You can use the homestead to travel between portals unless the portal is destroyed.
Tomb of the Lich
You cast the clone spell requiring no components, however, this uses up all Invoker spell slots you have remaining and has an 8 hour cast time. A magical black sarcophagus is created out of an alien material. One cubic inch of the cloned target's flesh must be inserted in the sarcophagus before commencing the cloning. Destroying the sarcophagus will stop the spell and everything will evaporate in a black mist. The sarcophagus has an AC of 20, 50 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. A 1-hour ritual can be done to repair all damage done to the sarcophagus.