Eldritch Invocation Options

The following options are available to your Eldritch Invocations feature. The options are presented in alphabetical order.

### Agonizing Blast

*Prerequisite: None*

Whenever you cast Eldritch Blast, you can add your spellcasting ability modifier to the spell’s damage rolls.

### Agonizing Shots

*Prerequisite: Pact of the Trigger Feature*

When you cast a cantrip with your hex gun, add your Charisma modifier to the damage it deals on a hit (if you don't already add your Charisma modifier to it).

### Armor of Shadows

*Prerequisite: None*

You can cast Mage Armor on yourself without expending a Spell Slot or using Material components.

### Ascendant Step

*Prerequisite: 5th Level Warlock or Highter*

You can cast Levitate on yourself without expending a Spell Slot or using Material components.

### Beast Speech

*Prerequisite: None*

You can cast Speak with Animals without expending a Spell Slot.

### Bullet Hell

*Prerequisite: Pact of the Trigger Feature (Revolver form)*

As a Bonus Action, you temporarily duplicate your hex gun to unleash a flurry of bullets. All creatures within a 15-foot cone in front of you must succeed a Dexterity saving throw against your spell save DC or take 2d10 Force damage. This damage increases to 3d10 at 11th level and 4d10 at 17th level. To use this bonus action, you need to be holding your hex gun in one hand and have the other hand free.

You can use this invocation a number of times equal to twice your Charisma modifier (minimum of twice), and you regain all expended uses when you finish a long rest.

### Crippling Shot

*Prerequisite: Pact of the Trigger Feature (Revolver form)*

Once on each of your turns when you damage a creature with an attack made using your hex gun, you can force it to make a Strength saving throw against your spell save DC or fall prone and have its speed reduced to 0 until the start of your next turn.

You can use this invocation a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Dead Eye

*Prerequisite: 15th Level Warlock or Higher, Pact of the Trigger Feature (Sniper form)*

If you haven't moved this turn, you can take aim as a Bonus Action, reducing your speed to 0 and granting you advantage on all attacks you make using your hex gun until the end of your turn.

### Devil’s Sight

*Prerequisite: None*

You can see normally in darkness—both magical and nonmagical—to a distance of 120 feet.

### Eldritch Mind

*Prerequisite: None*

You have Advantage on Constitution saving throws that you make to maintain Concentration on a spell.

### Eldritch Sight

*Prerequisite: None*

You can cast Detect Magic without expending a Spell Slot.

### Eldritch Spear

*Prerequisite: None*

When you cast Eldritch Blast, its range is 300 feet.

### Eyes of the Rune Keeper

*Prerequisite: None*

You can read all writing. This ability doesn’t decode secret messages in a text; you read the surface meaning and must rely on other capabilities to decode something.

### Fiendish Vigor

*Prerequisite: None*

You can cast False Life on yourself without expending a Spell Slot or using Material components. Additionally, you no longer roll on the die and instead get the max Temporary Hit Points cast.

### Gaze of Two Minds

*Prerequisite: 5th Level Warlock or Highter*

You can use a Bonus 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 a Bonus 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 can cast spells as if you were in your space or the other creature’s space.

### Gift of the Depths

*Prerequisite: 5th Level Warlock or Higher*

You can breathe underwater, and you gain a Swim Speed equal to your Speed.

You can also cast Water Breathing once without expending a spell slot. You regain the ability to do so when you finish a Long Rest.

### Gift of the Protectors

*Prerequisite: 9th Level Warlock or Highter, Pact of the Tome Feature*

A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Proficiency Bonus.

When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.

As a Magic action, you can erase a name on the page by touching it.

### Headshots

*Prerequisite: 9th Level Warlock or Higher, Pact of the Trigger Feature (Sniper form)*

As a Bonus Action, you can enhance your focus to see the weak spots of your foes. For the next minute, attacks you make using your hex gun score a critical hit on a roll of 19 or 20. Once you've used this invocation, you can't use it again until you finish a short or long rest.

### Hexer

*Prerequisite: None*

When you cast Hex, its range is 600 feet, and you have Advantage on any Constitution saving throw you make to maintain your Concentration on the spell.

### Investment of the Chain Master

*Prerequisite: 5th Level Warlock or Higher, Pact of the Chain Feature*

When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

* **Aerial or Aquatic:** The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.

* **Quick Attack:** As a Bonus Action, you can command the familiar to take the Attack action.

* **Necrotic or Radiant Damage:** Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.

* **Your Save DC:** If the familiar forces a creature to make a saving throw, it uses your spell save DC.

* **Resistance:** When the familiar takes damage, you can use your Reaction to grant it Resistance against that damage.

### Lessons of the First Ones

*Prerequisite: None*

You have received knowledge from an elder entity of the multiverse, allowing you to gain one feat of your choice, such as Skilled, that is available to 1st-level characters and that lacks prerequisites.

### Lifedrinker

*Prerequisite: 9th Level Warlock or Higher, Pact of the Blade Feature*

Whenever you hit a creature with your Pact Weapon, the creature takes 1d6 extra Necrotic, Psychic, or Radiant damage (your choice), and you can expend one of your Hit Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1).

### Mask of Many Faces

*Prerequisite: None*

You can cast Disguise Self without expending a Spell Slot.

### Master of Myriad Forms

*Prerequisite: 5th Level Warlock or Higher*

You can cast Alter Self without expending a Spell Slot.

### Misty Visions

*Prerequisite: None*

You can cast Silent Image without expending a Spell Slot or using Material components.

### One With Shadows

*Prerequisite: 5th Level Warlock of Higher*

While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.

### Otherworldly Leap

*Prerequisite: 2nd Level Warlock or Higher*

You can cast Jump on yourself without expending a Spell Slot or using Material components.

### Quickstep

*Prerequiste: 7th Level Warlock or Higher, Pact of the Trigger Feature*

Your reflexes are honed. As a Reaction, when an enemy makes a melee attack against you, before being hit, if your speed isn't 0, you can move 5 feet away from the foe without triggering opportunity attacks, potentially avoiding the attack if you leave its range.

You can use this invocation a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Reckless Fire

*Prerequisite: Pact of the Trigger Feature*

Your shots are like a rain of lead. When you roll a 1 or 2 on a damage die for a cantrip you cast with your hex gun, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

### Repeating Cantrips

*Prerequisite: 5th Level Warlock or Higher, Pact of the Trigger Feature*

When you fire a cantrip through your hex gun, its non- damaging effects (such as the speed reduction from ray of frost) can apply multiple times but not more than once per creature

### Repelling Blast

*Prerequisite: None*

Whenever you hit a creature that is Large or smaller with Eldritch Blast, you can push that creature horizontally up to 10 feet straight away from you.

### Ricochet

*Prerequisite: 7th Level Warlock or Higher, Pact of the Trigger Feature*

Until the end of your turn, you enhance your hex gun. When you hit a creature with a cantrip cast with your hex gun, you can immediately cause the hit to wound a second creature within 15 feet of the original target. The second target takes damage (of the type of the cantrip) equal to your Charisma modifier (minimum 1).

You can use this invocation to enhance your hex gun a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest.

### Riposte

*Prerequisite: 7th Level Warlock or Higher, Pact of the Trigger Feature*

When an enemy attacks you with a melee attack, you can fire a special bullet to counter it as a Reaction before being hit. Make a melee or ranged spell attack. On a hit, the enemy takes 1d10 Force damage, its attack fails, and it is Stunned until the end of its current turn.

Once you’ve used this invocation to damage an enemy, you can’t use it again until you finish a short or long rest.

### Visions of Distant Realms

*Prerequisite: 9th Level Warlock or Higher*

You can cast Arcane Eye without expending a Spell Slot.

### Whispers of the Grave

*Prerequisite: 7th Level Warlock or Higher*

You can cast Speak with Dead without expending a Spell Slot.

### Witch Sight

*Prerequisite: 15th Level Warlock or Higher*

You have Truesight with a range of 30 feet.