Eldritch Invocations

Your Talisman manifests a shadowy barrier of protection. It can be worn as a shield, and whoever is holding the talisman gains proficiency with it.

### **Aether Switch**

*Prerequisite: Pact of the chain feature*

As a reaction to being hit with an attack, you may instantly swap places with your familiar as long as they are not more than 60 feet away. If you do, your familiar is hit by the attack instead.

### **All-Seeing Eye**

*Prerequisite: 5th level*

You can see invisible creatures as though they were visible.

### **Aspect of the Arachnid**

*Prerequisite: 7th level*

You may cast *Spider Climb* on yourself at will, without expending a spell slot.

### **Blade Vault**

*Prerequisite: Pact of the blade feature*

You can perform the ritual to make a magical weapon your pact weapon without breaking your connection with your current weapon. You can store a number of pact weapons in your extra-dimensional space equal to your Charisma modifier.

Each time you summon your pact weapon, you can choose which weapon appears. When you do, your attunement to your previous weapon is broken and you instantly attune to your new weapon.

### **Book of Knowledge**

*Prerequisite: Pact of the tome feature*

You gain proficiency in the Religion and History skills.

### **Chain-master's Will**

*Prerequisite: 7th level, pact of the chain feature*

You may cast the *Charm Monster* spell using a Warlock spell slot, and your target has disadvantage on the initial saving throw.Once you do so, you can't cast this spell again until your next long rest.

### **Chains of Servitude**

*Prerequisite: 9th level, pact of the chain feature*

You may cast *Planar Binding* using a Warlock spell slot. Once you do so, you can't cast this spell again until your next long rest.

### **Dancing Relic**

*Prerequisite: Pact of the talisman feature*

As a bonus action, you may teleport your talisman to another creature within 30 feet of it. Additionally, your talisman floats around its bearer instead of needing to be held or worn.

### **Eldritch Barrier**

*Prerequisite: 9th level*

You may cast the *Absorb Elements* spell at will without requiring any components.

### **Eldritch Steed**

*Prerequisite: Pact of the chain feature*

As an action, you transform your pact familiar into a battle-ready mount. For one hour, it has the statistics of your choice between a warhorse, a pony, a camel, an elk, or a mastiff. You may use this invocation once until your next long rest.

### **Enhanced Familiar**

*Prerequisite: 9th level, pact of the chain feature*

You may summon your chain familiar in the form of an Azer, Gargoyle, Meenlock, or Spined Devil.

### **Ensnaring Chains**

*Prerequisite: Pact of the chain feature*

You may cast the *Entangle* spell without expending a spell slot. You may use this ability once until your next long rest.

### **Familiar's Cunning**

*Prerequisite: Pact of the chain feature*

Your chain familiar can use the Disengage and Hide actions as a bonus action on their turn.

### **Forbidden Chronicles**

*Prerequisite: 9th level, pact of the tome feature*

You may cast the *Legend Lore* spell without requiring a spell slot. You may cast this spell once this way until your next long rest.

### **Gemini Blade**

*Prerequisite: 9th level, pact of the blade feature*

As an action, you may create a shadowy copy of a pact weapon held in one hand in the other hand, as long as the weapon doesn't have the two-handed property. You may engage in two-weapon fighting even if the weapon is not light, and you can perform the somatic components of spells with your pact weapon in both hands.

### **Glimpse of Terror**

Once per turn, whenever you make an attack against a creature that is charmed or frightened by you or an ally, you deal an additional 1d10 damage.

### **Glimmering Gaze**

You can sense the presence of precious metals and stones within 30 feet of you, but not their exact location.

### **Grasping Tendrils**

*Prerequisite: 5th level, pact of the blade feature*

When you make an attack with your pact weapon on your turn, you may use a bonus action to attempt to grapple the creature you attacked as long as you have a free hand. Make a Charisma (Athletics) ability check against that creature. You may subsequently maintain the grapple using your Charisma.

### **Green-flame Brand**

*Prerequisite: Green-flame blade cantrip*

When you hit a creature with your weapon as a part of the *green-flame blade* cantrip, you may curse them by placing a magic brand on their body. The creature takes 1d6 fire damage the first time each turn they attack a target other than you for the next minute or until you apply another brand.

### **Green-flame Step**

*Prerequisite: Green-flame blade cantrip*

Whenever you use the g*reen-flame blade* cantrip, you may teleport up to 10 feet to an unoccupied space you can see immediately before or after making the attack.

### **Green-flame Vortex**

*Prerequisite: Green-flame blade cantrip*

When you hit a creature with your weapon as a part of the *green-flame blade* cantrip, you may choose any number of creatures within 5 feet of the target for the secondary flame to damage.

### **Hex Armor**

*Prerequisite: Pact of the blade feature*

You gain a +1 bonus to your AC as long as you are wearing armor.

### **Inverted Gaze**

As long as you are conscious, you cannot be surprised. Additionally, you sense the presence, but not the exact location, of any creature within 30 feet that is looking at you.

### **Living Map**

*Prerequisite: 9th level, pact of the tome feature*

A new page appears in your Book of Shadows. You may spend one hour creating a map of an area up to a 40-foot square that you are currently occupying. Once you have drawn a map, you know the name of every creature in the area as well as any changes made to its environment.

The map remains for 30 days, until you draw another map, or if you erase the map as an action.

### **Morphing Familiar**

*Prerequisite: 15th level, pact of the chain feature*

You may cast *Polymorph* targeting your chain familiar without expending a spell slot, using your own level to determine the possible challenge rating of the transformation. Once you cast the spell in this way, you cannot use it again until your next long rest.

### **Pact Armor**

*Prerequisite: Pact of the blade feature*

You gain proficiency in medium armor and can transform or attune to a set of armor you are proficient with as you would a Pact Weapon.

When you are attuned to a set of armor this way, you can summon or dismiss it to an extradimensional space as an action. You may do the same with your Pact Weapon as a part of making this action.

Your Pact Armor disappears if you are more than 5 feet away from it for a minute, if you use this feature again on a different set of armor, or if you die.

### **Profane Creation**

*Prerequisite: 9th level*

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

### **Shadowy Transcription**

*Prerequisite: 15th level, pact of the tome feature*

Whenever you find a wizard's spellbook, you may absorb the book into your Book of Shadows. You learn each spell in the book and may cast them as Warlock spells. Fully absorbing the book takes a number of hours equal to the combined level of all spells written in the book.

### **Siphon Magic**

*Prerequisite: 7th level, pact of the tome feature*

You may cast *Counterspell* once using a warlock spell slot, and can't do so again until your next long rest. If you successfully counter the spell, the magic is absorbed into your Book of Shadows and you gain temporary hitpoints equal to double the countered spell's level.

### **Soulbound Armor**

*Prerequisite: 7th level, pact of the blade feature*

As an action, you touch a set of armor you are proficient with to animate it. It appears within 5 feet of you in an unoccupied space, has the statistics of an Animated Armor, acts immediately after your initiative, and obeys your commands telepathically.

When the armor reaches 0 hitpoints or if you choose to end the effect, the armor becomes inanimate. You may use this feature once until your next long rest.

### **Strength of the Talisman**

*Prerequisite: 15th level, pact of the talisman feature*

The wielder of your talisman adds 1d4 to their melee attack rolls and deal additional force damage equal to your Charisma modifier when they succeed on an attack with a melee weapon.

### **Unfathomable Inscription**

*Prerequisite: Pact of the tome feature*

Choose a spell that you have the spell slots to cast from any spell list. You learn that spell and can cast it using a Warlock spell slot. Once you do, you may not cast it in this way again until your next long rest.

### **Unnatural Biology**

*Prerequisite: 9th level*

You have advantage on death saving throws, and you no longer neat to eat, drink, or breathe.

### **Warded Codex**

*Prerequisite: Pact of the tome feature*

An eye appears on the cover of your Book of Shadows. As long as you and the book are on the same plane of existence, you can see from the eye.

Whenever a creature other than yourself tries to read your Book of Shadows, they must succeed on a Wisdom save against your spell save DC or be blinded for one minute. A creature blinded in this way automatically succeeds on their saving throws against this effect for 24 hours.

### **Weave-walker**

*Prerequisite: 11th level*

You can cast *Misty Step* at will, without requiring a spell slot. Afterwards, your speed becomes 0 for the rest of the turn.