Warlock

Hit Points

 * Hit Dice: 1d8 per warlock level
 * Hit Points at 1st Level: 8 + your Constitution modifier
 * Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies

 * Saving Throws: Charisma, Dexterity
 * Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you special features.
 * The Archfey
 * The Celestial
 * The Fiend
 * The Great Old Ones
 * The Sentinel
 * The Undying

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Points
You have a pool of spell points, which you use to cast a warlock spell of 1st level or higher, as indicated in the Point-based Pact Magic table below. When you cast a warlock spell you know, you spend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You cannot reduce your spell point total to less than 0, and you regain all spent spell points when you finish a short rest or long rest. The number of spell points you have to spend is based on your warlock level, as shown in the table below. Your warlock level also determines the maximum-level spell slot you can create, as indicated in Warlock levelling table.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Spell Attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Eldritch Invocations
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon
At 3rd level, you gain one of the following features of your choice.

Pact of the Aegis
You may use your 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 5 feet 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 extradimensional 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 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 the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Claw
One of your hands turns into a claw of pure magical energy. This claw can act as your arcane focus. It can be used for a magical unarmed strike, which uses your Charisma modifier for its attack and damage rolls. The claw deals 1d6 force damage. This claw can also extend up to 15 feet. Through this feature, you can use your attack to cast any spell, invocation, or patron ability with a range of 5 feet or touch at any creature within 15 feet, and you can add the claw's damage to those effects.

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 5 feet 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 artifact 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 Mantle
You may use your action to create a radiant crown on your head. The appearance of the crown is completely up to you. If you were wearing a helmet, it transforms into a crown, while still conferring the same AC. While wearing the crown, you and up to four other creatures within 10 feet of you have a +1 bonus to damage rolls and saving throws. If you stop wearing the mantle, it disappears.

Pact of the Shroud
Your patron has bestowed upon you a magical shroud that protects you from harm, particularly magic. Your pact shroud shroud can take a myriad of different forms, such as a cloak, cowl, or cape. You can use your action to summon your pact shroud, which automatically wears itself on your body. While wearing your pact shroud, you gain a +1 bonus to AC and a +1 to spell saves made to avoid or resist the effect of spells. It remains on you until you die, dismiss it (no action required), or if it is more than 5 feet away from you for more than 1 minute.

You can transform one magic cloak, cowl, cape, or other similar garment into your shroud 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 shroud as a bonus action, shunting it into an extradimensional space, and it appears whenever you create your shroud thereafter. You can’t affect an artifact or sentient item in this way. The garment ceases being your pact shroud if you die, if you perform the 1-hour ritual on a different garment, or if you use a 1-hour ritual to break your bond to it. The garment appears at your feet if it is in the extradimensional space when the bond breaks. If the item conferred any bonuses before being transformed, such as with a Cloak of Protection, the effects stack with those given by the pact shroud.

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 (the three needn't be from the same 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 they don't appear on the warlock spell list, they are nonetheless warlock spells for you. 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 Wand
You can use your action to create a wand in your empty hand. The appearance of your pact wand is at your discretion, and like an ordinary wand, it can be used as an arcane focus for a warlock spell you cast. While you are holding your pact wand, you gain a +1 bonus to your warlock spell save DC, and a +1 bonus to any attack rolls you make when casting a spell that requires an attack roll. Your pact wand disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the wand (no action required), or if you die. You can transform one magic wand, such as wand of magic missiles, into your pact wand by performing a special ritual while you hold the wand. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the wand, shunting it into an extradimensional space, and it appears whenever you create your pact wand thereafter. You can’t affect an artifact or a sentient wand in this way. The wand ceases being your pact wand if you die, if you perform the 1-hour ritual on a different wand, or if you use a 1-hour ritual to break your bond to it. The wand appears at your feet if it is in the extradimensional space when the bond breaks.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum
At 11th level, choose one 6th-level spell from the warlock spell list as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master
You can spend 1 minute entreating your patron for aid to regain all spent spell points. Once you regain spell points with this feature, you must finish a long rest before you can do so again.

The Archfey
See Archfey Patrons

Expanded Spell List
The following spells are added to the warlock spell list for you.

Fey Presence
Starting at 1st level, as an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Misty Escape
Starting at 6th level, when you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Beguiling Defenses
Beginning at 10th level, you are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium
Starting at 14th level, as an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

The Celestial
See Celestial Patrons

Expanded Spell List
The following spells are added to the warlock spell list for you.

Celestial Light
At 1st level you learn the Sacred Flame and Light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. Additionally when you strike a Fiend or Undead with your Sacred Flame they take an additional 1d8 Radiant per every two Warlock levels.

Radiant Soul
Starting at 6th level, you have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resilience
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance
Starting at 14th level, when you have to make a death saving throw at the start of your turn, you can instead spring back to your feet. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

Once you use this feature, you can't use it again until you finish a long rest.

The Fiend
See Fiend Patrons

Expanded Spell List
The following spells are added to the warlock spell list for you.

Dark One's Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One's Own Luck
Starting at 6th level, when you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.

The Great Old One
See Great Old One Patrons

Expanded Spell List
The following spells are added to the warlock spell list for you.

Awakened Mind
Starting at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.

Entropic Ward
At 6th level, when a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Thought Shield
Starting at 10th level, you have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Additionally, your thoughts can't be read unless you allow it.

Create Thrall
At 14th level, you can use your action to touch an incapacitated humanoid. That creature is charmed by you until a Remove Curse spell is cast on it, the charm condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

The Sentinel
See Sentinel Patrons

Expanded Spell List
The following spells are added to the warlock spell list for you.

Raven
Starting at 1st level, you gain a spirit that assumes the form and game statistics of a raven. It always obeys your commands, which you can give telepathically while it is within 100 feet of you. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier.
 * While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated.
 * You can see through the raven's eyes and hear what it hears while it is within 100 feet of you.
 * In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
 * The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
 * The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

Soul of the Raven
At 6th level, as a bonus action when your raven is perched on your shoulder, your body merges with your raven's form. While merged, you become Tiny, you replace your speed with the raven's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an action, you and the raven return to normal.

Raven's Shield
At 10th level, you gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

Reaper's Right Hand
Starting at 14th level, you can cast Finger of Death. After you cast the spell with this feature, you can't do so again until you finish a long rest.

The Undying
See Undying Patrons

Expanded Spell List
The following spells are added to the warlock spell list for you.

Among the Dead
Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, if an undead targets you directly with an attack or a harmful spell that is not an AoE that happens to include you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Defy Death
Starting at 6th level,you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

Once you use this feature, you can't use it again until you finish a long rest.

Undying Nature
Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Indestructible Life
When you reach 14th level,on your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

Once you use this feature, you can't use it again until you finish a short or long rest.

Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast
Prerequisite: Eldritch Blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Ameliorated Armor
Prerequisite: 9th level, Pact of the Aegis feature

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.

Arcana Bestowments
Prerequisite: 15th level, Pact of the Wand feature

While your pact wand is on your person, you may restore an expended warlock spell slot as a bonus action. You must complete a long rest to use this feature again.

Arcane Conversion
Prerequisite: 17th level, Pact of the Tome feature

You may choose to use your Mystic Arcanum to instead cast a lower level spell you know as the spell slot you use.

Arcane Servos
Prerequisite: 7th level, Pact of the Aegis feature

While wearing your pact armor you may use your Charisma score in place of your Strength score when you roll for a weapon attack, Strength-based skill check, when determining your carrying capacity and the weight you can push, drag, or lift, and Strength limit for armor. Your carrying capacity is doubled. Additionally, your pact armor's gauntlets count as magic clubs.

Arcane Jets
Prerequisite: 12th level, Pact of the Aegis feature

While you are wearing your pact armor you gain a fly speed equal to your walking speed.

Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

Ascendant Step
Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Aspect of the Moon
Prerequisite: Pact of the Tome

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 your Book of Shadows and keeping watch.

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.

Book of Ancient Secrets
Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). 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 warlock 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 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.

Book of High Arcanum
Prerequisite: 17th level, Pact of the Tome feature

You may choose two spells, one of 8th and the other of 9th level from any class list, and you may expend your use of Mystic Arcanum for that level to cast that spell as a warlock spell.

Book of Arcana Unbounded
Prerequisite: 5th level, Pact of the Tome feature

When you select this eldritch invocation, you may select two spells from any spellcasting class and inscribe them in your Book of Shadows. These spells needn't be from the same spellcasting class, but both must be of a level for which your spell slots can accommodate or be a cantrip. These spells are always prepared for you and do not count against your known spells, and are treated as warlock spells for you. Whenever you gain a level, you may trade one of these selected spells for a new one so long as it is of a level which you can cast. You may select this invocation several times and learn two additional spells for every instance of this eldritch invocation.

Book of the Rune Keeper
Prerequisite: 5th level, Pact of the Tome feature

You can now inscribe magical spells in your Book of Shadows. Choose two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, or wizard. You must choose your spells from that class's spell list. (the two need to be from the same list). 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 if they are warlock spells. On your adventures, you can add other spells to your Book of Shadows (if they are from your chosen spell list or warlock spells). When you find a warlock spell of 1st level or higher, you can add it to your Book of Shadows if it is of a level which you can cast, 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. If the spell is from your chosen list, the time and cost is doubled the normal amount.

At 15th level you gain this extra benefit; You can gain higher level spells and more spell slots form the transcribing process. This process is harder to do so the cost and time to transcribe a spell is doubled the normal amount. Each time you choose to transcribe a spell that is above 5th level, and gain its spell slot, roll a d100; On a 51 or higher you transcribe the spell as normal and you can use your Mystic Arcanum, equal to the spells level to cast that spell. On a 50 or less you gain a spell slot equal to the transcribed spells level, and you transcribe the spell as described above. (You can use this benefit to a maximum of 2 times, for each level of spell slot. (E.g. you can get 2 extra 6th level spell slots this way and 2 extra 7th level spell slots and so on to a maximum of 9th level.)). These spell slots do not count towards the number of known spell slots, and are separate to your pact magic spell slots.

Boundless Arcanum
Prerequisite: 17th Level, Pact of the Tome feature.

You can choose any spells as your Mystic Arcanum spells. You do not risk the 33% chance of being unable to cast wish when using this invocation.

Call from the Grave
Prerequisite: 5th level, Pact of the Chain feature

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

Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature

You can cast Hold Monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Chronicle of The Sentinel
Prerequisite: Raven Queen patron, Pact of the Tome feature

You can place a corpse's hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature's spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature's death, and a given creature can only be asked one question in this manner.

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

Devil's Sight
You can see normally in darkness, both magical and non-magical, 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 Secrets
Prerequisite: 7th level, Pact of the Tome feature

When you gain this invocation, choose two spells from any class's spell list (the two needn't be from the same list). While you have your Book of Shadows on your person you can cast them as warlock spells, provided they are of a level for which you have spell slots.

Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot.

Eldritch Smite
Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Spear
Prerequisite: Eldritch Blast cantrip

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

Empowered Influence
Prerequisite: 4th level, Pact of the Mantle feature

You can affect two additional creatures with your Mantle.

Energy Barrier
Prerequisite: 5th level, 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.

Eyes of the Rune Keeper
You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning.

Extended Influence
Prerequisite: 5th level, Pact of the Mantle feature

The range of your mantle increases by 10 feet. You may take this Eldritch Invocation twice, but you must have at least 9 levels in the warlock class before you take it the second time.

Ferocious Wand
Prerequisite: 9th level, Pact of the Wand feature

Your pact wand's bonus to spell attack rolls and spell save DCs are increased by +2. Spell attacks made through your pact wand score a critical hit on a 19-20.

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 once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones
Prerequisite: Pact of The Chain feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Grasp of Hadar
Prerequisite: Eldritch Blast cantrip

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 you.

Improved Pact Weapon
Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Kiss of Mephistopheles
Prerequisite: 5th level, Eldritch Blast cantrip, the Fiend patron

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.

Lance of Lethargy
Prerequisite: Eldritch Blast cantrip

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.

Lifedrinker
Prerequisite: 12th level, 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).

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 Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see 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.

Mantle of Draining
Prerequisite: 11th level, Pact of the Mantle feature

Hostile creatures within range of your mantle take 5 + your Charisma modifier necrotic damage at the start of each of their turns.

Mantle of Protection
Prerequisite: Pact of the Mantle feature

Creatures affected by your mantle gain a +1 bonus to AC.

Mouth of the Void
Prerequisite: 11th level, Pact of the Claw feature

In the palm of your claw, a mouth opens. When you must make a saving throw against a spell that deals damage, you can use your reaction to absorb part of the spell, you cut the damage you take by half. You can use this feature before or after you roll your save. This feature can be used once per short or long rest.

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.

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, take an action or a reaction.

Otherworldly Leap
Prerequisite: 9th level

You can cast Jump on yourself at will, without expending a spell slot or material components.

Overcharged Strikes
Prerequisite: 5th, Pact of the Claw feature

When you make an attack with your clawed hand, you can use your bonus action to cast a cantrip or use a patron ability, any of which can have a regular casting time of at least 1 action. You can use your claw for this bonus action.

Path of the Seeker
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.

Raven Queen's Blessing
Prerequisite: Raven Queen patron, Eldritch Blast cantrip

When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature's Constitution modifier (minimum of 1 hit point).

Rejuvenating Mantle
Prerequisite: 19th level, Pact of the Mantle feature, Mantle of Draining Eldritch Invocation

When an enemy takes damage from Mantle of Draining, you can distribute hit points to creatures you choose (including yourself) within the range of your Mantle equal to the amount of damage the enemy took.

Relentless Hex
Prerequisite: 7th level, Hex spell or a warlock feature that curses

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 Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast
Prerequisite: Eldritch Blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

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.

Seeker's Speech
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 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.

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.

Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

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.

Visions of Distant Realms
Prerequisite: 15th level

You can cast Arcane Eye at will, without expending a spell slot

Voice of the Chain Master
Prerequisite: 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.

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.