Boons and Invocations (5e Class Feature)
The following are additional options for Warlock Pact Boons and Invocations.
Pact of the Brush[edit]
- Your patron grants you a brush that can materialize objects from nothing. As an action, you can channel the world altering magic of your patron to create one nonmagical item of your choice in an unoccupied space within 5ft of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 10 times your Warlock level, and the item must be Medium or smaller. The created item disappears after a number of hours equal to your Charisma modifier. For examples of items you can create, see the equipment chapter of the Player's Handbook.
- You can use your brush as a spellcasting focus.
- If you lose your brush, 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 brush. The brush turns to ash when you die.
Pact of the Brush Invocations[edit]
- Mind to Matter
You can cast the Mold Earth, and Shape Water cantrips with your brush.
- Dark Drawings
Prerequisite: 5th Level
Once per long rest, you can use your brush to cast Summon Shadowspawn at the same level as your Warlock spell slots, without expending a spell slot and ignoring the material components.
- Worldwide Canvas
Prerequisite: 7th Level
You can cast Hallucinatory Terrain at will with your brush.
- Self Portrait
Prerequisite: 9th Level
As a bonus action, you can use your brush to make a quick sketch of yourself. The sketch is 2D can have color if you choose. The sketch lasts for 1 minute, until it is destroyed, or until you erase it as a bonus action. Your sketch has an AC of 12 + your Charisma modifier, 1 Hit Point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the sketch to move up to 30ft in any direction (no action required). If your sketch is ever more than 30ft from you at the end of your turn, it is erased. You can use your sketch to do the following:
- As a bonus action, you can teleport, magically swapping places with your sketch at a cost of 15ft of your movement, regardless of the distance between the two of you.
- When you cast a spell, you can have it originate from you or your sketch.
Once you draw your sketch, you cannot do so again until you finish a short or long rest.
- Personal Letter
Prerequisite: 12th Level
As an action, you can use your brush to write the name of a creature you have met on a surface within reach. When you do, the creature must make a Wisdom saving throw if you are on the same plane of existence. On a success, the creature is unaffected. On a failure, the creature is charmed for 24 hours and will assist you to the best of their abilities. The charmed creature will not do something clearly harmful to itself. This ability affects creatures that are immune to the charmed condition, unless they have Legendary Actions.
Once you use this effect, you cannot do so again until you finish a long rest.
- Masterpiece
Prerequisite: 15th Level
Choose a single magic item of rare quality or lower. You can then spend a total of 24 hours creating your masterpiece. Once the 24 hours has been completed, your drawing comes to life and becomes the chosen item. You can attune to the item (if required) even if you are already attuned to three other items.
You can only have a single masterpiece at a time, destroying the previous one if you make another.
Pact of the Hourglass[edit]
- Your patron grants you a mysterious hourglass that warps time. While your hourglass is on your person, you always know what time it is, and, once per short rest, you have advantage on initiative rolls.
- If you lose your hourglass, 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 hourglass. The hourglass turns to ash when you die.
Pact of the Hourglass Invocations[edit]
- Stretch Time
When you cast a Warlock spell that has a duration other than Instantaneous, you can use your reaction to double the duration. You can do this a number of times per long rest equal to your Charisma modifier.
- Crunch Time
Prerequisite: 5th Level
When you cast a Warlock spell that has a casting time of 1 action, you can use your reaction to change the casting time to 1 bonus action for this casting. You can do this a number of times per long rest equal to your Charisma modifier.
- Accelerated Dilation
Prerequisite: 7th Level
You can use your action to cause a single condition, spell effect, or ability that is affecting a creature you can see within 30ft to rapidly expire. The target effect will end on the creature at the end of their next turn if it has a maximum duration of 1 minute. If it has a maximum duration of 1 hour, then it is shortened to 1 minute. You cannot use this ability more than once on an effect. Once you use this ability, you cannot do so again until you complete a short rest.
- Chronal Relativity
Prerequisite: 9th Level
When you take a long rest, you can designate a number of creatures (including yourself) equal to your Charisma modifier to only require 4 hours to complete the rest.
- Rapid Rejuvenation
Prerequisite: 12th Level
When you take a short rest, you can choose one class feature other than Spellcasting that recharges on a long rest, and have it recover at the end of the short rest. You can choose one of your own class features, or one of your allies. You cannot use this feature again until you complete a long rest.
- Hypersonic Thinking
Prerequisite: 15th Level
You have two reactions.
Pact of the Lantern[edit]
- Your patron grants you a ghostly lantern that can bend light. You choose the lantern's appearance and the color of its light when you receive it. As a bonus action, you can ignite the lantern or extinguish it. While lit the lantern sheds bright light for 15ft and dim light for an additional 15ft, but you can use an action to increase both ranges to 30ft by concentrating (as if on a spell). For the purposes of effects such as Darkness, the power of your lantern's light scales with your Warlock spell slots. Any creature of your choice within the light has advantage on Wisdom (Perception) checks that rely on sight.
- If you lose your lantern, 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 lantern. The lantern turns to ash when you die.
Pact of the Lantern Invocations[edit]
- Ghost Light
Creatures in the bright light of your lantern cannot benefit from invisibility unless you are willing. If not, they must succeed a Charisma saving throw when they enter the bright light for the first time on a turn or start their turn there.
- Nightmare Wisp
Prerequisite: 5th Level
As an action, you can cause yourself and a number of creatures up to your Charisma modifier that are in the light of your lantern to become invisible for 1 minute. While invisible, all movement of the affected creatures is silent, and the only thing that remains visible to other creatures is your lantern, which eerily clinks in the winds. You can only use this effect once before recharging on a short or long rest.
- Broken Lantern
Prerequisite: 7th Level
You can cast Wall of Fire using a Warlock spell slot. You cannot do so again until you finish a long rest.
- Gravekeeper's Lantern
Prerequisite: 9th Level
Undead and aberrations whose CR is equal to or less than your level, have disadvantage on attack rolls and ability checks while in the bright light of your lantern.
- Burn of the Ghost Flame
Prerequisite; 12th Level
When a creature of your choice enters the bright light of your lantern for the first time on a turn, or starts its turn there, you can have them take radiant or necrotic damage (your choice) equal to your Charisma modifier.
- Last Light
Prerequisite: 15th Level
When a creature hits you with an attack, you can use your reaction to have them make a Constitution saving throw. On a failure, the creature is blinded until the start of their next turn. On a success, the creature is unaffected. You can use this effect a number of times per long rest equal to your Charisma modifier.
Pact of the Phylactery[edit]
- Your patron grants you a phylactery that can absorb life essence. Whenever a creature whose CR is equal to or less than your level, dies within 30ft of you, you can use your reaction to make a Charisma saving throw. DC = 10 + the creature's Wisdom modifier. On a success, you absorb part of its soul, granting you temporary Hit Points equal to its CR (minimum of 1) plus your Charisma modifier. On a failure, you take psychic damage equal to the creature's Wisdom modifier (minimum of 1).
- If you lose your phylactery, 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 phylactery. The phylactery turns to ash when you die.
Pact of the Phylactery Invocations[edit]
- Dark Sacrifice
If you would be reduced to 0 Hit Points you can destroy your Phylactery to reform at it and drop to 1 Hit Point instead.
- Soul Drain
Prerequisite: 5th Level
When you successfully absorb a creature's essence, you regain a Warlock spell slot equal to 1/4 its CR (minimum of 1st level). If the level of your Warlock spell slots are lower than the recovered level, you still recover a Warlock spell slot, but it is of the level you can cast. If the level of your Warlock spell slots are higher than the recovered level, or if you do not have any expended Warlock spell slots, you instead gain double the temporary Hit Points.
- Echoes of the Lost
Prerequisite: 7th Level
While you have at least half the temporary Hit Points granted to you by your phylactery, you can use an action to sacrifice all of them and release a spirit echo. The echo is of the creature you absorbed to gain the temporary Hit Points. It appears at a point of your choosing within 60ft and can take one of its available actions before disappearing.
- Spectral Skin
Prerequisite: 9th Level
While you have the temporary Hit Points granted to you by your phylactery, you have resistance to bludgeoning, piercing, and slashing damage. Additionally, you can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage and are shunted to the nearest unoccupied space if you end your turn inside an object.
- Reluctant Servant
Prerequisite: 12th Level
When a creature touches your phylactery, you can use your reaction to force them to make a Wisdom saving throw against your spell save DC. On a failure, you choose the next action they take. You can use your phylactery as an improvised weapon, with which you are proficient, and on a hit, you can use this ability.
- Blessing of the Litch
Prerequisite: 15th Level
While you have your phylactery on your person, you gain the following benefits:
- When you would take necrotic damage from a hostile source, you instead regain a number of Hit Points equal to half the damage you took.
- You have advantage on death saving throws.
- Absorbing a creature's essence now grants temporary Hit Points equal to twice their CR plus your Charisma modifier.
Pact of the Ring[edit]
- Your patron grants you a ring that radiates an ominous energy. The ring can store one Warlock spell you cast into it. The wearer of this ring can cast any spell you stored into it. The spell uses your spell save DC, spell attack bonus, and spellcasting ability, but is otherwise treated as if the wearer cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
- If you lose your ring, 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 ring. The ring turns to ash when you die.
Pact of the Ring Invocations[edit]
- Jaunting Jewelry
You can attune to a fourth magic item, so long as it is some kind of jewelry. Such as a ring, pendant, or bracelet.
- Expensive Taste
Prerequisite: 5th Level
You have advantage on ability checks to barter when negotiating gold, and you can approximate the worth of an item without requiring a check.
- Tempt Greed
Prerequisite: 7th Level
When you or an ally attempts to charm another creature within 30ft of you, you can use your reaction to poke at their innate greed. When you do, you present an item that you are not wearing, wielding, or attuned to, and incite a penalty to the roll based on the worth of the item. The creature that is trying to avoid being charmed has a -1 to their roll for each increment of 500g the item presented is worth, up to maximum of -3.
- Bejeweled Attire
Prerequisite: 9th Level, Jaunting Jewelry invocation
You can attune to a fifth magic item, so long as it is some kind of jewelry.
- Master Ring
Prerequisite: 12th Level
If a creature within 30ft is attuned to a magical piece of jewelry that is of Very Rare quality or lower, you can use your action to drain its power. When you do so, the target item has its magical effects negated for the attuned creature, and instead affect you for the next minute.
- Brilliant Bling
Prerequisite: 15th Level
You gain a bonus to all saving throws equal to the number of magical jewelry that you are attuned to.
Pact of the Shield[edit]
- Your patron grants you an impenetrable shield. You can use a bonus action to summon a pact shield in your empty hand. You can choose the form of this shield each time you create it. You are proficient with it while you wield it. You can perform the somatic components for spells even if both your hands are holding items, so long as your shield is one of them.
- Your pact shield 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 shield into your pact shield by performing a special ritual while you hold 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 or a sentient shield 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.
Pact of the Shield Invocations[edit]
- Warding Guard
When you take the dodge action while wielding your pact shield, you gain a +2 bonus to AC until the start of your next turn.
- Specter Shield
Prerequisite: 5th Level
Your pact shield has the thrown (20/60) and returning properties, and deals 1d6 bludgeoning damage on a hit. If your patron is the Hexblade, you can use your Charisma modifier for the hit and damage rolls of your pact shield instead of Strength or Dexterity.
- Consuming Defense
Prerequisite: 7th Level
You can cast Absorb Elements at will, so long as you are wielding your pact shield. Casting it by use of this invocation scales with your Warlock spell slots. You can apply the damage bonus to your pact shield or another weapon you are wielding. If you apply it to your shield, the bonus damage applies even if you throw your pact shield.
- Explosive Rebuke
Prerequisite: 9th Level, Consuming Defense
While you can deal the additional damage from Consuming Defense, you can use an action to release the stored energy in a 30ft cone, ending the spell if you activate this ability. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking the stored damage dice plus your Warlock level on a failure, or half as much on a success.
- Face of Fear
Prerequisite: 12th Level
As an action, you can cause a face of pure dread to appear on your pact shield for 1 minute. While the face is present, any time a creature that can see your pact shield starts its turn within 30ft of your pact shield, must make a Wisdom saving throw against your spell save DC. On a failure, a creature becomes frightened until the start of their next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it cannot see the shield until the start of its next turn, when it can avert its eyes again. If the creature looks at your pact shield in the meantime, it must immediately make the save. While the face is present, you must concentrate on it, as if concentrating on a spell.
Once the face disappears, you cannot summon it again until you finish a short rest.
- Mythical Repulse
Prerequisite: 15th Level
While wielding your pact shield, if you are targeted by a Magic Missile, a line spell, or a spell that requires a ranged attack roll, and is of 5th level or lower, roll a d10. On a 1 to 7, you are affected as normal. On an 8 or 9, you are unaffected by the spell. On a 10, the spell is reflected back at the caster.
Pact of the Star[edit]
- Your patron marks a single star in the night sky as yours. You always know what direction your star is in, and it is always hanging over your next goal (determined by your patron).
Pact of the Star Invocations[edit]
- Polaris
When you finish a short or long rest, you can choose a number of creatures equal to your Charisma modifier to gain 1d4 that they can add to any attack roll, ability check, or saving throw of their choice. A creature can only have one of these dice at a time and it dissipates if they do not use it by the time they finish a long rest.
- Scholar of Stars
Prerequisites: 5th Level
Once per long rest, you can use your action to assume one of the constellations from the Circle of Stars Druid for 10 minutes. Any ability that uses your Wisdom modifier, instead uses your Charisma modifier.
- Gravitational Pull
Prerequisite: 7th Level
When you cast a spell that deals damage, using a spell slot, you can use your reaction to force all creatures that take damage from the spell to make a Strength saving throw. On a failure, a creature is pulled as close to the origin point of the spell as possible, up to 30ft. Once you use this feature a number of times equal to your Charisma modifier, you cannot do so again until you complete a long rest.
- Look to the Stars
Prerequisite: 9th Level
Once per long rest, when you make an attack roll, ability check, or saving throw you can forgo rolling and treat the roll as a number equal to your Warlock level.
- Point of Fate
Prerequisite: 12th Level
When a creature you can see within 30ft makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to change it to disadvantage and vice versa. Once you use this feature a number of times equal to your Charisma modifier, you cannot do so again until you complete a long rest.
- Gaze of Eternity
Prerequisite: 15th Level
You cannot get lost, even by magical means. In addition, you are immune to the Maze spell.
Pact of the Wings[edit]
- Your patron grants you brilliant wings. The wings appear as a tattoo on your back and manifest at the appropriate time in a spectral form that you determine. When you fall at least 10ft above the ground, you can use your reaction to extend your wings to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
Pact of the Wings Invocations[edit]
- Shield Wing
When you or another creature you can see within 5ft of you is hit by an attack roll, you can use your reaction to manifest your wings for protection. You grant a bonus to the target’s AC equal to your Charisma modifier against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your Charisma modifier, regaining all expended uses when you finish a long rest.
- Updraft
Prerequisite: 5th Level
You can cast Feather Fall at will.
In addition, you can use your bonus action to temporarily gain a flying speed equal to you walking speed until the end of your turn, and cannot do so again until you land. If you end your turn in the air, you immediately fall.
- Razor Wing
Prerequisite: 7th Level
Whenever you fly or glide within 5ft of a creature, you can deal 1d6 slashing damage. You can only apply this damage once per turn.
- Torrential Gust
Prerequisite: 9th Level
Once on your turn, when you take off, all creatures within 10ft of you must make a Strength saving throw or be knocked prone.
- Flyby
Prerequisite: 12th Level
Your flight does not provoke opportunity attacks.
- Midnight Flight
Prerequisite: 15th Level
You gain a flying speed equal to your walking speed.
Universal Invocations[edit]
- Mark of Death
You can cast Hunter's Mark once using a warlock spell slot. You can't do so again until you finish a short or long rest.
- Ultima Mortem
Prerequisite: 15th Level
You can cast Finger of Death once without expending a Mystic Arcanum. You can't do so again until you finish a long rest.
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