Pact of the Blade Invocations (5e Class Feature)

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Eldritch Invocations[edit]

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the official material.


Invisible Weapon[edit]

Prerequisite: Pact of the Blade feature

As an action, you can make your pack weapon invisible. Creatures with True sight, ethereal sight or blind sight can still see the weapon. But if the creature do not have one of these sights you gain +1 to your attack and damage rolls.


Weapon of Marking[edit]

Prerequisite: Pact of the Blade feature

Whenever you hit a creature with your pact weapon as part of the attack action you can mark the creature for 1 minute. You are always aware of the marked targets position. you can use this feature a number of times equal to your proficiency bonus. You regain the uses of this feature when you finish a long rest.


Disciplined blade[edit]

Prerequisite: Pact of the Blade feature

You can create a pact weapon using a bonus action, instead of an action. Additionally whenever you create a pact weapon it uses your charisma for attack and damage rolls as your connection to your patron fuels your weapons power


Living Weapon[edit]

Prerequisite: 7th level, Pact of the Blade feature

As a ritual, you can summon a servant of your patron and make it reside inside your pact weapon. If the weapon requires attunement the the servant can attune to it. Meaning the weapon will be under the servants control.

This ritual fails if the weapon is already sentient. The servant can communicate with you and tries to uphold its lords wishes through you. Moreover your pact weapon works as spell casting focus for you.


Hex Drive[edit]

Prerequisite: 9th level, Pact of the Blade feature

As an action you, you surround yourself with hex energy for a short moment. you move up to your movement speed and you can make a single mele attack against each enemy you pass by.

leaving mele of an enemy may provoke opportunity attack against you as well. you can use this feature a number of times equal to your proficiency bonus.


Blade Caster[edit]

Prerequisite: 9th level, Pact of the Blade feature

You infuse your pact weapon with one of the elemental magics causing it to deal an extra 1d8 points of elemental damage. More over your pact weapon works as spell casting focus for you.


Blitz Strike[edit]

Prerequisite: 9th level, Pact of the Blade feature

As cracking lightning surrounds you, You charge toward your enemy and using your momentum make a powerful strike. The extra damage dealt by the strike is equal 1d6 multiplied by every 10ft movement made during the charge. you can use this feature only once per turn.


Shadow Hex[edit]

Prerequisite: 15th level, Pact of the Blade feature

When a creature is under your hex blade curse, it gets engulfed by its own shadow which functions as a magical darkness of 15 feet radius sphere. Creature with true sight, blind sight or sights that lets you see in magical darkness can still see inside the area.

Clarification : If the shroud/darkness is dispelled while the creature is still cursed, the shroud re-appears at the start of your next turn but reverts back to being 15 feet radius.


Shroud of Shadows[edit]

Prerequisite: 15th level, Pact of the Blade feature

When you use the hex blade curse on a creature, you can surround yourself using your own shadow which functions as a magical darkness of 10 feet radius sphere.

If the cursed target dies or reaches 0 hit point, you rob it of its shadow as it merges with your own, increasing the spheres radius by 5ft. The shadow fades away over a duration of one minute if no target is cursed by you anymore.

Clarification : If the shroud/darkness is dispelled while the creature is still cursed, the shroud re-appears at the start of your next turn but reverts back to being 10 feet radius.


Weapon of retribution[edit]

Prerequisite: 15th level, Pact of the Blade feature

when an enemy deals damage to you on their turn, pains from the damage fuels your pact weapon as it starts burning in purple flame. when you hit a mele attack against the target for the first time on subsequent turn, it takes extra psychic damage equal to half the damage delt on you by him in his previous turn. The target must be the same one that delt damage to you and you can choose only one target at a turn when you take damage.

After hitting the target or if your turn ends before you can attack, the effect vanishes away from your weapon.


Hexblade Warlock.jpg
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