UB Invocations - SolastaMods/SolastaUnfinishedBusiness GitHub Wiki
1. - Abilities of the Chain Master ©
Gain additional effects when bound to a creature. When bound to Imp gain greater invisibility, when bound to Pseudo Dragon gain flight and attacks imbued with poison, when bound to Quasit gain an additional main action and advantage on Dexterity saving throws, and when bound to Sprite get an armor class score of at least 16 and attackers have disadvantage against you.
2. - Aspect of the Moon ©
You no longer need to sleep and can keep watch, lowering the chances of attack and ensuring you are awake if camp is attacked.
3. - Bond of The Talisman ©
You can use Bonus Action to teleport up to 30 ft away to an unoccupied space you can see.
4. - Breath of the Night
You can cast Fog Cloud at will, without expending a spell slot.
5. - Burning Hex ©
As a bonus action, you cause a cursed target to take fire damage equal to your Charisma modifier (minimum of 1) and become on fire.
6. - Call of the Beast
You can cast Conjure Animals once, without expending a spell slot. You can't do so again until you finish a long rest.
7. - Chilling Blast
You can change the damage type of the eldritch blast to cold damage instead of force damage.
8. - Chilling Hex ©
As a bonus action, you cause frost to swirl around a cursed target, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
9. - Cloak of Flies ©
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. Once you use this invocation, you can't use it again until you finish a short or long rest.
10. - Corrosive Blast
You can change the damage type of the eldritch blast to acid damage instead of force damage.
11. - Devoted Mind
You can cast Shield of Faith at will, without expending a spell slot.
12. - Discerning Gaze
You can cast Detect Evil and Good at will, without expending a spell slot.
13. - Eldritch Mind ©
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
14. - Eldritch Smite ©
Once per turn when you hit a creature with your pact weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you knock the target prone if it is Huge or smaller.
15. - Fiery Blast
You can change the damage type of the eldritch blast to fire damage instead of force damage.
16. - Fulminate Blast
You can change the damage type of the eldritch blast to lightning damage instead of force damage.
17. - Gift of the Dispeller
You can cast Dispel Evil and Good once, without expending a spell slot. You can't do so again until you finish a long rest.
18. - Gift of the Ever-Living Ones ©
Regains the maximum number of hit points possible from any healing.
19. - Gift of the Hunter
You can cast Pass Without Trace once, without expending a spell slot. You can't do so again until you finish a long rest.
20. - Gift of the Protectors ©
When you are reduced to 0 HP but not killed, you can drop to 1 HP instead.
21. - Grasp of Hadar ©
When you hit a creature with Eldritch Blast, you can pull the creature up to 10 ft towards you in a straight line.
22. - Improved Pact Weapon ©
Your weapon gains a +1 bonus to its attack and damage rolls.
23. - Lance of Lethargy ©
When you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 ft until the end of your next turn.
24. - Maddening Hex ©
As a bonus action, you cause a psychic disturbance around the target cursed by your Malediction spell, Bestow Curse spell, Sign of Ill Omen invocation, or Soul Hex feature. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier. To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
25. - Mire the Mind ©
You can cast Slow once, without expending a spell slot. You can't do so again until you finish a long rest.
26. - Necrotic Blast
You can change the damage type of the eldritch blast to necrotic damage instead of force damage.
27. - Poisonous Blast
You can change the damage type of the eldritch blast to poison damage instead of force damage.
28. - Psychic Blast
You can change the damage type of the eldritch blast to psychic damage instead of force damage.
29. - Radiant Blast
You can change the damage type of the eldritch blast to radiant damage instead of force damage.
30. - Relentless Hex ©
Your curse creates a temporary bond between you and your target. 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 Malediction spell, Bestow Curse spell, Sign of Ill Omen invocation, or Soul Hex feature. To teleport in this way, you must be able to see the cursed target.
31. - Shroud of Shadow ©
You can cast Invisibility at will, without expending a spell slot.
32. - Spark of Kinesis
You can cast Haste once, without expending a spell slot. You can't do so again until you finish a long rest.
33. - Superior Pact Weapon ©
Your weapon gains a +1 bonus to its attack and damage rolls.
34. - Tenacious Plague
You can cast Insect Plague once, without expending a spell slot. You can't do so again until you finish a long rest.
35. - Thunder Blast
You can change the damage type of the eldritch blast to thunder damage instead of force damage.
36. - Tomb of Levistus ©
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.
37. - Trickster's Escape ©
You can cast Freedom of Movement once, without expending a spell slot. You can't do so again until you finish a long rest.
38. - Ultimate Pact Weapon ©
Your weapon gains a +1 bonus to its attack and damage rolls.
39. - Undying Servitude ©
You can cast Raise Skeletal Enforcer once, without expending a spell slot. You can't do so again until you finish a long rest.
40. - Verdant Armor
You can cast Barkskin at will, without expending a spell slot, and without requiring concentration.