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    Default Re: The Warlock - a massive rewrite [3.5 Base Class WIP]

    Warlock Invocations

    There are over one hundred WotC-made Invocations, and hundreds more made by enthusiastic homebrewers. Ignoring this amazing wealth of resources would be crazy. As this class does not change the functionality of invocations, it should be compatible with any official or homebrew options you may wish to use. The invocations that follow have been altered in either function or flavor to be more in line with the above class, or are my own creations, and should be considered the standard list of invocations for this class. But don’t feel constrained, you’re already using homebrew, afterall!

    If an invocation has a source in the following lists with short descriptions, then it is unchanged, and should be used as found in the related source. If an invocation has a source listed next to it’s full text, then you should use the text found here, as the source is just for citing purposes.

    Blast Shapes
    Spoiler
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    Least
    • Eldritch Beam - Blast becomes weapon-like projection that allows iterative attacks
    • Eldritch Blow - Blast is channeled through melee attack
    • Eldritch Claws - Change your blast into a pair of claws
    • Eldritch Spear CAr 133 - Blast range increases to 250’

    Lesser
    • Eldritch Chain CAr 133 - Blast jumps from initial target to secondary targets
    • Eldritch Line - Blast becomes a 60’ line

    Greater
    • Eldritch Cone CAr 133 - Blast becomes a 30’ cone
    • Eldritch Burst - Blast becomes a spherical burst

    Ancestral
    • Eldritch Doom CAr 133 - Blast affects all enemies within 20’


    Eldritch Essences
    Spoiler
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    Least
    • Frightful Blast - Target must make Will save or become shaken
    • Hammer Blast - Deals additional damage to constructs and objects
    • Sickening Blast CAr 135 - Target must make a Fort save or become sickened

    Lesser
    • Baneful Blast - Blast ignores SR and deals additional damage to a specific creature type
    • Beshadowed Blast - Target must make a Will save or become blinded
    • Brimstone Blast - Deals fire damage and target must make a Ref save or catch fire
    • Deteriorating Blast DM 81 - Target must make a Fort save or have it’s DR reduced
    • Glacial Blast - Deals cold damage and target must make a Fort save or take a penalty to Dex and movement

    Greater
    • Bewitching Blast - Target must make a Will save or become confused
    • Hindering Blast - Target must make a Fort save or become slowed
    • Incarnum Blast MoI 107 - Target must make a Fort save or become dazed if an opposed alignment; invest essentia for increased damage
    • Noxious Blast CAr 135 - Target must make a Fort save or become nauseated
    • Penetrating Blast DM 82 - Bonus against SRl; Target must make Will save or have it’s SR reduced
    • Repelling Blast - Target must make a Ref save or be knocked back
    • Vitriolic Blast CAr 136 - Blast ignores SR and deals acid damage for multiple rounds

    Ancestral
    • Binding Blast - Target must make a Will save or be rendered helpless
    • Utterdark Blast CAr 135 - Deals negative energy damage and target must make a Fort save or gain 2 negative levels


    Other Invocations
    Spoiler
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    Least
    • All-Seeing Eyes - As comprehend laguages on written material, bonus to Search and Spot checks, and disbelieve illusions.
    • Baleful Utterance CAr 132 - Speak a word of power and shatter objects as the shatter spell
    • Beguiling Influence CAr 132 - Gain bonus on Bluff, Diplomacy, and Intimidate checks
    • Breath of the Night - Create a fog cloud as the spell that chills creatures in it
    • Call of the Beast CM 123 - Speak with animals and influence their behavior
    • Cocoon of Refuse - Target is entangled and bludgeoned by trash
    • Cold Comfort - you emit an aura of endure elements
    • Darkness - Create an area of pure darkness
    • Drain Incarnum - You drain the essentia from a target or deal Wisdom damage
    • Earthen Grasp - An arm of earth and soil grapples near-by creatures
    • Entropic Warding CAr 134 - Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent
    • Leaps and Bounds - Gain bonus on Balance, Jump, and Tumble checks and take 20
    • Miasmic Cloud - Create a cloud of mist that grants concealment and weakens those who enter
    • Otherworldly Knowledge - Gain bonus on Knowledge and Spellcraft checks
    • Scalding Gust - Use gust of wind as the spell, creatures in it take fire damage
    • See the Unseen CAr 135 - Gain see invisibility as the spell and darkvision
    • Serpent’s Tongue CM 124 - Gain scent and a +5 bonus on saves vs poison
    • Soulreaving Aura - Use reaving aura and gain a damage bonus and temporary hit points
    • Spiderwalk CAr 135 - Gain spider climb and you are immune to webs
    • Summon Swarm CAr 135 - Use summon swarm as the spell
    • Swimming the Styx - Gain a swim speed and breath water
    • Warlock’s Luck - Gain a luck bonus on one type of save or expend to confirm a critical hit

    Lesser
    • Charm CAr 132 - Cause a single creature to regard you as a friend
    • Crawling Eye CM 123 - Your eye crawls from its socket on spidery legs and can scout for you
    • Curse of Despair CAr 132 - Curse a creature as bestow curse and hinder their attacks
    • The Dead Walk - Create undead as the animate dead spell
    • Disembodied Hand CM 124 - You detach one of your hands and send it forth to manipulate the world
    • Dread Seizure - With a word a creature succumbs to painful seizures
    • Energy Resistance- Grant yourself and allies energy resistance
    • Enthralling Voice DM 80 - Fascinate nearby creatures by speaking
    • Flee the Scene CAr 134 - Use short range dimension door, leave behind a major image
    • Humanoid Shape DM 80 - Take the form of any humanoid creature
    • Hungry Darkness - Create darkness filled with a swarm of bats
    • Mask of Flesh CM 124 - Touch attack imposes 1d6 Cha penalty and transforms you to look like the target
    • Relentless Dispelling CM 124 - As targeted dispel magic, with an additional one the following turn
    • Spider-Shape DrU 63 - Transform into a fiendish monstrous spider
    • Stony Grasp - An arm of stone grapples near-by creatures
    • Sudden Swarm - A swarm of spiders burst from the bodies of creatures you kill
    • Syphon Incarnum - You can steal the essentia of others with a touch, taking it for yourself
    • Thieves’ Bane - Use arcane lock, which explodes when bypassed
    • Voidsense CAr 136 - Gain blindsense 30 feet
    • Voracious Dispelling CAr 136 - Use dispel magic, causing damage to creatures whose effects are dispelled
    • Walk Unseen CAr 136 - Use invisibility (self only)
    • Wall of Gloom - You create a barrier of ominous shadows that is difficult to pass through
    • Warlock’s Flight Originally Fell Flight, CAr 134 - Gain a fly speed with good maneuverability
    • Weighty Utterance - Cause a creature’s weight to quadruple, pulling it from the skies
    • Witchwood Step - Creatures can walk on water and move through difficult terrain without issue

    Greater
    • Aura of Flame - Aura deals fire damage to creatures that attack you
    • Baleful Gaes DM 79 - A single creature becomes your servant, but slowly sickens and dies
    • Caster’s Lament - You can use break enchantment with a touch and can counterspell
    • Caustic Mire - Create a caustive mire that sickens creatures
    • Chilling Fog DM 79 - Create solid fog that deals cold damage
    • Chilling Tentacles CAr 132 - Use black tentacles, and deal extra cold damage
    • Counterfeit Thoughts Originally Devil’s Whispers, Ci 68 - As suggestion, plus the target may believe the actions were their idea
    • Devour Magic - Use targeted greater dispel magic and gain temporary hit points
    • Dragonward DM 82 - Gain a host of defenses against dragons
    • Enervating Shadow - Gain concealment and impose Strength penalties to nearby creatures
    • Hellspawned Grace - Transform into a hellcat
    • Nightmares Made Real CM 124 - Use nightmare terrain CM 111 that deals damage
    • Painful Slumber of the Ages - Target falls asleep and is damaged upon awakening
    • Stamina of Blood Originally Draconic Toughness, DM 80 - Gain temporary hit points equal to your caster level
    • Tenacious Plague CAr 135 - Use insect plague, but the locust swarm deals damage as a magic weapon
    • Terrifying Roar DM 81 - Use fear as the spell; creatures shaken by the effect cannot attack you
    • Wall of Perilous Flame CAr 136 - Create a wall of fire, but half the damage is supernatural
    • Warlock’s Call - Use sending, but be able to disguise yourself

    Ancestral
    • Dark Discorporation - Transform into a swarm of bat-like shadows
    • Energy Immunity DM 80 - Gain immunity to acid, cold, electricity, fire, or sonic damage
    • Impenetrable Barrier - Create an opaque wall of force or forcecage
    • Incarnum Shroud - Gain essentia and a miss chance
    • Instill Vulnerability - Make target creature vulnerable to a chosen energy type
    • Path of Shadow - Use shadow walk and accelerate natural healing
    • Perilous Veil - Use veil as the spell, successful disbelief deals damage and blindness
    • Retributive Invisibility - Use greater invisibility (self only) that deals damage if dispelled
    • Steal Summoning - Use steal summoning, but on any summon spell
    • Unrivaled Master of the Skies - Gain a fly speed with perfect maneuverability and Flyby Attack
    • Warlock’s Foresight Originally Dark Foresight, CAr 133 - Use foresight and communicate telepathically with close targets
    • Word of Changing - Use baleful polymorph which could become permanent


    I will be adding additional invocations as time allows. This will include heritage-specific invocations.

    Invocation Descriptions

    Spoiler
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    All-Seeing Eyes CM 123
    Least; 2nd
    You gain a supernaturally precise vision of the world around you. You gain the benefits of comprehend languages, albeit for written words only. Additionally you gain a +6 bonus on Search and Spot checks. Finally, simply viewing an illusion grants you a save to disbelieve it. All-seeing eyes lasts for 24 hours.

    Aura of Flame DM 79
    Greater; 6th
    You become wreathed in an aura of orange fire, which gives off light equivalent to a torch and last a number of rounds equal to your caster level. Any creature that attacks you with a natural or nonreach melee weapon or starts it’s turn adjacent to you or grappling you takes 1d6 points of fire damage per two caster levels. These flames ignore spell resistance. Additionally, you take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

    Baneful Blast CM 123
    Lesser; 3rd [Eldritch Essence]
    You transform your eldritch blast into a baneful blast. When you gain this invocation, select a creature type from the Ranger Favored Enemies table. A baneful blast deals an additional 2d6 damage and ignores the spell resistance of creatures of the chosen type. You may not change the creature type chosen, but you may take this invocation more than once, choosing a new creature type each time.

    Beshadowed Blast CAr 132
    Lesser; 4th [Eldritch Essence]
    You transform your eldritch blast into a beshadowed blast. Any creature struck by a beshadowed blast must succeed on a Will save or be blinded for 1 round.

    Bewitching Blast CAr 132
    Greater; 5th [Eldritch Essence]
    You transform your eldritch blast into a bewitching blast. A creature struck by a bewitching blast must succeed on a Will save or become confused for 2 rounds. This is a mind-affecting effect.

    Binding Blast CM 123
    Ancestral; 7th [Eldritch Essence]
    You transform your eldrtich blast into a binding blast. Any creature struck by a binding blast must succeed on a Will save or be rendered helpless for 1 round.

    Breath of the Night CAr 132
    Least; 1st
    A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. Any other living creature in the fog takes 1d4 points of cold damage each round. A moderate wind or any fire larger than a torch immediately disperses the fog, which otherwise disperses after 1 minute.

    Brimstone Blast CAr 132
    Lesser; 3rd [Eldritch Essence]
    You transform your eldritch blast into a brimstone blast. A brimstone blast deals fire damage. A creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until it takes a full-round action that provokes attacks of opportunity to extinguish the flames.

    Caustic Mire CM 123
    Greater; 5th
    You can use caustic mire CM 98 as the spell, except that any creature that breaths in the fumes is automatically sickened as long as they are in the area of the spell and for 3 rounds afterwards. You may only have one caustic mire in effect at a time; if a new one is created, the old one vanishes.

    Caster’s Lament CM 123
    Greater; 7th
    Otherwise unchanged from Complete Mage.

    Cocoon of Refuse Ci 68
    Least; 1st
    You cause various bits of trash and detritus in the area - loose wood, rotting garbage, old clothes, discarded dishes, scraps of parchment, even dead animals - to fly about and latch onto a target. The target must succeed on a Reflex save or become entangled and takes 1 point of bludgeoning damage each round. The target can escape with a successful DC 20 Strength or Escape Artist check, which can be repeated each round as a standard action. The invocation ends when the target successfully escapes or after 1 round per caster level. This invocation requires that at least 50% of the refuse be urban trash, so it does not function in the wilderness. Creatures of Huge or larger size are immune to this invocation.

    Cold Comfort MC 123
    Least; 2nd
    This invocation renders you partially immune to the ravages of the environment. You emit an aura out to 30 feet and all within are considered under the effects of endure elements. This invocation lasts for 24 hours. While active, you may end the effects of this invocation as an immediate action to grant everyone within the aura resistance 5 to fire and cold for 1 round.

    Dark Discorporation CAr 132
    Prerequisite: Demonic, Infernal, or Undead lineage
    Ancestral; 8th
    You learn to abandon your body, transforming into a swarm of Diminutive, bat-like shadows that fill two 10-foot squares (eight contiguous 5-foot squares). This transformation lasts for 24 hours. You gain the traits listed in Complete Arcane with the following exceptions. You may augment the damage of your Swarm Attack by applying a single Eldritch Essence you know to it, and you may end the effect of this invocation as a move action.

    Darkness CAr 133
    Least; 2nd
    You can cause an object within 30 feet to radiate complete darkness out to a 20-foot radius. Other than these differences, this ability works as the darkness spell.

    The Dead Walk CAr 133
    Prerequisite: Non-good
    Otherwise unchanged from Complete Arcane.

    Devour Magic CAr 133
    Greater; 6th
    This invocation allows you to deliver a targeted greater dispel magic to a target within 30 feet. You gain 5 temporary hit points for each spell level dispelled by this invocation. These temporary hit points last for 1 minute.

    Drain Incarnum MoI 107
    Least; 2nd
    An ephemeral claw reaches into a target within 30 feet. Unless the target succeeds on a Fortitude save, it takes 1 point of essentia damage plus an additional point per 5 caster levels. A creature without an essentia pool instead takes 2 points of Wisdom damage.

    Dread Seizure DM 82
    Lesser; 4th
    You speak a word that sends wracking pain through the limbs of a single creature within 60 feet, dealing 1d6 non-lethal damage per round for a number of rounds equal to your caster level. Additionally, the target must succeed on a Fortitude save or the seizures reduce the creature’s movement speeds by half (round down to the nearest 5-foot increment), the target takes a -5 penalty on attacks made against creatures more than 5 feet away from it (or against creatures outside its own space, for creatures with a natural reach of 0 feet), and the target is unable to cast spells with a somatic component for one round. The target must make a new Fortitude save and the beginning of each turn for the duration of this invocation. You can never have more than one target affected by this ability at a time; if a second creature is affected, the first no longer suffers from this invocation.

    Earthen Grasp CAr 133
    Least; 2nd
    You cause an arm of dense soil to rise from the ground with 5 feet of a creature that grabs them. The creature must succeed on a Reflex save or it is considered to be grappled by the arm. Other than these differences, this ability works as the earthen grasp spell SpC 76. You may only have one earthen grasp in effect at a time; if a new one is created, the old one vanishes.

    Eldritch Beam Originally Eldritch Glaive; DM 82
    Least; 2nd [Blast Shape]
    This blast shape invocation gives your eldritch blast physical substance, forming a long glowing beam similar to a glaive that you wield with both hands. As a free action that does not provoke an attack of opportunity, you can form an eldritch beam until the start of your next turn. As a full-round action, you can make a number of melee touch attacks as your base attack bonus allows as if wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the eldritch beam). While wielding your eldritch beam, you also threaten nearby squares as if wielding a reach weapon, and you can make attacks of opportunity with your eldritch beam (these are also melee touch attacks). Eldritch beam cannot be applied to an Eldritch Volley eldritch blast.

    Eldritch Blow Originally Hideous Blow, CAr 134
    Least; 1st [Blast Shape]
    This blast shape invocation allows you to channel your eldritch blast through your melee attacks as an eldritch blow. As a free action that does not provoke an attack of opportunity, you can channel the energies of your eldritch blast into a single melee weapon or natural weapon you are wielding until the start of your next turn. If you hit a target with that weapon while it is infused with your eldritch blow, after sustaining the normal effects of the strike the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the eldritch blow). Eldritch blow bypasses spell resistance, and cannot be applied to an Eldritch Volley eldritch blast. You cannot use your normal eldritch blast while your weapon is infused with your eldritch blow.

    Eldritch Burst
    Greater; 5th [Blast Shape]
    You transform your eldritch blast into an eldritch burst. An eldritch burst is a 15 foot radius burst with a range of 60 feet, and deals normal eldritch blast damage to all targets within the area (including any eldritch essence applied). This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can succeed on a Reflex save for half damage.

    Eldritch Claws Originally a feat, Dragon 358
    Least; 2nd [Blast Shape]
    This blast shape invocation allows you to condense your eldritch blast into a pair of claws that extend nearly a foot from your hands. As a free action that does not provoke attacks of opportunity, you can create these eldritch claws, gaining two claw natural weapons that deal damage equal to your unarmed strike damage plus your eldritch blast damage (including any eldritch essence applied to the eldritch claws). You are automatically proficient with your eldritch claws. Once you form your eldritch claws they remain until the beginning of your next turn. Eldritch claws cannot be applied to an Eldritch Volley eldritch blast. You cannot use your normal eldritch blast while your eldritch claws exist.

    Eldritch Line DM 82
    Lesser; 3rd [Blast Shape]
    You transform your eldritch blast into a eldritch line. An eldritch line is a 60 foot line and deals the normal eldirtch blast damage to all targets within the area (including any eldritch essence applied). This is not a ray attack, so it requires no ranged touch attack. Any creature in the line can succeed on a Reflex save for half damage.

    Energy Resistance Originally Ignore the Pyre, DM 82
    With a touch, you grant a creature (or yourself) resistance to any one energy type (acid, cold, electricity, fire, or sonic) equal to your caster level for 24 hours. A creature may only gain resistance to one energy type from this invocation at a time; if you use this invocation a second time before the duration of the first expires the new resistance and duration replaces the old one.

    Enervating Shadow CAr 133
    Greater; 5th
    You are cloaked and shielded from harm while draining vitality from nearby creatures. This invocation grants your total concealment in any area that isn’t brightly lit, and concealment in any area that is. Additionally, any living creature within 10 feet must succeed at a Fortitude save at the beginning of it’s turn or take a -4 penalty to Strength for 5 rounds. If a creature already has the penalty it takes 2 Strength damage. This invocation lasts for 5 rounds and it can be countered or dispelled by any light spell or effect of equal or higher level.

    Frightful Blast CAr 134
    Least; 2nd [Eldritch Essence]
    You transform your eldritch blast into a frightful blast. A creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. A creature cannot be made panicked from this effect. Creatures immune to fear effects or mind-affecting effects cannot be shaken and take only half damage from a frightful blast.

    Glacial Blast Originally Hellrime Blast, CAr 134
    Lesser; 4th [Eldritch Essence]
    You transform your eldritch blast into a glacial blast. A glacial blast deals cold damage. Any creature struck by a glacial blast must succeed on a Fortitude save or take a -4 Dexterity penalty for 10 minutes. Even if they make the save, the freezing cold crystallizes the moisture in the air, forming a covering of ice which reduces their movement speeds by half for 1 round

    Hammer Blast CM 124
    Least; 2nd [Eldritch Essence]
    You transform your eldritch blast into a hammer blast. When used against constructs, a hammer blast does not allow spell resistance and deals an additional 2d6 damage. A hammer blast deals full damage to objects.

    Hellspawned Grace CM 124
    Prerequisite: ??? and Infernal lineage
    Greater; 6th
    You transform into a hellcat for 24 hours. You may end this invocation early as a full-round action. This is a polymorph effect.

    Hindering Blast CM 124
    Greater; 5th [Eldritch Essence]
    You transform your eldritch blast into a hindering blast. A creature struck by a hindering blast must succeed on a Fortitude save or be slowed for 1 round.

    Hungry Darkness CAr 134
    Lesser; 3rd
    You can create an area of complete darkness that is filled with bats (as the bat swarm, except the swarm fills every square occupied by the darkness). The hungry darkness is stationary, but you may move it up to 20 feet as a move action. You are immune to the attacks of your own hungry darkness, but you are still subject to the effects of the darkness. The hungry darkness last 1 round per caster level. If the bat swarm is destroyed, the darkness disappears as well. You may only have one hungry darkness in effect at a time; if a new one is created, the old one vanishes.

    Impenetrable Barrier DM 82
    Prerequisite: Angelic, Titan and ??? lineage
    Ancestral; 7th
    You can conjure up a wall of force as the spell. This wall is completely opaque and blocks sight of all kinds. Alternatively, you may use this invocation to create a forcecage, except that it only lasts one round per level and creatures in it’s area of effects may succeed on a Reflex save to jump to the nearest square outside the cage, avoiding it (this version is also opaque and blocks sight if solid walls are used). You can only have one impenetrable barrier in effect at a time. If you use the invocation a second time befor the duration of the first expires, the previous wall disappears. If your impenetrable barrier is destroyed (such as by a rod of cancelation or disintegrate spell, you take 1d10 points of damage.

    Incarnum Shroud MoI 107
    Ancestral; 8th
    This invocations calls for the power of your soul, shrouding you with incarnum. All attacks against you have a 20% miss chance. You gain 1 point of essentia while this invocation is in effect. This invocation lasts for 24 hours.
    You can invest essentia into this invocation once per day as if it were an incarnum feat. Every point of essentia invested in your incarnum shroud increases the granted miss chance by 10% and grants you a cumulative +1 bonus on saves against death effects and energy drain. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. If your incarnum shroud is dispelled during this time, the essentia investment remains in place, taking effect once again when you activate the invocation.

    Instill Vulnerability DM 81
    Prerequisite: Aberrant, Angelic, or Fey lineage
    Ancestral; 7th
    You imbue a single creature within 30 feet with vulnerability to a particular type of energy (acid, cold, electricity, fire, or sonic). Creatures with resistance or immunity to the chosen energy type instead are stripped of that resistance or immunity. A successful Will save negates this effect. The effects of this invocation last for 24 hours or until you use this invocation on the creature a second time, in which case the first effect ends and the new effect and duration take effect.

    Leaps and Bounds CAr 134
    Least; 2nd
    You can invoke this ability to gain amazing agility. You gain a +6 bonus to Balance, Jump, and Tumble checks for 24 hours. While active, you may consider to have rolled a natural 20 on a single Balance, Jump, or Tumble check instead of rolling. If you do, the effect of this invocation ends at the end of the round.

    Miasmic Cloud CAr 134
    Least; 1st
    A misty cloud of fog spreads in a 10-foot radius from you when you use this invocation. The fog does not block line of sight, but all creatures in the fog have concealment. Any creature (other than you) that enters the fog must make a Fortitude save or become fatigued and have any melee damage they deal reduced by half. This effect lasts as long as the creature remains within the cloud and for 1 round thereafter. A moderate wind, or any fire larger than a torch disperses the fog in 1 round. The fog otherwise lasts for 1 minute.

    Otherworldly Whispers CM 124
    Least; 2nd
    You hear whispers in your head, revealing secrets of the multiverse. You gain a +6 bonus on Knowledge and Spellcraft checks and are considered trained in those skills for 24 hours.

    Painful Slumber of the Ages CM 124
    Greater; 6th
    You can use endless slumber [sup]CM 103[/cup] as the spell. When a creature awakens from this effect it takes damage equal to your caster level plus the number of times it failed the save to wake up.

    Path of Shadow CAr 135
    Prerequisite: Aberrant, Fey, Infernal, or Undead lineage
    Ancestral; 6th
    Otherwise unchanged from Complete Arcane.

    Perilous Veil DM 81
    Prerequisite: Aberrant, Fey, or Infernal lineage
    Ancestral; 8th
    You instantly change the appearance of one or more subjects, as the url=http://www.d20srd.org/srd/spells/veil.htm]veil[/url] spell. Any creature that succeeds on a Will save to disbelieve the glamer is struck blind, mute, and takes 5d6 points of damage. Spell resistance applies against this secondary effect. You are instantly aware if a creature successfully disbelieves the glamer and may chose not to have the secondary effect occur.

    Unrivaled Master of the Skies
    Prerequisite: Angelic, Draconic linegae
    Ancestral; 9th
    When you use this invocation you are born aloft, at home among the clouds. You gain a fly speed equal to your land speed + 30 feet with perfect maneuverability for 24 hours. While this invocation is active you are considered to have both the Flyby Attack and Improved Flyby Attack feats, even if you don’t meet the prerequisites.

    Repelling Blast CAr 135
    Greater; 6th [Eldritch Essence]
    You transform your eldritch blast into a repelling blast. Any creature your size or smaller struck by your repelling blast must succeed on a Reflex save or be hurled 1d6x5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack. If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 5 feet it did not travel, and it is still knocked prone. This movement does not provoke attacks of opportunity.

    Retributive Invisibility CAr 135
    Prerequisite: Demonic, Fey, Infernal lineage
    Ancestral; 6th
    You can use greater invisibility, but you can only target yourself. If this invocation is dispelled a violent shock wave rleases from your body in a 20-foot radius burst. This shock wave deals 4d6 points of force damage to all other creatures in the area and dazes them for 1 round. A successful Fortitude save halves the damage and prevents the daze effect.

    Scalding Gust DM 81
    Least; 2nd
    You create a strong blast of wind as the gust of wind spell, except that the duration is instantaneous. Any creature within the effect takes 2 points of fire damage per caster level, regardless of whether it succeeds on gust of wind’s Fortitude save.

    Soulreaving Aura CM 124
    Prerequisite: Non-good
    Least; 2nd
    You can use reaving auraCM 114 as the spell, except that the damage deatl is equal to half your caster level. In addition to the normal effect, if any creature dies from this invocation you gain a profane bonus equal to the creature’s HD to the damage of your eldritch blast for 1 round and temporary hit points equal to the creature’s HD that last for 1 minute.

    Steal Summoning CM 124
    Prerequisite: Draconic, Fey, or Infernal lineage
    Ancestral; 7th
    You can use steal summoning as the spell, except that you can steal the effects of any spell in the summoning subschool changing any targets and having complete control over any creatures summoned. You do not need to concentrate to maintain this control unless the duration of the stolen spell includes concentration.

    Stony Grasp CAr 135
    Lesser; 4th
    You cause an arm of stone the size of a man to rise from the ground within 5 feet of a creature that grabs at them. The creature must succeed on a Reflex save or it is considered to be grappled by the arm. The arm has a Strength of 18 +1 per caster level. Other than these differences, this ability works as the stony grasp spell SpC 209. You may only have one stony grasp in effect at a time; if a new one is created, the old one vanishes.

    Sudden Swarm DrU 63
    Add your caster level instead of your warlock level to the hit points and poison DC for the spider swarm, and add your Charisma modifier to the DC of its Distraction. Otherwise unchanged.

    Swimming the Styx CM 124
    Least; 2nd
    By tapping into the power of the legendary river, you become an aquatic creature. Your hands and feet become slightly webbed, granting you a swim speed equal to your base land speed (you gain all other benefits derived from a swim speed), and you can breath water as well as air. As an interest side effect, you are also rendered immune to the effects of the Styx. This invocation lasts for 24 horus.

    Syphon Incarnum Originally Steal Incarnum, MoI 107
    Lesser; 4th
    You can use this invocation to syphon essentia from a touched creature for your own use.Unless the target succeeds on a Fortitude save, it loses 1 point of essentia for every 4 caster levels, and you gain essentia equal to the amount lost. The gained essentia fades after 5 minutes, though the target must heal the essentia damage as normal. If the target does not have an essentia pool it gains 1 negative level that fades after 24 hours. If you do not have an essentia pool then instead your eldritch blast deals an additional die of damage per point of essentia syphoned for 1 round.

    Thieves’ Bane Ci 68
    Lesser; 3rd
    This invocation creates an arcane lock effect as the spell. In addition, should anyone other than you open the item in question from the outside by any means (including knock or dispel magic) the portal or lid explodes outward, dealing 5d6 points of force damage in a 20 foot cone. Each creature but the one that triggered the effect (assuming it was standing in front of the item) can succeed on a Reflex save for half damage. Spell resistance does not apply to the damage cause by this invocation. You are instantly aware of when this invocation is triggered.

    Wall of Gloom CAr 136
    Lesser; 3rd
    You create an insubstantial but foreboding wall that is disturbing to pass through. Creatures attempting to pass through must succeed on a Will save or be halted at its edge, end the move action (though a creature can move away from the wall or attempt to pass through again if it has another move action). If a creature successfully passes through the wall it suffers a -2 penalty to attack rolls and Will saves for 1 round as it shakes off a sense of despair. Other than these differences, this ability works as the wall of gloom spell SpC 233.

    Warlock’s Call CAr 136
    Greater; 5th
    You can send a message as the sending spell. The warlock may make the message appear to come from another creature with a successful Bluff check (opposed by the receiving creature’s Sense Motive). If the Bluff is unsuccessful the receiving creature remains unaware of any deception, the warlock is simply anonymous.

    Warlock’s Luck Originally Dark One’s Own Luck, CAr 133
    Least; 2nd
    The arcane energies that swirl around you grant you luck. You gain a luck bonus equal to your Charisma modifier on Fortitude, Reflex, or Will saves (your choice each time you use this invocation) for 24 hours. This invocation can only apply to one save at a time, and the bonus it provides may not exceed your warlock level. While active, you may end the effect of this invocation as a free action to automatically confirm a critical hit with your eldritch blast.

    Weighty Utterance DM 82
    Lesser; 4th
    With a single word you can increase the weight of a single creature within 60 feet. The target must succeed on a Will save or it and all the equipment it is carrying has it’s weight quadrupled for 1 round. This might cause some individuals to suddenly take encumbrance penalties while others collapse under the weight of their own gear. If the target is flying and fails the Will save it falls 5 feet per caster level. A creature that is forced to the ground as a result of this invocation takes 1d6 points of damage per 10 feet traveled and cannot fly again for 1 round.

    Witchwood Step CM 124
    Lesser; 3rd
    With a touch you an allies footsteps (or your own) become supernaturally sure and supportive. The target is unaffected by difficult terrain and is immune to being entangled. They can even walk on water, as the water walk spell. This invocation last for 24 hours. The creature affected by this invocation may end it as a free action to be under a freedom of movement effect for 1 round.

    Word of Changing CAr 136
    Prerequisite: Aberrant, Demonic, Fey, or Titan lineage
    Ancestral; 7th
    Otherwise unchanged from Complete Arcane.
    Last edited by MammonAzrael; 2012-03-18 at 04:27 AM.
    My homebrew - If you use it, please let me know how it goes!

    Current Projects - Warlock rewrite

    1st place in GITP Monster Competition LV and LVI