Eldritch Invocations

2nd-level Invocations

 * Agonising Blast: Select one cantrip that you know that deals damage. When you cast this cantrip, you can add your spellcasting modifier to the damage it deals.
 * Arcane Technique: You become proficient with any 2 skills or tools of your choice.
 * Armour of Shadows: You can cast the Mage Armour using 1 action, without expending a spell slot or material components.
 * Beast Speech: You can cast the Speak with Animals spell using 1 action, without expending a spell slot or material components.
 * Debilitating Blast: Select one cantrip that you know that does not have a saving throw and targets at least one creature. When you successfully cast this cantrip, the target must make a Constitution saving throw. On a failure, the target suffers disadvantage on the first attack roll it makes, lasting until the end of your next turn.
 * Eldritch Reach: Your melee Attacks gain a range of 10 feet, unless they already have a range that is further than 10 feet.
 * Eldritch Spear: Select one cantrip that you know that deals damage. The range of that cantrip becomes 300 feet.
 * Eldritch Speed: When you take the Stride action, you can move an additional 5 feet as part of that action.
 * Elemental Blast: Select one cantrip that you know that deals damage. When you cast this cantrip, you can change its damage type to one of the following options; acid, cold, fire, lightning, poison or thunder.
 * Fiendish Vigour: You can cast the False Life spell at 1st-level on yourself using 1 action, without expending a spell slot or material components.
 * Grasp of Hadar: Select one cantrip that you know that deals damage. When you deal damage to a creature using that cantrip, you can forcefully pull the creature 10 feet toward you.
 * Lance of Lethargy: Select one cantrip that you know that deals damage. When you deal damage to a creature using that cantrip, the creature is also crippled until the end of your next turn.
 * Mask of Many Faces: You can cast the Disguise Self using 1 action, without expending a spell slot or material components.
 * Misty Visions: You can cast the Silent Image using 1 action, without expending a spell slot or material components.
 * Powerful Blast: Select one cantrip that you know that deals damage. When you cast this cantrip, you can sacrifice one Occultist spell slot to cast the cantrip twice using the same Action or Reaction. If the cantrip using an Attack, then the second casting of this cantrip uses the same multiple attack penalty that the first casting did.
 * Pyromaniac: You learn the Create Bonfire cantrip. You do not need to concentrate on the Create Bonfire cantrip when casting it as an Occultist spell. Additionally, the damage die of your Create Bonfire cantrip becomes a d10, and the bonfire lasts for 1 minute.
 * Repelling Blast: Select one cantrip that you know that deals damage. When you deal damage to a creature with that cantrip, you can forcefully push the victim 10 feet away from you.
 * Sakeek's Appetite: You gain one additional attunement slot. This attunement slot can only be used to attune to a magical item. You can select this Invocation multiple times. If you lose this Invocation and are attuned to more magical items than you are allowed to, then you must choose one of your magical items to forcefully become unattuned to.
 * Thief of Five Fates: You can cast the Bane spell using 1 action once using an Occultist spell slot. You cannot do this again until you finish a long rest.
 * Terrible Nightmares: You can cast the Sleep spell using 1 action once using a Occultist spell slot, without requiring material components. When a creature awakens from your Sleep spell they are frightened of you until the end of their next turn, and must spend all of their Actions trying to get as far away from you as possible, using the safest means that they can. You cannot do this again until you have finished a long rest.
 * Violent Blast: Select one cantrip that you know that deals damage and has an Attack roll. You no longer suffer disadvantage on the Attack roll when you cast this cantrip.

5th-level Invocations

 * Amorphous Body: You gain resistance to acid and poison damage, and you can fit through spaces as narrow as 1 inch in diameter. Additionally, your unarmed attacks deal additional acid damage equal to your spellcasting modifier (a minimum of 1).
 * Cloak of Flies: As 1 action, you can surround yourself with an aura of flies. The aura reaches out to a 5 foot distance, but does not pass through total cover. The aura lasts until you are incapacitated, you die, or you dismiss it as 1 action. The aura gives you advantage on Charisma (Intimidation) checks, but also causes you to make all other Charisma checks with disadvantage. A creature other than you that starts its turn in the aura takes poison damage equal to your spellcasting modifier (a minimum of 1). Once you use this Invocation, you cannot use it again until you finish a short or long rest.
 * Hellforged Blade: You can cast the Flame Blade spell as 1 action using an Occultist spell slot, without requiring material components.
 * Giant Growth: You can cast the Enlarge/Reduce spell as 1 action using an Occultist spell slot, without requiring material components.
 * Gift of the Depths: You can breathe water and you gain a swimming speed equal to your walking speed. You can also cast the Water Breathing spell as 1 action once without expending a spell slot or material components. Once you have cast this spell, you cannot do so again until you have finished a long rest.
 * Maddening Hex: You learn the Hex spell. This spell is always prepared and does not count toward the total number of spells that you can prepare each day. As 1 action, you can deal psychic damage to a creature that is cursed by your Hex spell, and all other creatures of your choice within 5 feet of it. The psychic damage is equal to your spellcasting modifier (a minimum of 1). You can only deal this psychic damage one per turn. To use this Invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
 * Sign of Ill Omen: You can cast the Bestow Curse spell as 1 action once using an Occultist spell slot. You cannot do this again until you have finished a long rest.
 * Steed of Shadows: You can cast the Find Steed spell once without expending a spell slot or material components, but only to summon a Warhorse. A Warhorse that is summoned using this Invocation has a shadowy appearance, and radiates with dark magic. You cannot do this again until you have finished a long rest.
 * Wall Walker: You gain a climbing speed equal to your movement speed, and you can walk up or along vertical surfaces. If you walk up a wall, you cannot end your turn on the wall otherwise you will fall.
 * Water Step: You can walk on liquid surfaces as if they were solid ground. If the liquid is harmful to you then you still take damage from it.

7th-level Invocations

 * Bewitching Whispers: You can cast the Compulsion spell once as 1 action using an Occultist spell slot. You cannot do this again until you have finished a long rest.
 * Blessing of the Phoenix: When you drop to 0 hit points you can use your reaction to drop to 1 hit point instead. When you do this, all creatures within 10 feet of you take 2d6 fire damage. You cannot do this again until you finish a long rest.
 * Dreadful Word: You can cast the Confusion spell once as 1 action using an Occultist spell slot. You cannot do this again until you have finished a long rest.
 * Noxious Form: You can cast the Gaseous Form spell as 1 action using an Occultist spell slot, without requiring material components. When cast in this way, if you occupy another creature's space that creature will take poison damage at the start of its turn equal to your spellcasting modifier (a minimum of 1).
 * Profane Sigil: You can cast the Glyph of Warding spell as 1 action once using an Occultist spell slot. You cannot do this again until you finish a long rest.
 * Relentless Hex: You learn the Hex spell. This spell is always prepared and does not count toward the total number of spells that you can prepare each day. As 1 action, you can magically teleport to an unoccupied location that you can see within 5 feet of a target that is cursed by your Hex spell. To use this Invocation, you must be able to see the cursed target, and it must be within 90 feet of you.
 * Sculptor of Flesh: You can cast the Polymorph spell as 1 action once using an Occultist spell slot. You cannot do this again until you have finished a long rest.
 * Trickster's Escape: You can cast the Freedom of Movement spell as 1 action once on yourself without expending a spell slot or material components. You cannot do this again until you have finished a long rest.

9th-level Invocations

 * Ascendant Step: You can cast the Levitate spell as 1 action on yourself at will, without expending a spell slot or material components.
 * Contagious Touch: You can cast the Contagion spell as 1 action once using an Occultist spell slot, without requiring material components. You cannot do this again until you have finished a long rest.
 * Eldritch Celerity: You can cast the Haste spell as 1 action on yourself at will, without expending a spell slot or material components. You cannot do this again until you have finished a long rest.
 * Minion of Chaos: You can cast the Conjure Elemental spell as 1 action once using an Occultist spell slot. You cannot do this again until you have finished a long rest.
 * Otherworldly Leap: You can cast the Jump spell as 1 action on yourself at will, without expending a spell slot or material components.
 * Shocking Image: You can cast the Fear spell as 1 action at will, without expending a spell slot of material components. A creature frightened by this Invocation becomes immune to its effects until you finish a long rest.
 * Thief of Notions: You can cast the Modify Memory spell as 1 action once using an Occultist spell slot, without requiring material components. You cannot do this again until you finish a long rest.
 * Toxic Master: Your Attacks and spells overcome resistance and immunity to acid or poison damage. If a creature is resistant to acid or poison damage, then it loses its resistance against your Attack or spell. If a creature is immune to acid or poison damage, then it becomes resistant to your Attack or spell instead.
 * Unwelcome Guest: You can cast the Knock spell as 1 action at will, without expending a spell slot or material components.

15th-level Invocations

 * Eternal Night: You can cast the Darkness spell as 1 action at will, without expending a spell slot or material components.
 * Feywild's Grace: You can cast the Misty Step spell as 1 action at will, without expending a spell slot or material components.
 * Master of Myriad Forms: You can cast the Alter Self spell as 1 action at will, without expending a spell slot or material components.
 * Second Artefact: You can select a second artefact from your Otherworldly Artefact feature. If you lose this Invocation then the second gift that you picked will turn to ash, or otherwise become unavailable to you. Any powers that you gained using the second gift are also lost.
 * Shroud of Shadow: You can cast the Invisibility spell as 1 action at will, without expending a spell slot or material components.

Otherworldly Aegis Invocations

 * Deflect Elements: When you are hit by a spell that deals acid, cold, fire, lightning or thunder damage, you can use your Reaction to decrease that damage by an amount equal to 1d4 + your spellcasting modifier. If this reduces the damage to 0, you can redirect the spell back at the caster. If the spell has a saving throw, the caster must now succeed on the roll against your spell save DC. You can use this Invocation a number of times equal to your spellcasting modifier.
 * Eldritch Shield: You can cast the Shield spell as a Reaction using an Occultist spell slot, without requiring material components. When you cast this spell using this Invocation, you can choose to cast it in response to a creature within 5 feet of you being attacked. If you choose to do this, the creature gains the effects of the Shield spell instead of you.
 * Frostfire Ward: You can cast the Fire Shield spell as 1 action once using an Occultist spell slot, without requiring material components. When you cast this spell using this Invocation, you can choose to cast it on a willing creature of your choice within 5 feet of you. You cannot do this again until you have finished a long rest.
 * Spectral Spikes: Whenever you are hit by a melee Attack, the attacker takes 1d4 piercing damage. This damage ignores any piercing resistance that the attacker might have.
 * Spellbreaker: When you deal damage to a creature with an Attack or spell, you can use your reaction and one Occultist spell slot to temporarily disrupt that creature's ability to cast magic. The creature cannot cast spells, use magic items, or activate magical effects until the end of your next turn. If the creature was concentrating on a spell when you dealt damage to it, the creature makes its Constitution saving throw to maintain its concentration with disadvantage.

Otherworldly Blade Invocations

 * Advancing Strike: Immediately before making an Attack with your otherworldly blade, you can teleport up to 15 feet to an unoccupied space that you can see. You can use this Invocation a number of times equal to your spellcasting modifier, regaining any expended uses when you finish a long rest.
 * Dark Mark: You can cast the Hunter's Mark spell as 1 action using an Occultist spell slot, without requiring material components.
 * Eldritch Smite: when you hit a creature with your otherworldly blade, you can expend one Occultist spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
 * Eldritch Warrior: You gain proficiency with medium armour and melee martial weapons.
 * Piercing Blade: When you deal damage to a creature using your otherworldly blade, you can expend one Occultist spell slot to reduce the creature's AC until the end of your next turn. The AC penalty is -2 for a 1st-level spell slot, plus -1 for each spell level higher than 1st, to a maximum of -5.
 * Thirsting Blade: You ignore the -4 penalty to your second Attack, but only if you Attack using your otherworldly blade.

Otherworldly Chain Invocations

 * Binding Vines: You can cast the Entangle spell as 1 action using an Occultist spell slot, without requiring material components.
 * Blessing of the Chain: While you are within 15 feet of your familiar, you both gain a +1 bonus to AC, Attack rolls, damage rolls, and saving throws.
 * Chains of Damnation: You can cast the Hold Monster spell as 1 action once using an Occultist spell slot, but only on a celestial, fiend, or elemental creature. When you cast this spell you do not require material components. You cannot do this again until you have finished a long rest.
 * Condemn: You can use 2 actions to bind a creature that you can see to your familiar. Select a creature within 60 feet of you that you can see, that is also within 15 feet of your familiar. The creature becomes bound to your familiar, and cannot move further than 15 feet away from it. This binding lasts for 1 minute, and you can only have 1 binding active at a time.
 * Gift of Life: Whenever you regain hit points while your familiar is within 60 feet of you, you can treat any die rolled as having rolled their maximum value for you. You can do this twice, regaining any expended uses when you finish a long rest.

Otherworldly Crown Invocations

 * Turn Evil: While you wear the crown, you can use 2 Actions and spend one Occultist spell slot to select a number of fiends or undead within 30 feet of you equal to your spellcasting modifier. The creatures must succeed on a Wisdom saving throw or take 2d8 necrotic or radiant damage (your choice) and become frightened of you for up to 1 minute. A creature repeats this saving throw at the end of each of its turns, ending this effect on itself on a success.
 * Psychic Assault: While you wear the crown, you can cast the Slow spell as 1 action once using an Occultist spell slot, without requiring material components. You cannot do this again until you have finished a long rest.
 * Sovereign Word: While you wear the crown, you can cast the Command spell as 1 action without expending a spell slot or material components. You cannot do this again until you have finished a long rest.
 * Strings Attached: While you wear the crown, you can cast the Charm Person spell as 1 action without expending a spell slot or material components. You cannot do this again until you have finished a long rest.

Otherworldly Eye Invocations

 * Devil Sight: You can see normally in darkness, both magical and natural, to a distance of 60 feet. When looking through darkness you can only see in shades of black, grey, red, and white.
 * Eldritch Sight: You can cast the Detect Magic spell at will, without expending a spell slot or requiring material components.
 * Eyes of the Rune Keeper: You can comprehend all written languages. If a language cannot be accurately translated into common, then you understand what is literally written instead.
 * Future Sight: As 1 action, you gain brief glimpses of the future. When you are subjected to a saving throw, you can choose to automatically succeed on the roll. You must decide to succeed on the saving throw before making the save. You cannot do this again until you have finished a long rest.
 * Gaze of Two Minds: You can use 1 action to touch a willing humanoid, gaining the ability to see through the creature's eyes and hear with it's ears. This ability lasts until the end of your next turn. As long as the creature remains on the same plane of existence as you, you can use 1 action on subsequent turns to maintain this connection, extending the duration to the end of your next turn. While connected to another creature's senses you benefit from any special senses that the creature has, but you are blinded and deafened to your own surroundings.
 * Ghostly Gaze: As 1 action, you can grant yourself the ability to see through solid objects up to a range of 30 feet. Within that range, you gain darkvision if you don't already have it. This special sight lasts for 1 minute, and you must concentrate on it as if it were a spell. During this time, you perceive objects as ghostly, transparent images. You cannot do this again until you have finished a short or long rest.
 * Witch Sight: You can see the true form of any creature within 30 feet of you that is concealed by magic, or any shapechanger that is not in it's natural form.

Otherworldly Sceptre Invocations

 * Ambidextrous: You learn the Mage Hand cantrip. When you cast Mage Hand using this Invocation, you can create two separate hands. They can both be controlled with the same action.
 * Call the Dead: You can cast the Animate Dead spell as 1 action at will, without consuming a spell slot or requiring material components. You cannot do this again until you have finished a long rest.
 * Circle of Life: Whenever you kill a creature with a spell, you can roll a d20. On a roll of 19 or 20, you regain one spell slot no greater in level than your proficiency bonus.
 * Crushing Voice: You can cast the Shatter spell as 1 action at will, without consuming a spell slot or requiring material components. When you cast Shatter using this Invocation, it only has a verbal component. You cannot do this again until you have finished a long rest.
 * Distort Magic: You can cast the Counterspell spell, without consuming a spell slot or requiring material components. You cannot do this again until you have finished a long rest.
 * Eldritch Missile: You can cast the Magic Missile spell as 1 action using an Occultist spell slot, without requiring material components. When you cast this spell using this Invocation, you can change the damage type to acid, cold, fire, lightning or thunder damage.
 * Whispers of the Grave: You can cast the Speak with Dead spell as 1 action once using an Occultist spell slot, without requiring material components. You cannot do this again until you have finished a long rest.

Otherworldly Shroud Invocations

 * Armour of Cloth: While you are wearing your shroud, your AC is equal to 12 + your spellcasting modifier. Additionally, when you fail a Strength, Dexterity or Constitution saving throw you can choose to succeed instead. You cannot do this again until you have finished a long rest.
 * Evasive Mantle: While you are wearing your shroud, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
 * Hidden Mantle: While you are wearing your shroud, you can take the Hide action as 1 action on each of your turns.
 * One with Shadow: When you are in an area of dim light or darkness, you can use 2 actions to become invisible. This invisibility lasts until you move, take an Action, or use your reaction. You can only use this Invocation if you are wearing your shroud.
 * Swift Retreat: While you are wearing your shroud, you can take the Step action as a free action on each of your turns.
 * Tomb of Ice: When you take damage, you can use your reaction to instantly imprison yourself in a 5-by-5 cube of ice, causing yourself to become frozen the moment before the damage is applied. The cube of ice will melt at the end of your next turn, and when this happens you no longer benefit or suffer from any effects caused by it. You can only use this Invocation if you are wearing your shroud. You cannot do this again until you finish a long rest.

Otherworldly Talisman Invocations

 * Dark Blessing: You can cast the Bless spell as 1 action using an Occultist spell slot, without requiring material components.
 * Dark Restoration: As 2 actions, you can touch a creature within 5 feet of yourself and grant it a blessing. The creature gains hit points equal to your Occultist level + your spellcasting modifier. You cannot do this again until you have finished a long rest.
 * Eldritch Beast: You gain the Wild Shape feature from the Druid class. You can use this feature once, and you regain the use of it features when you finish a long rest.
 * Eldritch Power: You can increase one ability score of your choice by 2, to a maximum of 20.
 * Heroic Presence: You can cast the Heroism spell as 1 action using an Occultist spell slot, without requiring material components.
 * Inspiring Touch: As 2 actions, you can touch a creature within 5 feet of you and grant it a blessing. The next time that creature makes an Attack roll, saving throw, or skill check, it can roll a d6 and add the result to the roll. You can use this Invocation three times, regaining any expended uses when you finish a long rest.

Otherworldly Tome Invocations

 * Aspect of the Moon: You no longer need to sleep to survive. You gain the benefits of a long rest by spending 8 hours performing a light activity, or no activity at all.
 * Book of Rituals: You can now inscribe rituals into your Book of Shadows. You can choose two 1st-level spells from any spell list that can be cast as a ritual, and add them to your Book of Shadows. You can cast these ritual spells as long as you are holding your Book of Shadows and reading from the book. You cannot cast these spells unless you cast them as a ritual, unless you have learned them by other means. You can also cast an Occultist 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 Occultist level (rounded up) and if you can spare the time to transcribe the spell. Adding a spell to your Book of Shadows takes 2 hours of time and costs 50 gold pieces, which are consumed when the spell is added.
 * Eldritch Archivist: You can choose two 1st-level spells from any class list and add them to your Book of Shadows. These spells become Occultist spells for you, are always prepared, and do not count toward the total number of spells you can prepare each day.
 * Expert Knowledge: You can select two skills that you are proficient with and become an expert in them. When you make a skill check using one of your chosen skills, you add double your proficiency bonus to the result.