Warlock invocations
Posted: Fri Oct 07, 2016 10:16 am
I think following invocations could be interesting to have:
Least:
http://www.d20srd.org/srd/spells/alterSelf.htm
http://www.d20srd.org/srd/spells/summonSwarm.htm
Least:
- Artificer's Assistant: Least, 2nd; Conjures an invisible assistant that grants +6 to all Craft checks for 24 hours.
- Earthen Grasp: Least, 2nd; Conjure a earthen hand at close range for 2 rounds/level on earth, mud, grass, or sand; Hand is equal to Med creature with BAB = CL, Str = 14 +2/3xCL. Arm doesn't move from its space, but it can grapple a foe in its space or any adjacent space. If no foes are in reach, it attacks a target at random in range, if any. Each round the hand pins a target, it deals 1d6 to target. Arm has AC 14, hardness 4, and 3HP/CL
- Summon Swarm: Least, 2nd; Summon Swarm for only as long as you concentrate.
- Call of the Beast: Least, 2nd; Wild Empathy as a druid of your level and Speak with Animals for 24 hours.
- Serpent's Tongue: Least, 2nd; Gain Scent and +5 to saves against poison for 24 hours.
- Hideous Shot: Least, 1st, Blast Shape; Channel eldritch blast into projectile or thrown object as a part of a single ranged attack.
- Cloak of Shadows: Least, 1st; +6 to Hide, Sleight of Hand, and Move Silently for 24 hours.
- Shrouding Transformation: Least, 2nd; Alter Self on self for 24 hours, but can not be a different size category than your normal size.
- Hungry Darkness: Lesser, 3rd; Create stationary Darkness effect filled with swarms of bats, attacking all creatures within except you for 1d6 damage as a Swarm, lasts with concentration + 2 rounds. If the bat swarm is destroyed, Hungry Darkness ends.
- Stony Grasp: Lesser, 3rd; As Earthen Grasp, but any natural surface, AC 18, hardness 8, and 4 HP/CL.
- Baneful Blast: Lesser, 3rd, Blast essence; When gained, pick a creature type as a Ranger's favored enemy - this blast deals an additional 2d6 damage to that creature type. This invocation can be taken multiple times for separate creature types, and it can not be changed once selected unless retrained.
- Crawling Eye: Lesser, 3rd; Detach one of your eyes to move on its own with a move and climb speed of 20 feet. Directing the eye requires a move action. Its Climb modifier is equal to 8+CL, and its Hide and Move Silently are equal to your CL. It is considered a Fine creature with 2 HP and AC of 20. When you use this invocation, your HP are reduced by 2 for the duration of this effect. For all other purposes, its stats are equal to yours. You can't cast spells or invocations through the eye, but any effects that affect your vision function through the eye as though it was still attached. If it is destroyed, you are dazzled for 1d4 rounds while the eye regrows, and you regain the 2 HP at the end of this time. You may only have one Crawling eye at a time.
- Disembodied Hand: Lesser, 4th; Detach one of your hands to float in the air. You may still use it as though it were still attached in every way, but it still requires that you expend actions to use it accordingly, and any touch attack you deliver with it must be cast before you use this invocation. The hand can move through the air at 30 feet. When you use this invocation, your HP are reduced by 5 while it is in effect, and the hand is considered a Diminutive creature with AC 20 and HP 5. Its Hide and Move silently modifiers are equal to your CL, and its other statistics are equal to yours. If it is destroyed, it regrows in 1d4 rounds at which time you regain the 5 HP lost. You may only have one Disembodied hand at a time.
- Mask of Flesh: Lesser, 3rd; Take on the physical form of a living creature of your own size with a touch attack. If you desire, you may impose a 1d6 Cha penalty to the target, but the Charisma can't be lower than 1. Will save negates both effects, and a creature that saved can not be affected for another 24 hours. Both effects last for 1 hour per CL; If you dismiss the invocation, both effects end.
- Eldritch Ward: Lesser, 4th; Surrounded by swirling eldritch energies that provide a deflection AC bonus equal to your Eldritch Blast dice as well as granting a resistance bonus to saves against spells equal to your Eldritch Blast dice for one minute. While Eldritch Ward is active, the warlock may not use his Eldritch Blast ability. The caster may dismiss this invocation effect as a standard action.
- Warlockâs Call: Greater, 5th; Sending, but a creature unwilling to reply can attempt a Will save to deal 1d10 points of damage back to you.
- Painful Slumber of Ages: Greater, 6th, Mind-affecting; Cause one living creature at close range to enter an indefinite state of sleep if they fail the Will save. Normal stimuli is insufficient to wake them, but any damage received rouses them instantly, but they also take damage equal to your CL when this happens. They also receive an additional save every 24 hours to wake from their slumber for no damage. The target does not need to eat or drink under the effect of this.
- Eldritch Beam: Greater, 5th, Blast Shape; Eldritch blast channeled into a 5ft. x 60ft. line, affecting all creatures in its path (Reflex for half).
- Dark Discorporation: Dark, 8th; Become 8 squares of Diminutive shadow bats for 24 hours; Str = 1, Dex +6; Lose armor and natural armor bonuses to AC, +4 size and + Cha to AC; Diminutive size swarm and Fly 40ft. (Perfect); Swarm subtype traits; Swarm Attack for 4d6 to any creature in your space at end of turn as magic weapon of your alignment; Distraction on any living creature vulnerable to your swarm attack starting turn in your space makes Fort save or be nauseated for 1 round and spellcasting in your space requires Concentration; All possessions are nonfunctional and absorbed into your new form.
- Caster's Lament: Dark, 8th; Break Enchantment on touch, but can only attempt to affect any given effect once in a 24 hour period. Can also use this to counterspell 7th level or lower spells as if using Greater Dispel Magic.
- Steal Summoning: Dark, 6th; Cast as an immediate action to steal control of a summoned creature as soon as it is summoned with a successful Caster Level check (DC 11 + CL of summoner) for as long as you concentrate plus 1 round up to 1 round per level + 1
http://www.d20srd.org/srd/spells/alterSelf.htm
http://www.d20srd.org/srd/spells/summonSwarm.htm