I think following invocations could be interesting to have:
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.
Lesser:
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.
Greater:
Warlock’s 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:
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
I really like a lot of these. Thematically I can see several different character types represented with these, especially the swarm/shadow line of invocations.
Planehopper wrote:I really like a lot of these. Thematically I can see several different character types represented with these, especially the swarm/shadow line of invocations.
I do hope there is a Dev that takes interest!
+6 bonus ones could be probably created in matter of minutes - by copying scripts of all seeing eyes and beguiling influence and changing affected abilities. Serpent's Tongue (it grants a feat, temporarily) can be probably made out of See the Unseen script.
The toughest invocations to implement are Shrouding Transformation and Mask of Flesh.
Dark discorporation could be probably done in matter similar to Hellspawned Grace with a huge permanent AOE effect on it.
As a standard action, you can make a single attack with a ranged weapon. If you hit, the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the eldritch blast effect. Despite the name of this invocation, it works with any ranged weapon, not just a bow and arrow.
Eclypticon wrote:I'd like to add one more to the list.
Fell Archery Warlock Least; 2nd; Blast Shape
As a standard action, you can make a single attack with a ranged weapon. If you hit, the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the eldritch blast effect. Despite the name of this invocation, it works with any ranged weapon, not just a bow and arrow.
Fell archery would be an interesting way to handle players and monsters that have deflect arrow.
(Commander)First volley, men raise your shields! *deflected*
Incoming second volley! Ready men!
(secondary character that is on fire) Sir, the arrows exploded into purple and fire like stuff!
(Commander)Drats. *snaps fingers*
Eclypticon wrote:I'd like to add one more to the list.
Fell Archery Warlock Least; 2nd; Blast Shape
As a standard action, you can make a single attack with a ranged weapon. If you hit, the target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the eldritch blast effect. Despite the name of this invocation, it works with any ranged weapon, not just a bow and arrow.
Seems to be a duplicate of Hideous Shot?
It may be. I have always remembered fell archery over hideous shot.
Back in the day there was a post that I cannot find. Post was describing many different pacts, and invocations that they were providing, like Shadow Pact could give spell alike IMA etc.
Wanted to ask will this ever be introduced? I mean a system in which you choose a pact and you get a pool of invocations related to the pact, instead of just RP your pact and have whatever you want?
Iinteresting proposition Heimdallr,
There would have to be enough invocations to go around first. The ones above would have to be approved for example. So that each pact you would choose from could be distinct from the others based on the invocations you would get. And the invocations assigned to the various pacts would have to be done so in a balanced manner.
There are definately favorite invocations amoung us Warlocks... some of us would be irritated if we could not get the invocations we wanted beause they were part of another pact.
We would definitively have to narrow the choices of what kind of pacts were available to players- probably: infernal abyssal fey dragon...but there there are others. What if someone wanted to RP a pact with some patron that had not been assigned its invocations. Right now it is commonly understood infernal is the most common but warlocks could pick pacts from the other patrons...Slaads...*shrugs*
What would you do if you make pacts with different patrons- making deals with devils and dragons at the same time for example?
It would require a lot of effort to organize all these invocations and pacts. It would be too much micro-management imo.
I do think the warlock players should be more accountable RP wise to the fact that we have pacts in the first place. Perhaps this is food for another thread though.
I would be very nice to have such a nice variety to pick from if these invocations were added to the mix. So much choice it really would make sense to start assiggning them to spacific patron-
Perhaps to cut down on the micro management one could make make some invocations universal and some invocations optional to certan Patrons.
Back in the day there was a post that I cannot find. Post was describing many different pacts, and invocations that they were providing, like Shadow Pact could give spell alike IMA etc.
Wanted to ask will this ever be introduced? I mean a system in which you choose a pact and you get a pool of invocations related to the pact, instead of just RP your pact and have whatever you want?
I think you are referring to this thread Heimdalir.
I think it has not been introduced. Nevertheless, Rasael said in the thread his willing of introducing it in the future. I do not know when exactly, but we already have kits for another classes (like paladins, for example).
Myrualae - Chantress of Doron Amar Snow - Sorcery and carrots! Gomez de Aguirre - The Fabulous Knight of the Mystic Fire Uelaereene Sai'zzel - Once I saw the stars... Lilly Sai'zzel - Stormy snowflake And more...
These look fun. I imagine a serious discussion would be needed. I personally do not like anything that gives +6 to a skill. This should cap at +3 for various reasons.
I would also believe no bonus above +4 is fitting. So sorry no bonus +7 deflection or the like. This is also for various reasons.