(Prerequisite: 5th level) You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest
(Prerequisite: Pact of the Chain feature) When you cast find familiar, you infust the summoned famiiar with a measure of your eldritch power, granting the creature the following benefits:
*The familiar gains either flying speed or swimming speed (your choice) of 40 feet.
*As a bonus action, you can command the familiar to take the Attack action
*The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks
*When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
(Prerequisite: 9th level, Pact of the Tome feature) A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
(Prerequisite: 5th level, Pact of the Tome feature) A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your prficiency bonus.
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it
You have advantagte on Constitution saving throws that you make when you maintain your concentration on a spell.
(Prerequisite: 12 level, Pact of the Talisman feature) While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The telportation can be used a number of times equual to your proficiency bonus, and all expended uses are restored when you finish a long rest.
(Prerequisite: 15th level) You can cast a spell from Patron's Expanded Spell List at its lowest level and without expending a spell slot amount of times equal to your Charisma modifier. You regain all uses of this invocation after finishing a long rest.
(Prerequisite: 5th level, Pact of the Tome feature) Spells granted by Patron's Expanded Spell List appears magically written in your Tome. While you have your tome, you are considered to know these spells and they doesn't count against the number of warlock spells you know.
(Prerequisite: 15th level, Pact of the Blade feature) If you use your action to cast a warlock cantrip or spell using either a spell slot or invocation, then you can use your bonus action to either create and/or summon your pact weapon or make a weapon attack with your pact weapon.
This invocation does not come into play when casting spells using your Mystic Arcanum feature.
(Prerequisite: 9th level, Pact of the Tome feature) You may choose two spells from any class 5th level or lower and inscribe them into your Book of Shadows. You may cast these spells using a Warlock spell slot or a spell slot obtained by another means.
(Prerequisite: Pact of the Blade feature) As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it is removed.
(Prerequisite: 7th level) You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
(Prerequisite: 5th level) As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end f your next turn. You gain 10 temporary hit points per warlock leve, 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. Thes 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.
(Prerequisite: 15th level) You can cast invisibility at will, withou expending a spell slot.
(Prerequisite: 7th level, hex spell or warlock feature that curses) Your curse creates a temporary bond between you and your target. As a bonus action, you can magically telport up to 30 feet to an unoccupied spance you can see with 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as a Hexblade's Curse or Sign of Ill Omen. To teleport this way, you must be able to see the cursed target.
(Prerequisite: 5th level, hex spell or warlock feature that curses) As a bonus action, you cause psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. hen you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier( minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 fee of you.
(Prerequisite: eldritch blast cantrip) Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speen by 10 feet until the end of your next turn.
(Prerequisite: Pact of the Blade feature) You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, wht weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
(Prerequisite: eldritch blast cantrip) Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 fee closer to you.
(Prerequisite: pact of the chain feature) Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
(Prerequisite: 5th level) You can breathe underwater, and you gain swimming speed euqual to your walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability do do so when you finish a long rest.
(Prerequisite: 7th level) As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your cencentration ends (as if you were conecntrating on a spell). During that time, you perceive objects as ghostly, transparent images. ONce you use this invocation, you can't use it again unti lyou finish a short or long rest.
(Prerequisite: 5th level, Pact of the Blade feature) Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
(Prerequisite: 5th level) As a bonus action, you can surround yourself with a magical aura that looks like bussing 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(minimum of 0).
Once you use this invocation, you can't use it again until you finish a short or long rest.
(Prerequisite: Pact of the Tome feature) You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
(Prerequisite: 15th level) You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 fee of you and within line of sight.
(Prerequisite: 9th level) You can cast speak with dead at will, without expending a spell slot.
(Prerequisite: Pact of the Chain feature) You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
(Prerequisite: 15th level) You can cast arcane eye at will, without expending a spell slot.
(Prerequisite: 5th level, Pact of the Blade Feature) You can attack with your pact weapon twice, instead of once, whenever you take the attak action on your turn.
You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest
(Prerequisite: 5th level) You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
(Prerequisite: 7th level) You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
(Prerequisite: eldritch blast cantrip) When you hit acreature with eldritch blast, you can push the creature up to 10 fee away from you in a straight line.
(Prerequisite: 9th level) You can cast jump on yourself at will, without expending a spell slot or material components.
(Prerequisite: 5th level) When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
You can cast silent image at will, without expending a spell slot or material components.
(prerequisite: 5th level) you can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.
(Prerequisite: 9th level) You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
(Prerequisite: 15th level) you can cast alter self at will, without expending a spell slot.
YOu can cast disguise self at will, without expending a spall slot.
(Prerequisite: 12th level, Pact of the Blade Feature) When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
You can read all writing
(Prerequisite: eldritch blast cantrip) When you cast eldritch blast, it's rage is 300 feet.
You can cast detect magic at will, without expending a spell slot.
(Prerequisite: 7th level) You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
(Prerequisite: 15th level, Pact of the Chain feature) You can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
(Prerequisite: Pact of the Tome Feature) You can now insribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have a ritual tag from any class's spell list( the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has a 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 warlock level(rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it
(Prerequisite: 7th level) You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
You gain proficiency in the Deception and Persuasion skills
You can cast speak with animals at will, without expending a spell slot.
You can cast levitate on yourself at will, without expending a spell slot.
You can cast mage armor on yourself at will, without expending a spell slot or material components.
(Prerequisite: eldritch blast cantrip) When you cast eldritch blase, add your Charisma modifier to the damage it deals on a hit.
at 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute (1 action HB) entreating your patron for aid to regain all of your epended spell slots from your Pact Magic Feature. Once you regain spell slots with this feature you must finish a long rest before you can do so again.
Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitaged. When you apply the curse in this way, you don't regain hitpoints from the death of the previous cursed creature.
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with and attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
* Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
* Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Once you have used this feature you may not do so again until you have finished a long rest
1 reaction, which you take when a humanoid you can see within 60 feet of you dies
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
* Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
* Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
*You gain a bonus to damage rolls against the curse target. The bonus equals your proficiency bonus.
*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or a long rest.