View Single Post

Thread: 20 New Warlock Utility Invocations [3.5]

  1. - Top - End - #1
    Ogre in the Playground
     
    RedKnightGirl

    Join Date
    Jan 2006
    Gender
    Female

    Default 20 New Warlock Utility Invocations [3.5]

    Rather than trying to homebrew a class, which would lead to a disagreement on power level and optimization that I don't want to have, I thought it might be more productive to homebrew some new invocations. The reason being that if someone wants to plug these into either the original Warlock or some new "fixed" Warlock or some other homebrew invocation class, they can. And since most fixes I've seen call for more invocations known, it helps for there to actually BE more invocations to know.

    My only theme here is to maintain the original demonic flavor of the Warlock. If you want to change that flavor when you use them, go right ahead.

    Sorted by grade:
    Spoiler
    Show
    Least:
    Bar-Lgura's Grace
    Bleeding Blast
    Dark Siren
    Fealty Evermore
    Hezrou's Endurance
    Incubus' Splendor
    Marilith's Cunning
    Nalfeshnee's Wisdom
    Vital Theft
    Vrock's Strength

    Lesser:
    Anchoring Blast
    Dangerous Beauty
    Enslave the Planes
    Servant of the Damned

    Greater:
    Grave Anticipation
    Possession
    Pull the Strings
    Steed of the Damned

    Dark:
    The Bell Tolls For Thee
    Nevermore


    Anchoring Blast
    Lesser; 4th
    This eldritch essence invocation allows you to change your eldritch blast into an anchoring blast. Any creature struck by an anchoring blast takes normal damage and is completely blocked from extradimensional travel, as if struck by a dimensional anchor spell. The effect lasts for 1 round for every 1d6 points of damage your eldritch blast normally deals.

    Bar-Lgura's Grace
    Least; 2nd
    When you invoke this ability, you gain a +2 enhancement bonus to Dexterity for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. In addition, you gain a Climb speed equal to one-half your base land speed; this increases by 10 ft. for every 10 caster levels you possess.

    The Bell Tolls For Thee
    Dark; 8th
    When you learn this invocation, you enter into a dark pact with your patrons. Should you die at any point, this invocation activates and your body explodes with eldritch energy, dealing damage equal to twice your eldritch blast damage to all creatures within 60 feet (Reflex save for half) and destroying your body. The following round, you are immediately brought back to life as if a true resurrection spell had been cast on you. You gain a profane bonus equal to your Charisma bonus to your attack rolls, eldritch blast damage rolls, saving throws, and caster level checks for 1 minute. Each time this invocation is used, you lose 2 points of Constitution permanently, plus an additional 2 points for every time it was activated within the last 24 hours (i.e. 2 points for the first time, 4 points for the second time in the same day, 6 points for the third time). A wish or miracle spell can restore 2 lost points of Constitution. This invocation fails to activate if you do not have a Constitution score.

    Bleeding Blast
    Least; 3rd
    This eldritch essence invocation allows you to change your eldritch blast into a bleeding blast. Any living creature struck by a bleeding blast bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding lost. The bleeding can be stopped by a Heal skill check as a standard action (with a DC equal to 20 + your Charisma bonus), the application of any form of magical healing, or by spending a full-round action to make a Fortitude save. Once any of these methods is successful, all bleeding from your bleeding blasts is halted.

    Dark Siren
    Least, 2nd
    You may invoke this ability to cause one creature to be overwhelmed with the desire to be near you, as the spell beckoning call (see Fiendish Codex I: Hordes of the Abyss, pg. 91). You may only affect one creature at a time with this invocation; if you should invoke it again, the first subject is released from the compulsion. You do not need to concentrate to sustain the effect; it lasts until either the subject succeeds at a saving throw or you take an obviously hostile action against it.

    Dangerous Beauty
    Lesser; 4th
    When you invoke this ability, you gain a deflection bonus to your Armor Class equal to your Charisma bonus. You lose this benefit if you wear armor or otherwise gain an armor bonus to your Armor Class.

    Enslave the Planes
    Lesser; 3rd
    This invocation grants you the effects of an avoid planar effects and resist planar alignment spells for 24 hours (see Spell Compendium, pp 19, 174). You also gain a +6 profane bonus on saving throws against any effect that would send you to another plane of existence against your will (such as a plane shift or the violet ray of a prismatic spray). Finally, you may concentrate to detect and learn the activation methods of any portals in the area, as if you had cast an analyze portal spell.

    Fealty Evermore
    Least; 2nd
    When you invoke this ability, one touched willing creature gains a +2 profane bonus on saving throws against mind-affecting spells and abilities for 24 hours. Further, the invocation prevents them from being magically compelled to harm you. Any attempt to make the target do so counts as a suicidal order, triggering appropriate responses and possibly ending the controlling spell. If the subjects willingly attempt to harm you, this invocation is broken. You may have a number of creatures under the effect of this invocation at the same time equal to your Charisma bonus.

    Grave Anticipation
    Greater; 6th
    When activated, this invocation functions as a greater anticipate teleportation spell targeting yourself for 24 hours (see Spell Compendium, pg 13). Further, if you detect creatures teleporting within range, you can choose to make their re-entry particularly difficult, forcing them to make a Fortitude saving throw or be nauseated for 1d4 rounds after they appear. You may also sense creatures using teleportation powers to leave your area, as if you had manifested the detect teleportation psionic power.

    Hezrou's Endurance
    Least; 2nd
    When you invoke this ability, you gain a +2 enhancement bonus to Constitution for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. In addition, if you become nauseated or sickened by an effect that lasts a given number of rounds, the duration of the effect is halved (rounding down, with a minimum of 1 round). For example, if you were in a stinking cloud spell, the nauseated condition would last until you left the cloud, and then half of the normal 1d4+1 rounds.

    Incubus' Splendor
    Least; 2nd
    When you invoke this ability, you gain a +2 enhancement bonus to Charisma for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. You also may apply your Charisma bonus instead of your Wisdom bonus to Sense Motive skill checks.

    Marilith's Cunning
    Least; 2nd
    When you invoke this ability, you gain a +2 enhancement bonus to Intelligence for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. You also may apply your Intelligence bonus instead of your Wisdom bonus to Spot skill checks.

    Nalfeshnee's Wisdom
    Least; 2nd
    When you invoke this ability, you gain a +2 enhancement bonus to Wisdom for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. In addition, if you become dazed, dazzled, or stunned by an effect that lasts a given number of rounds, the duration of the effect is halved (rounding down, with a minimum of 1 round). For example, if you were the subject of a power word stun spell, the stunned condition would last half of the normal 2d4 rounds, but if you were the target of a monk's stunning attack, it would last the normal 1 round.

    Nevermore
    Dark; 9th
    Through this invocation, you draw the soul from a newly dead body and imprison it within yourself permanently. The subject must have been dead no more than 1 round per caster level and can make a Will saving throw to negate the effect (with a +2 circumstance bonus for every soul you already hold trapped in this manner). If a creature saves against this invocation, you may not target that creature again with it unless they have been raised from the dead and then subsequently died again. If successful, this invocation deals 1 point of damage for every Hit Die that the subject possesses; this damage cannot be reduced or prevented in any way. The soul, once trapped within your body, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. All souls so trapped are released should you die. At any time, you can voluntarily release one of the souls that you are holding as a full-round action, though doing so deals you another 1 point of damage for every Hit Die that the subject possesses that cannot be avoided or prevented.

    When you trap a soul in this manner, you may pick one skill in which the subject had trained. You gain a profane bonus to that skill equal to 1/3 the creature's Hit Dice for as long as you hold that soul within yourself.

    Possession
    Greater; 5th
    You may invoke this ability to possess a touched living creature that is asleep or otherwise unconscious. This functions as demonic possession except that you do not become incorporeal at any point; your spirit simply passes from your body to your victim's unless they succeed at a Will saving throw. If the subject succeeds, you cannot attempt to possess them again for 24 hours. You are treated as a fiend with Hit Dice equal to your caster level for all purposes, and can take the role of Ally, Controller, Enemy, or Rider (see Fiendish Codex I: Hordes of the Abyss, pg. 24, for rules on demonic possesion). There is no limit to the duration of your possession, though it ends if you are successfully exorcised or your true body takes any damage.

    Pull the Strings
    Greater; 5th
    You may invoke this ability as an immediate action whenever another creature targets you with a spell, spell-like ability, or psionic power with either the Charm or Compulsion subschools and you make your initial saving throw (or the caster fails to penetrate your spell resistance or other immunity, if you possess such abilities). This invocation reflects the spell or power back on the caster as if you had cast it yourself, using your own caster level and saving throw DC.

    Servant of the Damned
    Lesser; 4th
    You summon a quasit from the Abyss to serve you. You may only have one quasit summoned at a time, primarily because you always summon the same quasit when you invoke this ability. The quasit serves as it is instructed, but it is not magically compelled to do so; it simply serves the same dark powers you do. If the quasit is killed, you cannot summon it again for 24 hours while it reforms on its home plane. You may also dismiss it by invoking this power again.

    Starting at 11th level, you summon either your regular quasit or a half-fiend; you must choose either a satyr or an ogre as the base creature, and once chosen the decision is permanent. You may still only have one demon summoned at a time, but if one is killed, you may summon the other immediately, without waiting until the slain servant reforms 24 hours later.

    Starting at 17th level, you may summon a vrock instead, under the same limits.

    Steed of the Damned
    Greater; 7th
    You summon a nightmare from the Lower Planes to serve as your mount. You may only have one nightmare summoned at a time, primarily because you always summon the same nightmare when you invoke this ability. The mount serves as it is instructed, but it is not magically compelled to obey your every command; it simply serves the same dark powers you do. If the nightmare is killed, you cannot summon it again for 24 hours while it reforms on its home plane. You may also dismiss it by invoking this power again. You gain a +6 profane bonus to your Ride skill checks when riding the nightmare.

    Starting at 19th level, you summon either your regular nightmare or a cauchemar nightmare instead. You may still only have one steed summoned at a time, but if one is killed, you may summon the other immediately, without waiting until the slain mount reforms 24 hours later.

    Vital Theft
    Least; 2nd
    Upon invoking this ability, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 profane bonus to Charisma. Additionally, your eldritch blast damage is increased by +1d6 points. The damage increase does not stack with other uses of the same invocation, though the temporary hit points do. These effects last for 10 minutes per HD of the subject creature.

    Vrock's Strength
    Least; 2nd
    When you invoke this ability, you gain a +2 enhancement bonus to Strength for 24 hours. This bonus increases by +2 for every 6 caster levels you possess. If you have a Fly speed, your fly speed gains an enhancement bonus of +10 ft. per round, plus an additional +10 ft. per 10 caster levels.
    Last edited by SPoD; 2011-03-24 at 05:11 AM.
    Congratulations, you can link to TV Tropes. This does not mean you have special insight into the storytelling process, much less the author's mind. Stories don't need to fit into neat boxes, you know.
    Quote Originally Posted by The Giant View Post
    Spod has it right.
    Quote Originally Posted by Grasilich View Post
    You not reading the comic isn't going to make this comic any less awesome for all the rest of us.