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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Nov 2021

    Default Myceliumnb's Homebrew Eldritch Invocations

    Hey y'all! I'm new here, but I've got some Eldritch Invocations that I've made recently that I'd love some feedback on! The first group are specifically for modifying your Eldritch Blast, and the second group is designed to provide options to flesh out each pact boon, if you wanna build your warlock around that. I would love to hear y'all's thoughts on balancing, flavor, and the names of these invocations. Hope y'all enjoy, and please feel free to playtest these!

    Eldritch Blast Modifications

    Eldritch Burst
    Prerequisites: Eldritch Blast, 5th level warlock
    Being within 5 feet of a hostile creature doesn't impose disadvantage on your Eldritch Blast attack rolls.

    Seeking Blast
    Prerequisites: Eldritch Blast, 7th level warlock
    When you cast Eldritch Blast, and one of your spell attacks misses its target, you can use your bonus action to make another attack roll in an attempt to hit a different creature within 60ft of the creature you missed.

    Lethal Blast
    Prerequisites: Eldritch Blast, 9th level warlock
    At the start of your action when you cast Eldritch Blast, you can choose to take a -5 penalty to one attack roll per tu. If the attack hits, you add +10 to the damage for that attack.

    Piercing Blast
    Prerequisites: Eldritch Blast, 9th level warlock
    At the start of your action when you cast Eldritch Blast, you may choose to condense the beams into a single, piercing line 60ft long and 5ft wide. Creatures caught in the line must make a Dexterity saving throw against your spell save DC or take damage from all beams, or half damage on a successful save. Agonizing Blast can apply to each individual beam being condensed in this way, but other invocations that alter your Eldritch Blast only apply once. When cast this way, Eldritch Blast counts as a first level spell for the purposes of action economy. Once you use this ability, you can't do so again until you finish a short or long rest.

    Quickened Blast
    Prerequisites: Eldritch Blast, 12th level warlock
    You can use your bonus action to cast an extra beam of Eldritch Blast. On a hit, the target takes 1d10 force damage. This increases to 2d10 force damage at 17th level. You can use this ability a number of times equal to half your proficiency modifier, rounded down. You regain all expended uses of this ability after a long rest.

    Pact of the Tome

    Pact Secret
    Prerequisites: Pact of the Tome
    When you make an ability check that you are not proficient in, you can choose to add your proficiency bonus to that ability check. You can choose to do this any time before or after you roll, as long as you do not yet know the result. Once used, you cannot utilize this feature again until you’ve completed a short or long rest.

    Quickened Rite
    Prerequisites: Pact of the Tome, 5th level warlock
    When you cast a spell as a ritual, you can choose to halve its casting time. Once you use this feature, you may not use it again until you've completed a long rest.

    Tome of Arcane Mastery
    Prerequisites: Pact of the Tome, 7th level warlock
    You can use your Book of Shadows as a spellcasting focus for your Warlock spells, and while holding your Book of Shadows you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

    Page of Spell-Storing
    Prerequisites: Pact of the Tome, 12th level warlock
    A new page appears in your Book of Shadows; it can store up to 5 levels worth of spells when cast into it, holding them until you use them. As part of a long rest, any creature can store a spell of 1st through 5th level on the page by touching the page as the spell is cast. While holding the book, you can cast any spell stored on the page. The level of the slot used to cast the spell determines how much space it uses. The spell uses the slot level, save DC, spell attack bonus, and spellcasting ability of the original caster, but otherwise is treated as if you cast the spell.

    Book of Unfettered Lore
    Prerequisites: Pact of the Tome, 15th level warlock
    For any invocations that grant the use of a spell once per long rest, you may cast them once per short rest instead.

    Superior Mystic Arcanum
    Prerequisites: Pact of the Tome, 18th level warlock
    You may add a second 6th-level Mystic Arcanum spell to your spell list. You may cast each of your 6th-level Mystic Arcanum spells once per long rest. Additionally, you may use your use of your 6th level Mystic Arcanum to cast a warlock spell you know of 5th level or lower at 6th level.

    Pact of the Blade

    Witchblade
    Prerequisites: Pact of the Blade
    When you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

    Witchplate
    Prerequisites: Pact of the Blade, 5th level warlock
    You can use a bonus action to summon your pact weapon. Additionally, you can use your action to create and don a set of pact armor, which you are proficient with while you wear. You can choose the form that this suit of armor takes each time you create it. This armor counts as magical.
    It disappears if you use this feature again, if you dismiss the armor (no action required), or if you die. While you live, your suit of pact armor can't be removed against your will.
    You can transform one magic suit of armor into your pact armor by performing a special ritual while it is in front of you. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, shunting it into an extradimensional space, and it appears whenever you create your pact armor thereafter. You can't affect an artifact or a sentient suit of armor in this way. The suit of armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different suit of armor, or if you use a 1-hour ritual to break your bond to it. The suit of armor appears at your feet if it is in the extradimensional space when the bond breaks.

    Baleful Blade
    Prerequisites: Pact of the Blade, 7th level warlock
    You can choose to make your pact weapon's damage die a d10 (the damage die for weapons with the versatile property becomes a d12 when wielded with two hands), regardless of its form.

    Superior Pact Weapon
    Prerequisites: Pact of the Blade, 12th level warlock
    You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. While holding your pact weapon, you gain a +1 bonus to spell attack rolls. In addition, the 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 any ranged weapon.

    Foerazer
    Prerequisites: Pact of the Blade, 12th level warlock
    When you hit a creature with your pact weapon, the creature takes extra force damage equal to your Charisma modifier (minimum of 1). If you have the Lifedrinker invocation, you must choose to deal either your Charisma modifier of Force damage or your Charisma modifier of Necrotic damage for the attack.

    Flurry of Spells and Steel
    Prerequisites: Pact of the Blade, 15th level warlock
    When you use your action to cast a spell, you may make one attack with your pact weapon as a bonus action.

    Pact-Keeper's Fury
    Prerequisites: Pact of the Blade, 18th level warlock
    On your turn, you can use a bonus action to regain hit points equal to 5 + your Charisma modifier. Additionally, at the end of a long rest, you gain the effect of a death ward spell that lasts until the start of your next long rest (the spell can end early as normal).

    Pact of the Talisman

    Ward of the Talisman
    Prerequisites: Pact of the Talisman
    You can use a bonus action to grant yourself and any number of wearers of your talismans temporary hit points equal to 5 + half your Warlock level, rounded up. Once you use this ability, you can't use it again until you complete a short or long rest.

    Far Speech
    Prerequisites: Pact of the Talisman, 5th level warlock
    You can cast the sending spell, targeting a wearer of your talisman, without using a spell slot and without using material components.

    Tethered Fates
    Prerequisites: Pact of the Talisman, 7th level warlock
    While someone else is wearing your talisman and they take damage, you can use your reaction to magically share that damage, causing both you and the wearer who took damage to take half the total damage dealt. When you take damage in this way, both you and the wearer of your talisman have resistance to the damage taken. This feature doesn't transfer any other effects that might accompany the damage. Once you use this ability, you can't use it again until you complete a short or long rest.

    Gift of the Talisman
    Prerequisites: Pact of the Talisman, 12th level warlock
    Your patron gifts you with the ability to create a second talisman, which can be given to a second wearer. While you have two active talismans, each talisman may be used by its wearer a number of times equal to half your proficiency bonus, rounded up, and all expended uses are restored when you finish a long rest.

    Last Stand of the Talisman
    Prerequisites: Pact of the Talisman, 15th level warlock
    When a wearer of your talisman hits 0 hit points but is not killed outright, you can use your reaction to cause the wearer to magically drop to 1d4 hit points instead and cause all hostile creatures of size Large or smaller are pushed up to 10ft away from them as the talisman explodes in a burst of magical energy and is destroyed.

    Sanctuary of the Endless
    Prerequisites: Pact of the Talisman, 18th level warlock
    Your talisman's die increases to 1d4+2, and may be used for ability checks, attack rolls, and saving throws. Also, if your talisman's uses are depleted when you roll initiative, you may use your reaction to regain up to 4 uses of your active talismans.

    Pact of the Chain

    Empowered Familiar
    Prerequisites: Pact of the Chain
    Your familiar's hit point total increases to 3 + 3 x your warlock level, and your familiar adds half of your proficiency bonus to any attack rolls and skill checks it is already proficient in.

    Spirit of Vengeance
    Prerequisites: Pact of the Chain, 5th level warlock
    Your familiar's spirit lingers on the material plane for a short time after its body is destroyed, haunting the creature that killed it. When a creature reduces your familiar to 0 hit points, you gain advantage on your next attack roll against that creature, or it gets disadvantage on the next saving throw it makes against a spell you cast.

    Link of the Chain Master
    Prerequisites: Pact of the Chain, 7th level warlock
    While your familiar is within 100ft of you, you can cast any spell through your familiar. Spells cast this way cannot have a range of Self. Additionally you must hold concentration on any concentration spells cast in this way, unless you have an ability that says otherwise.

    Eidolon's Gate
    Prerequisites: Pact of the Chain, 12th level warlock
    While your familiar is within 100ft of you, you can use your action to teleport to its space or a space within 5ft of it. Once you use this ability, you cannot use it again until you have completed a short or long rest.

    Eidolon's Eye
    Prerequisites: Pact of the Chain, 15th level warlock
    As an action, you can command your familiar to magically slip into the shadow of a creature you can see within 60 feet of you, unable to be seen by anyone who doesn't have truesight.
    The target must make a Wisdom saving throw against your spell save DC. On a failed save, your familiar merges with its shadow, and at any point while this feature is active, you can expend a Warlock spell slot to cast Suggestion on the target regardless of whether you have a line of sight on it, and regardless of your distance to the target. When cast this way, the target has disadvantage on saving throws related to Suggestion. The target can repeat its saving throw if your attempt to cast Suggestion fails.
    Additionally, you know the location of the target even if it is hidden, and you can communicate telepathically with both your familiar and the target.
    While your familiar is merged in this manner, it cannot take actions, and cannot be interacted with by nonmagical means. Your familiar stays in the target's shadow for 24 hours, only returning to you if you and your target are on different planes of existence, if a spell such as remove curse is used on the target, if you cast find familiar, or if your target succeeds on a Wisdom saving throw against this effect. Once this ability is used, it cannot be used again until the next dawn.

    Will of the Chain Master
    Prerequisites: Pact of the Chain, 18th level warlock
    When you cast a concentration spell through your familiar, your familiar can hold concentration on that spell for you and increase your total number of concentration spells you can maintain at the same time to a maximum of 2.
    If, while concentrating, your familiar moves more than 15 feet away from you, is incapacitated, fails a concentration check, or dies, then your concentration on the spell is lost, and you must succeed on a concentration check with a DC of 12 + the spell's level or become Stunned until the end of your next turn. Once you use this feature, you cannot use it again until you complete a long rest.

  2. - Top - End - #2
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    Default Re: Myceliumnb's Homebrew Eldritch Invocations

    That's a big list! I'll add colored notes to a quote.

    Quote Originally Posted by myceliumnb View Post
    Eldritch Burst
    Prerequisites: Eldritch Blast, 5th level warlock
    Being within 5 feet of a hostile creature doesn't impose disadvantage on your Eldritch Blast attack rolls.
    Yeah that's fine

    Seeking Blast
    Prerequisites: Eldritch Blast, 7th level warlock
    When you cast Eldritch Blast, and one of your spell attacks misses its target, you can use your bonus action to make another attack roll in an attempt to hit a different creature within 60ft of the creature you missed.
    Also fine

    Lethal Blast
    Prerequisites: Eldritch Blast, 9th level warlock
    At the start of your action when you cast Eldritch Blast, you can choose to take a -5 penalty to one attack roll per tu. If the attack hits, you add +10 to the damage for that attack.
    I'm not a fan of the mechanic personally but it's fine

    Piercing Blast
    Prerequisites: Eldritch Blast, 9th level warlock
    At the start of your action when you cast Eldritch Blast, you may choose to condense the beams into a single, piercing line 60ft long and 5ft wide. Creatures caught in the line must make a Dexterity saving throw against your spell save DC or take damage from all beams, or half damage on a successful save. Agonizing Blast can apply to each individual beam being condensed in this way, but other invocations that alter your Eldritch Blast only apply once. When cast this way, Eldritch Blast counts as a first level spell for the purposes of action economy. Once you use this ability, you can't do so again until you finish a short or long rest.
    I would drop the 'counts as a levelled spell' part, otherwise seems fine but the range feels a bit short

    Quickened Blast
    Prerequisites: Eldritch Blast, 12th level warlock
    You can use your bonus action to cast an extra beam of Eldritch Blast. On a hit, the target takes 1d10 force damage. This increases to 2d10 force damage at 17th level. You can use this ability a number of times equal to half your proficiency modifier, rounded down. You regain all expended uses of this ability after a long rest.
    Would be easier to reword to 'when you cast Eldritch Blast you can use your Bonus Action to create one extra beam'. I'd drop the use limitation considering the level req and eating up bonus action

    Pact Secret
    Prerequisites: Pact of the Tome
    When you make an ability check that you are not proficient in, you can choose to add your proficiency bonus to that ability check. You can choose to do this any time before or after you roll, as long as you do not yet know the result. Once used, you cannot utilize this feature again until you’ve completed a short or long rest.
    Feels like a Talisman thing really, perhaps move it there

    Quickened Rite
    Prerequisites: Pact of the Tome, 5th level warlock
    When you cast a spell as a ritual, you can choose to halve its casting time. Once you use this feature, you may not use it again until you've completed a long rest.
    Should probably include Tome of the Pact Keeper as a required Invoc

    Tome of Arcane Mastery
    Prerequisites: Pact of the Tome, 7th level warlock
    You can use your Book of Shadows as a spellcasting focus for your Warlock spells, and while holding your Book of Shadows you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
    Seems fine

    Page of Spell-Storing
    Prerequisites: Pact of the Tome, 12th level warlock
    A new page appears in your Book of Shadows; it can store up to 5 levels worth of spells when cast into it, holding them until you use them. As part of a long rest, any creature can store a spell of 1st through 5th level on the page by touching the page as the spell is cast. While holding the book, you can cast any spell stored on the page. The level of the slot used to cast the spell determines how much space it uses. The spell uses the slot level, save DC, spell attack bonus, and spellcasting ability of the original caster, but otherwise is treated as if you cast the spell.
    I would reduce the spell levels to 3 and the level req to 5 or 7, seeing as level 11 is when you get that 3rd precious pact magic slot

    Book of Unfettered Lore
    Prerequisites: Pact of the Tome, 15th level warlock
    For any invocations that grant the use of a spell once per long rest, you may cast them once per short rest instead.
    Personally I would just modify all the 'cast X spell' invocations to be able to cast once per LR without a pact magic slot

    Superior Mystic Arcanum
    Prerequisites: Pact of the Tome, 18th level warlock
    You may add a second 6th-level Mystic Arcanum spell to your spell list. You may cast each of your 6th-level Mystic Arcanum spells once per long rest. Additionally, you may use your use of your 6th level Mystic Arcanum to cast a warlock spell you know of 5th level or lower at 6th level.
    seems fine

    Witchblade
    Prerequisites: Pact of the Blade
    When you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
    Personally I would move this from Hexblade onto the base Pact of the Blade (at least for your pact weapon)

    Witchplate
    Prerequisites: Pact of the Blade, 5th level warlock
    You can use a bonus action to summon your pact weapon. Additionally, you can use your action to create and don a set of pact armor, which you are proficient with while you wear. You can choose the form that this suit of armor takes each time you create it. This armor counts as magical.
    It disappears if you use this feature again, if you dismiss the armor (no action required), or if you die. While you live, your suit of pact armor can't be removed against your will.
    You can transform one magic suit of armor into your pact armor by performing a special ritual while it is in front of you. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, shunting it into an extradimensional space, and it appears whenever you create your pact armor thereafter. You can't affect an artifact or a sentient suit of armor in this way. The suit of armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different suit of armor, or if you use a 1-hour ritual to break your bond to it. The suit of armor appears at your feet if it is in the extradimensional space when the bond breaks.
    seems fine, though maybe I would bundle it into the same action you summon your weapon with rather than separate actions?

    Baleful Blade
    Prerequisites: Pact of the Blade, 7th level warlock
    You can choose to make your pact weapon's damage die a d10 (the damage die for weapons with the versatile property becomes a d12 when wielded with two hands), regardless of its form.
    Doesn't need to have the 7th level req, this is like +1 or +2 average damage

    Superior Pact Weapon
    Prerequisites: Pact of the Blade, 12th level warlock
    You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. While holding your pact weapon, you gain a +1 bonus to spell attack rolls. In addition, the 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 any ranged weapon.
    seems fine

    Foerazer
    Prerequisites: Pact of the Blade, 12th level warlock
    When you hit a creature with your pact weapon, the creature takes extra force damage equal to your Charisma modifier (minimum of 1). If you have the Lifedrinker invocation, you must choose to deal either your Charisma modifier of Force damage or your Charisma modifier of Necrotic damage for the attack.
    also fine, though could have just been a modification to Lifedrinker

    Flurry of Spells and Steel
    Prerequisites: Pact of the Blade, 15th level warlock
    When you use your action to cast a spell, you may make one attack with your pact weapon as a bonus action.
    seems fine

    Pact-Keeper's Fury
    Prerequisites: Pact of the Blade, 18th level warlock
    On your turn, you can use a bonus action to regain hit points equal to 5 + your Charisma modifier. Additionally, at the end of a long rest, you gain the effect of a death ward spell that lasts until the start of your next long rest (the spell can end early as normal).
    I would place a limit on the bonus action heal, like up to half your max HP.

    Ward of the Talisman
    Prerequisites: Pact of the Talisman
    You can use a bonus action to grant yourself and any number of wearers of your talismans temporary hit points equal to 5 + half your Warlock level, rounded up. Once you use this ability, you can't use it again until you complete a short or long rest.
    This is basically just replicating Inspiring Leader without taking the feat, feels a bit cheap.

    Far Speech
    Prerequisites: Pact of the Talisman, 5th level warlock
    You can cast the sending spell, targeting a wearer of your talisman, without using a spell slot and without using material components.
    seems fine

    Tethered Fates
    Prerequisites: Pact of the Talisman, 7th level warlock
    While someone else is wearing your talisman and they take damage, you can use your reaction to magically share that damage, causing both you and the wearer who took damage to take half the total damage dealt. When you take damage in this way, both you and the wearer of your talisman have resistance to the damage taken. This feature doesn't transfer any other effects that might accompany the damage. Once you use this ability, you can't use it again until you complete a short or long rest.
    Not sure why this is use-limited, seems fine to just be an at-will ability

    Gift of the Talisman
    Prerequisites: Pact of the Talisman, 12th level warlock
    Your patron gifts you with the ability to create a second talisman, which can be given to a second wearer. While you have two active talismans, each talisman may be used by its wearer a number of times equal to half your proficiency bonus, rounded up, and all expended uses are restored when you finish a long rest.
    How does this interact with other invocations that let you or the bearer of your talisman do things?

    Last Stand of the Talisman
    Prerequisites: Pact of the Talisman, 15th level warlock
    When a wearer of your talisman hits 0 hit points but is not killed outright, you can use your reaction to cause the wearer to magically drop to 1d4 hit points instead and cause all hostile creatures of size Large or smaller are pushed up to 10ft away from them as the talisman explodes in a burst of magical energy and is destroyed.
    Might just be easier to grant the bearer a Death Ward effect? Seems Talisman already provides plenty of uses for reaction.

    Sanctuary of the Endless
    Prerequisites: Pact of the Talisman, 18th level warlock
    Your talisman's die increases to 1d4+2, and may be used for ability checks, attack rolls, and saving throws. Also, if your talisman's uses are depleted when you roll initiative, you may use your reaction to regain up to 4 uses of your active talismans.
    This doubles up with Protection of the Talisman, perhaps just increase the die size to d6 and allow it to recharge one use at the start of your turn to a max of half prof bonus?

    Empowered Familiar
    Prerequisites: Pact of the Chain
    Your familiar's hit point total increases to 3 + 3 x your warlock level, and your familiar adds half of your proficiency bonus to any attack rolls and skill checks it is already proficient in.
    seems fine

    Spirit of Vengeance
    Prerequisites: Pact of the Chain, 5th level warlock
    Your familiar's spirit lingers on the material plane for a short time after its body is destroyed, haunting the creature that killed it. When a creature reduces your familiar to 0 hit points, you gain advantage on your next attack roll against that creature, or it gets disadvantage on the next saving throw it makes against a spell you cast.
    From the name I was expecting a death burst ala mephits and balors, but this is fine too

    Link of the Chain Master
    Prerequisites: Pact of the Chain, 7th level warlock
    While your familiar is within 100ft of you, you can cast any spell through your familiar. Spells cast this way cannot have a range of Self. Additionally you must hold concentration on any concentration spells cast in this way, unless you have an ability that says otherwise.
    So you can't cast Burning Hands through your Imp? Feels like that sort of thing is specifically what you would want to do.

    Eidolon's Gate
    Prerequisites: Pact of the Chain, 12th level warlock
    While your familiar is within 100ft of you, you can use your action to teleport to its space or a space within 5ft of it. Once you use this ability, you cannot use it again until you have completed a short or long rest.
    Doubles up with Bond of the Talisman

    Eidolon's Eye
    Prerequisites: Pact of the Chain, 15th level warlock
    As an action, you can command your familiar to magically slip into the shadow of a creature you can see within 60 feet of you, unable to be seen by anyone who doesn't have truesight.
    The target must make a Wisdom saving throw against your spell save DC. On a failed save, your familiar merges with its shadow, and at any point while this feature is active, you can expend a Warlock spell slot to cast Suggestion on the target regardless of whether you have a line of sight on it, and regardless of your distance to the target. When cast this way, the target has disadvantage on saving throws related to Suggestion. The target can repeat its saving throw if your attempt to cast Suggestion fails.
    Additionally, you know the location of the target even if it is hidden, and you can communicate telepathically with both your familiar and the target.
    While your familiar is merged in this manner, it cannot take actions, and cannot be interacted with by nonmagical means. Your familiar stays in the target's shadow for 24 hours, only returning to you if you and your target are on different planes of existence, if a spell such as remove curse is used on the target, if you cast find familiar, or if your target succeeds on a Wisdom saving throw against this effect. Once this ability is used, it cannot be used again until the next dawn.
    Very favorful, but it's doing too many things. Familiar assimilating into shadow, knowing location and telepathy is good, the rangeless/LOSless Suggestion at disadvantage is probably unncesessary and I'd drop that and lower the level req accordingly. Also let your familiar back out of the shadow as well, it doesn't appear to be an option, and make it once per long rest to match other abilities ('next dawn' is usually a magic item thing)

    Will of the Chain Master
    Prerequisites: Pact of the Chain, 18th level warlock
    When you cast a concentration spell through your familiar, your familiar can hold concentration on that spell for you and increase your total number of concentration spells you can maintain at the same time to a maximum of 2.
    If, while concentrating, your familiar moves more than 15 feet away from you, is incapacitated, fails a concentration check, or dies, then your concentration on the spell is lost, and you must succeed on a concentration check with a DC of 12 + the spell's level or become Stunned until the end of your next turn. Once you use this feature, you cannot use it again until you complete a long rest.
    There's a lot of restrictions here. Compare with an artificer using their spell storing item via a homunculus
    Hope this helped!
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  3. - Top - End - #3
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    Default Re: Myceliumnb's Homebrew Eldritch Invocations

    Thanks for the advice! These invocations are still a work in progress, I'll def take your comments into account as I keep working on them.
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