All D&D Unleashed Warlock Invocations

At 2nd level, a warlock gains the Eldritch lnvocations feature. Here are new available options for that feature, in addition to the options in the Player’s Handbook and other sources. These options are presented in order of ascending level prerequisites.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class. If one of these invocations refers to a saving throw, the DC is your warlock spell save DC.

Arcane Specialty
Prerequisite: Pact of the Skull feature
Choose one school of magic. When you use your magic skull as a spellcasting focus to cast a warlock spell of 1st-level or higher, if the spell belongs to the chosen school of magic, you can also cast a cantrip that belongs to the same school of magic as part of the same action. You can't use this invocation to cast eldritch blast.

Once you use this invocation, you must finish a long rest before you can use it again. When you finish a long rest with the skull in your possession, you can change the school of magic that you chose for this invocation.

Baleful Blood
Prerequisite: Pact of the Blood feature
When you take slashing, bludgeoning, or piercing damage, or damage from a Blood spell, you can use your reaction to inflict vengeance on the creature that damaged you. If the target is within 60 feet of you and you can see it, it takes force damage equal to your Charisma modifier (minimum 1 damage).

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Cold Terror
When you deal psychic damage to a creature using a warlock spell or feature, you ignore resistance to psychic damage unless the creature also has resistance or immunity to cold damage, and you treat vulnerability to cold damage as vulnerability to both damage types.

Cursed Possessions
You gain the ability to imbue objects that you own with your dark magic to use to afflict others from afar. As an action, you can cast a warlock spell that would normally require an action or a bonus action, expending a spell slot as normal, infusing the magic into an object that you have carried for at least one long rest, to take effect later.

When a creature other than you touches the object while the spell is active, you are magically aware of it (though you do not know who the creature is). At that time, you can choose to have the spell take effect as if you had touched them directly and cast the spell, or as if you had cast it at the location of the object. Once you do, the spell is discharged and no longer infuses the object.

The spell discharges on its own without affecting anything when you finish a long rest. It also does so if you use this invocation again, or if you end your turn more than 300 feet away from the cursed item.

Deathly Chills
When you deal cold damage to a creature using a warlock spell or feature, you ignore resistance to cold damage unless the creature also has resistance or immunity to necrotic damage, and you treat vulnerability to necrotic damage as vulnerability to both damage types.

Eldritch Digestion
When you deal acid damage to a creature using a warlock spell or feature, you ignore resistance to acid damage unless the creature also has resistance or immunity to force damage, and you treat vulnerability to force damage as vulnerability to both damage types.

Elemental Attunement
When you finish a long rest, you choose one of four elements below to attune to. While attuned to an element, you know an associated cantrip (each is from Xanathar's Guide to Everything) as a warlock spell and it doesn't count against the number of cantrips you can know as a warlock. You gain the following benefits while attuned to each element:

  • Air. You know the gust cantrip, and you can hold your breath for twice as long.

  • Earth. You know the mold earth cantrip, and you have advantage on ability checks made to climb earth or stone.

  • Fire. You know the control flames cantrip, and you have advantage on saving throws made to resist the effects of extreme heat.

  • Water. You know the shape water cantrip, and you have advantage on saving throws made to resist the effects of extreme cold.

Enticing Gaze
Prerequisite: Vampiric Aspect invocation
As an action, you can attempt to enthrall one creature that you can see within 60 feet. If the target can see you, it must succeed on a Wisdom saving throw or become charmed by you for 1 minute. While it is charmed in this way, it regards you as a trusted friend to be heeded and protected. If you or your companions do anything harmful to the target, the effect ends immediately. You can't use this invocation while you are in sunlight.

Once you use this invocation, you must finish a long rest before you can use it again.

Glimpse the Visage of Death
When you deal necrotic damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target is blinded until the start of your next turn. Creatures that can't be charmed and creatures that can't be frightened are immune to this invocation.

Once you use this invocation, you must finish a long rest before you can use it again.

Grasping Shadow
Prerequisite: Pact of the Shadow feature
Your shadow servant can grapple creatures. You can use a bonus action on your turn to command the servant to grapple a creature within 5 feet of the servant, using your warlock spellcasting ability in place of its Strength for the Strength (Athletics) check.

Hag’s Heritage
Prerequisite: Progenitor Patron
You have advantage on saving throws against being charmed, magic can't put you to sleep, and you are a fey instead of your normal creature type. Also, you gain proficiency in your choice of either Deception, Perception, or Stealth, and you can speak, read, and write your choice of either Abyssal, Giant, Primordial, or Sylvan.

In addition, you can use an action to cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like an ugly creature of your general size and humanoid shape. The effect ends if you take a bonus action to end it or if you die.

The changes wrought by this effect fail to hold up to physical inspection. For example, you could appear to have no hair, but someone touching your head might feel your hair, if you have any hair. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a Intelligence (Investigation) check against your warlock spell save DC to tell you are disguised.

However, you also have the following flaws:
Foul Hunger. You must eat five times as much food as normal for your size, but humanoid flesh counts as five times as much food for you.
Hideous Countenance. Your true appearance is ugly, and those who see your true form or your cursed form may become disgusted or worse. Whenever a creature sees either your true form or your cursed form for the first time, it must succeed on a DC 13 Wisdom saving throw or else it becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek to flee from you or make you leave the area in nonviolent ways (at the DM’s discretion), depending on the nature of your interaction.

Harbinger of the Pack
Prerequisite: Progenitor Patron, Pact of the Chain feature
In addition to Touch spells, you can cast spells that conjure, summon, or create another creature (such as conjure animals) through the familiar summoned by your Pact of the Chain feature as if the familiar was you.

Heavenly Bolts
When you deal lightning damage to a creature using a warlock spell or feature, you ignore resistance to lightning damage unless the creature also has resistance or immunity to radiant damage, and you treat vulnerability to radiant damage as vulnerability to both damage types.

Hush of Winter
When you deal cold damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target is deafened and can't speak until the end of your next turn.

Once you use this invocation, you must finish a long rest before you can use it again.

Lunar Transformation
Prerequisite: Power of the Moon invocation
When you see the full moon in the sky, you can use your reaction to use your Cursed Shapechanger feature, without releasing a terrifying sound. When you do so, you can choose to gain temporary hit points equal to your warlock level that last until you change form again.

Once you gain these temporary hit points, you can't do so again until you finish a long rest.

Maddening Poison
When you deal poison damage to a creature using a warlock spell or feature, you ignore resistance to poison damage unless the creature has resistance or immunity to psychic damage, and you treat vulnerability to psychic damage as vulnerability to both types.

Noxious Fumes
When you deal acid damage to a creature using a warlock spell or feature, you can force the target to make a Constitution saving throw. On a failed save, the target is poisoned until the end of its next turn.

Once you use this invocation, you must finish a long rest before you can use it again.

Power of the Moon
Prerequisite: Progenitor Patron
While you're in your Cursed Shapechanger form and you're in moonlight at night, you gain a +1 bonus to AC and attack rolls and have advantage on saving throws. In addition, you count as a shapechanger at all times.

However, you also have the following flaw:
Silver Hypersensitivity. You have vulnerability to bludgeoning, piercing, and slashing damage dealt by silvered weapons. While touching silver, you have disadvantage on attack rolls and ability checks.

Prismatic Blaze
When you deal fire damage to a creature that isn't blinded using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target becomes charmed until the end of its next turn. While charmed in this way, the target is incapacitated and has a speed of 0. The effect ends if the target takes any additional damage or if someone else uses an action to shake it out of its stupor.

Once you use this invocation, you must finish a long rest before you can use it again.

Psychic Convulsions
When you deal psychic damage to a creature using a warlock spell or feature, you can force the target to make a Constitution saving throw. On a failed save, the target drops whatever it is holding and is restrained until the start of your next turn.

Once you use this invocation, you must finish a long rest before you can use it again.

Recorded Lineage
Prerequisite: Progenitor or Ancestor Patron, Pact of the Tome feature
Your Book of Shadows holds the stories of your patron's children who came before you. Before you make an ability check, you can spend 1 minute studying your book to see if it contains relevant stories. Roll 1d6. On a 6, you find ancient inspiration in the tome, and gain advantage on the check. You can’t use this invocation more than once for the same ability check.

Once you gain this advantage, you must finish a long rest before you can gain it again.

Scorching Radiance
When you deal radiant damage to a creature using a warlock spell or feature, you ignore resistance to radiant damage unless the creature also has resistance or immunity to fire damage, and you treat vulnerability to fire damage as vulnerability to both damage types.

Stupefying Toxin
When you deal poison damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls until the start of your next turn. While a creature is affected by this invocation and it is poisoned, it is also incapacitated.

Once you use this invocation, you must finish a long rest before you can use it again.

Talisman of Adoption
Prerequisite: Progenitor Patron, Pact of the Talisman feature
While wearing your talisman, a creature gains all the benefits of your Beast of the Curse and Cursed Shapechanger features, including the ability to transform. It must use your cursed beast and cannot choose its own. If the talisman is removed while the wearer is transformed using the talisman's power, the creature returns to its original form. The wearer is not able to release a terrifying sound when it transforms.

Twilight of the Soul
When you deal necrotic damage to a creature using a warlock spell or feature, you ignore resistance to necrotic damage unless the creature has resistance or immunity to radiant damage, and you treat vulnerability to radiant damage as vulnerability to both types.

Umbra Flame
When you deal fire damage to a creature using a warlock spell or feature, you ignore resistance to fire damage unless the creature also has resistance or immunity to necrotic damage, and you treat vulnerability to necrotic damage as vulnerability to both types.

Unholy Aspect
You learn the thaumaturgy spell, it is a warlock spell for you, and it doesn't count against the number of cantrips you can learn. Also, you do not need to provide any components when you cast the thaumaturgy spell, and you can cast it with a casting time of 1 bonus action.

Vampiric Aspect
Prerequisite: Progenitor Patron
You have resistance to necrotic damage and you are an undead in addition to your normal creature type, but when a game effect targets you, you choose whether it treats you as undead or as your normal creature type. You can also choose one extra trait from your Cursed Shapechanger feature. You gain the benefit of that trait while in your cursed form. Finally, your Beast of the Curse feature treats bats, rats, and wolves as your chosen beasts, instead of your original choice.

However, you also have the following flaws:
Forbiddance. You can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. You take acid damage equal to 5 + your level when you end your turn in running water.
No Reflection. You do not appear in reflections.
Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.
Sunlight Hypersensitivity. You take radiant damage equal to 5 + your level when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Venomous Familiar
Prerequisite: Defiler Patron, Pact of the Chain feature
When your familiar hits a creature with a melee attack, you can expend a warlock spell slot to deal 1d12 bonus poison damage to the target for each spell slot level.

Voice from Beyond
When you deal thunder damage to a creature using a warlock spell or feature, you ignore resistance to thunder damage unless the creature also has resistance or immunity to psychic damage, and you treat vulnerability to psychic damage as vulnerability to both damage types.

Welcoming Light
When you deal radiant damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target becomes charmed by you until the end of your next turn. While charmed in this way, the target regards you as a friendly acquaintance.

Once you use this invocation, you must finish a long rest before you can use it again.

Whisper the Dread Wind
When you deal thunder damage to a creature using a warlock spell or feature, you can force the target to make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of its next turn.

Once you use this invocation, you must finish a long rest before you can use it again.

Withering Lightning
When you deal lightning damage to a creature using a warlock spell or feature, you can force the target to make a Constitution saving throw. On a failed save, the target's hit point maximum is reduced for 1 minute by an amount equal to the lightning damage it took. Any effect that removes a disease allows the target's hit point maximum to return to normal before that time passes.

Once you use this invocation, you must finish a long rest before you can use it again.

Accursed Blade
Prerequisite: 5th level, Progenitor Patron, Pact of the Blade feature
You gain a +1 bonus to the damage rolls for weapon attacks made using your pact weapon while you are in your Cursed Shapechanger form.

Also, when you critically hit a creature or reduce one to 0 hit points with a weapon attack using your pact weapon or natural weapons while you're in your Cursed Shapechanger form, you can use your reaction and expend a warlock spell slot to cast bestow curse on the target, requiring no components. Your weapon attack counts as the touch required by the spell, and you do not need to know the spell to cast it in this way.

Ambassador of the Depths
Prerequisite: 5th level
You can expend a warlock spell slot to cast the new dive spell. While the spell affects a target, that target also has darkvision that extends out to a range of 120 feet.

Anathema’s Ward
Prerequisite: 5th level, Defiler Patron
You learn protection from poison as a warlock spell, and it doesn't count against the number of spells you can learn as a warlock. When you cast the spell, its range is 30 feet, and you don't have to touch the target.

Befoul Food and Drink
Prerequisite: 5th level, Defiler Patron or Hag’s Heritage invocation
You learn the new poison food and drink spell as a warlock spell, and it doesn't count against the number of spells you can learn as a warlock.

You can choose to cast the spell without expending a spell slot or requiring material components. Once you do so, you can't do so again until you finish a long rest.

Cursed Regeneration
Prerequisite: 5th level, Progenitor Patron
You regain hit points equal to half your proficiency bonus once every hour, so long as this invocation is still functioning the entire time. At the start of each of your turns, you can choose to expend up that many hit dice to regain hit points as if you had finished a short rest.

However, you must also choose one of the following flaws to gain when you learn this invocation:

Sunlight Weakness. This invocation doesn't function if you are in sunlight or running water. If you start your turn in sunlight, take radiant damage, or end your turn in running water, this invocation doesn't function until the end of your next turn.

Alchemical Weakness. This invocation doesn't function if any part of your body is touching fire or silver. If you take fire damage or damage from an attack using a silvered weapon, this invocation doesn't function until the end of your next turn.

Dark and Terrible
Prerequisite: 5th level, Progenitor Patron
While you are in your cursed form, you can make an attack with your natural weapon twice, instead of once, when you take the Attack action on your turn. Also, your natural weapon deals 1d10 damage instead of 1d8 and counts as magical for the purposes of overcoming resistance or immunity.

Desert Roamer
Prerequisite: 5th level
You are adapted to both hot climates and cold climates, as described in the Dungeon Master's Guide, and you don't need to drink water to survive.

Eldritch Mount
Prerequisite: 5th level
You can expend a warlock spell slot to cast phantom steed, although you are the only creature that can ride the steed conjured by the spell.

Once you use this invocation, you must finish a long rest before you can use it again.

Flame Walker
Prerequisite: 5th level
You and any equipment you are wearing or carrying are immune to the damage dealt by nonmagical fire, and you can breathe ashes, smoke, and the stinking cloud spell without any negative effects. This can't prevent damage dealt by traps or creatures, such as the breath weapon of a red dragon or the blast of a fire cannon.

Minions of Darkness
Prerequisite: 5th level
You can cast the new shadow spies spell using a warlock spell slot. If you have the Pact of the Cauldron from Legends of Prestige & Prowess, you can use your magic cauldron as the material component for the spell.

Once you use this invocation, you must finish a long rest before you can use it again.

Slumber Puppet
Prerequisite: 5th level
You can cast telekinesis at-will, without expending a spell slot, but you can only target unconscious creatures with the spell when you cast it in this way.

Weightlessness
Prerequisite: 5th level
You can cast feather fall targeting only yourself at will, without expending a spell slot or requiring components.

Blighted Blade
Prerequisite: 7th level, Defiler Patron or Hag’s Heritage invocation
You can cast the new envenomed weapon spell using a warlock spell slot. Once you use this invocation, you must finish a long rest before you can use it again.

Bloodline Guardian
Prerequisite: 7th level, Progenitor Patron
You can cast mordenkainen's faithful hound using a warlock spell slot. Once you use this invocation, you must finish a long rest before you can use it again.

Contagious Curse
Prerequisite: 7th level, Power of the Moon invocation
When you hit a creature with a natural weapon while in your Cursed Shapechanger form, you can subject the target to your lycanthropic curse. The target must succeed on a Constitution saving throw or else it is infected with your cursed beast's version of lycanthropy (see page 155 of The Impermissicon and page 207 of the Monster Manual for the effects. If your cursed beast doesn't have lycanthrope statistics, the DM can choose to determine its lycanthropy effects on their own or to disallow this invocation for you). This ability does not grant you any special control or influence over the target, though it may change their alignment.

Once you use this invocation, you must finish a long rest before you can use it again.

Explosive Vengeance
Prerequisites: 7th level, Pact of the Chain, Fireball known as a warlock spell
When another creature deals damage to your familiar and reduces it to 0 hit points, you can choose to use your reaction to cast fireball using a warlock spell slot centered at the location of your familiar, even if it is outside your normal range or line of sight for the spell. The spell originates from your familiar. After you do this, you gain one level of exhaustion and you can't cast any spells of 1st-level or higher on your next turn.

Once you use this invocation, you must finish a long rest before you can use it again.

Extended Family
Prerequisite: 7th level, Progenitor Patron
Choose another three beasts for your Beast of the Curse feature. You gain the benefits of that feature for all of your chosen beasts instead of only one.

You can take this invocation multiple times.

Graveborne
Prerequisite: 7th level
While you are buried or burrowing in earth or sealed underground, you don't need to eat, drink, or breathe.

Vampiric Magic
Prerequisite: 7th level, Vampiric Aspect invocation
Choose two spells you know as a warlock. Those spells become Blood spells for you, and you can choose to change their names accordingly (such as changing hellish rebuke to "hellish bloodspray", or changing hex to "blood hex"). Whenever you gain a warlock level, you can choose to replace one of these two spells with a different warlock spell you know. The old spell returns to its original form, and the new spell becomes a blood spell following the same rules.

In addition, when you deal damage to a creature that has blood using the eldritch blast cantrip or a Blood spell, you can consume a portion of its spilt blood and regain hit points equal to your Charisma modifier (minimum 1 hit point). The next time you cast a blood spell before the end of your next turn, you also gain 2 temporary hit points.

You can use this invocation to heal a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Breath of Bahamut
Prerequisite: 9th level, Dragon Patron (Any Metallic)
You can use an action to expend a warlock spell slot to exhale a secondary breath weapon in a 30-foot cone. Each creature in the area suffers the following effects, determined by your dragon patron's kind. These effects end instantly if you lose your concentration (as if you were concentrating on a spell). Any saving throws are made against your warlock spell save DC.

  • Brass. Targets must succeed on a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Any creature with hit points equal to or greater than your warlock level x 4 automatically succeeds on the saving throw.

  • Bronze. Targets must succeed on a Strength saving throw or else be pushed 60 feet away from you.

  • Copper. Each target must make a Constitution saving throw. On a failed save, a creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. Also, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Gold. Each target must succeed on a Strength saving throw or suffer disadvantage on Strength-based attacks, Strength checks, and other Strength saving throws for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Silver. Targets must succeed on a Constitution saving throw or be paralyzed until the end of your next turn. Any creature with hit points equal to or greater than your warlock level x 3 automatically succeeds on the saving throw.

Gestalt Mindlink
Prerequisite: 9th level, Great Old One Patron
You can cast rary's telepathic bond using a warlock spell slot. Once you use this invocation, you must finish a long rest before you can use it again.

Glamour Walk
Prerequisite: 9th level, Archfey Patron or Hag’s Heritage invocation
You can cast the new glamour veil spell without expending spell slots or requiring material components.

Howl of Terror
Prerequisite: 9th level, Power of the Moon invocation
You gain one extra use of your Cursed Shapechanger feature's terrifying sound, which you regain each time you finish a long rest. If you are in moonlight when you release the sound, the range increases to 120 feet and creatures within 15 feet of you that can also see you make the saving throw with disadvantage.

Phantom Bargain
Prerequisite: 9th level
You can cast the new spectral calling spell using a warlock spell slot. Once you use this invocation, you must finish a long rest before you can use it again.

Scent of Corruption
Prerequisite: 9th level, Defiler Patron
You can cast detect poison and disease at-will, without expending a spell slot or requiring components.

Strength From Hunger
Prerequisite: 9th level, Vampiric Aspect invocation
When you hit with an attack using your claws, you can choose to grapple the target instead of dealing damage.

Also, when you hit a creature you have grappled with an attack using your bite, you can expend a warlock spell slot to add 1d6 bonus necrotic damage per slot level to the attack. If the target of the attack is a valid target for your Dark Consumption feature, you also regain hit points equal to the necrotic damage dealt.

Tiamat’s Bargain
Prerequisite: 9th level, Dragon Patron (Any Chromatic)
When you use your Breath of the Wyrm feature, you can choose to use the breath weapon and damage type of any of the chromatic dragons from the list, instead of using the entry for your patron.

When you finish a long rest, you can choose to change the damage type that your Draconic Essence feature grants resistance to. Choose one from acid, cold, fire, lightning, or poison damage.

Fang of the Malison
Prerequisite: 12th level, Defiler Patron, Pact of the Blade feature
You can create a curved dagger using your Pact of the Blade feature. This weapon deals an extra 1d4 poison damage on a hit. When you hit a creature with it, you can expend a warlock spell slot to deal 1d8 bonus poison damage per spell level to the target and cause it to become poisoned until the start of your next turn.

Fiery Breath
Prerequisite: 12th level, Burning Hands known as a warlock spell
When you cast burning hands, you can do so as a bonus action, requiring only verbal components. Once you do, you can't do so again until you finish a long rest.

Some of these invocations have prerequisites such as "Any Fire-themed Patron" or "Any Plant-themed Patron." These are left up to the DM's discretion, but they can generally be determined by assessing the patron's spell list, abilities, and lore. For example, the Fiend Patron is fire-themed, the Undying Patron is grave-themed, and the Fathomless Patron is water-themed. Some are determined by choices the player makes, such as choosing a kind of Genie or a kind of Dragon. Some are determined by flavor agreed upon by the player and the DM. For example, you might agree on a fire-themed Archfey Patron, such as a summer fey, or a Great Old One Patron that's water-themed, such as an aboleth.

Open the Gate Below
Prerequisite: 12th level, Any Water-themed Patron or Hydromancer feat
You can expend a warlock spell slot to cast the new dark lagoon spell, requiring only somatic components. Once you do so, you can't do so again until you finish a long rest.

Plaguebearer
Prerequisite: 12th level, Progenitor Patron
When you hit a creature with a natural weapon granted by your Cursed Shapechanger form, you can use your reaction to expend a warlock spell slot to cast contagion upon the target, requiring no components.

Once you use this invocation, you must finish a long rest before you can use it again.

Release from the Skull
Prerequisite: 12th level, Pact of the Skull feature
While you are holding your magic skull, you can use your action to cast the new spectral calling spell, without expending a spell slot or requiring material components. When cast in this way, the spell summons the spirit of the skull, which is friendly to you and your allies. While the spirit is released, it uses the statistics for a psychic remnant. When the spell ends or the spirit is reduced to 0 hit points, it returns back inside the skull unharmed.

Once you use this invocation, you must finish a long rest before you can use it again.

Sanguine Vigor
Prerequisite: 12th level, Pact of the Blood feature
You have advantage on saving throws against poison or disease. In addition, while you have no more than half of your hit points remaining, you also have advantage on Constitution saving throws.

Stretching Shadow
Prerequisite: 12th level, Pact of the Shadow feature
The range of each your warlock spells of 1st-level or higher is increased by 30 feet when you're in an area of dim light or darkness and your shadow servant is in your space. This doesn't increase the range of Touch spells or the reach of melee spell attacks.

Tentacle Growth
Prerequisite: 12th level, Fathomless Patron or Great Old One Patron
You have an additional extremely flexible arm (a tentacle) that has reach 10 feet. Melee weapons wielded using this arm and no other arms have an additional 5 feet of reach, but the arm cannot wear shields. You also have advantage on ability checks made to grapple using this arm. If the arm is cut off or destroyed, it regrows with no apparent damage when you finish a long rest.

You can take this invocation multiple times.

Enchanted Slumber
Prerequisite: 15th level
You can expend the 7th-level use of your Mystic Arcanum to cast the new suspend animation spell.

Focused Regeneration
Prerequisite: 15th level, Cursed Regeneration invocation
Whenever you finish a short rest, you can expend two of your warlock spell slots to cast regenerate on yourself without needing components, but the spell only restores hit points while your Cursed Regeneration functions.

Once you use this invocation, you must finish a long rest before you can use it again.

Gift of the Treants
Prerequisite: 15th level, Archfey Patron or any Plant-themed Patron
You can expend the 8th-level use of your Mystic Arcanum to cast the new animate tree spell.

Hellish Blood
Prerequisite: 15th level, Fiend Patron or Pyromancer feat
You are constantly affected by a lesser form of fire shield (warm option) that deals only 1d6 damage. You can also expend a warlock spell slot to cast fire shield (as warm option only) on yourself as a bonus action, to increase the effect to that of a fire shield that deals 2d8 + 1d6 fire damage for the normal duration.

Lost to the Cosmos
Prerequisite: 15th level
You can cast nondetection using a warlock spell slot without requiring components, but you can only target yourself when you do so.

Perchance to Dream
Prerequisite: 15th level, Archfey Patron or Hag’s Heritage invocation
You can expend the 8th-level use of your Mystic Arcanum to cast the new sandman's slumber spell.

Pull of the Dark
Prerequisite: 15th level, Fathomless Patron, Eldritch Blast cantrip
When you hit a creature with eldritch blast more than once in a turn, you can have it make a Strength saving throw. On a failed saving throw, the creature is knocked prone or pulled up to 10 feet toward you (your choice).

Reins of the Nightmare
Prerequisite: 15th level, Fiend or Hexblade Patron
You can cast find greater steed using a warlock spell slot, but when you do, you summon a nightmare (from the Monster Manual) instead of the normal options. It is always a fiend, and the steed disappears after 1 hour.

Once you use this invocation, you must finish a long rest before you can use it again.

Speech of the Far Realm
Prerequisite: 15th level, Enigma or Great Old One Patron
You can expend the 8th-level use of your Mystic Arcanum to cast the telepathy spell.

Wave Caller
Prerequisite: 15th level, Any Water-themed Patron or Hydromancer feat
You can cast control water at-will, expending no spell slots and requiring only verbal components.

Beckon the Darkness
Prerequisite: 18th level, Fiend or Hexblade Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new midnight spell.

Consign to the Earth
Prerequisite: 18th level, Any Earth-themed or Grave-themed Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new earth whelm spell.

Fog Form
Prerequisite: 18th level, Any Water-themed Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new ordainment of mist spell.

Magma Form
Prerequisite: 18th level, Any Fire-themed Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new ordainment of lava spell.

Mirror World Summoning
Prerequisite: 18th level, Archfey or Enigma Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new duplication spell.

Peers of the Patron
Prerequisite: 18th level, Archfey Patron or any Elemental-themed Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new summon primal spirit spell.

Plague Herald
Prerequisite: 18th level, Celestial or Undead Patron or Hag’s Heritage invocation
You can expend the 9th-level use of your Mystic Arcanum to cast the new pestilence spell.

Ritual of the Damned
Prerequisite: 18th level, Fiend or Undead Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new awaken the dead spell.

Steel Form
Prerequisite: 18th level, Any Tech-themed or Weapon-themed Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new ordainment of metal spell.

Star of Darkness
Prerequisite: 18th level, Fiend or Great Old One Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new gravity well spell.

Tame the Wind
Prerequisite: 18th level, Any Air-themed or Storm-themed Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new wind wake spell

Thousand-Year Flood
Prerequisite: 18th level, Any Water-themed Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new grand flood spell.

Volcanic Herald
Prerequisite: 18th level, Any Fire-themed Patron
You can expend the 9th-level use of your Mystic Arcanum to cast the new caldera spell.