(Prerequisite: 15th level)
Eldritch Invocation:
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
(Prerequisite: 9th level)
Eldritch Invocation:
You can cast speak with dead at will, without expending a spell slot.
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(Prerequisite: 15th level)
Eldritch Invocation:
You can cast arcane eye at will, without expending
a spell slot.
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Eldritch Invocation:
You can cast bane once using a warlock spell slot. You
can’t do so again until you finish a long rest.
Bane:
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
When you cast this spell using a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st.
(Prerequisite: 5th level)
Eldritch Invocation:
You can cast bestow curse once using a warlock spell
slot. You can’t do so again until you finish a long rest.
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(Prerequisite: 7th level)
Eldritch Invocation:
You can cast polymorph once using a warlock spell slot.
You can’t do so again until you finish a long rest.
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(Prerequisite: eldritch blast cantrip)
Eldritch Invocation:
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
(Prerequisite: 9th level)
Eldritch Invocation:
You can cast jump on yourself at will, without expending a spell slot or material components.
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(Prerequisite: 5th level)
Eldritch Invocation:
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.
Eldritch Invocation:
You can cast silent image at will, without expending a
spell slot or material com ponents.
Silent Image:
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accom panied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
(Prerequisite: 5th level)
Eldritch Invocation:
You can cast slow once using a warlock spell slot. You can’t do so again until you finish a long rest.
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(Prerequisite: 9th level)
Eldritch Invocation:
You can cast conjure elemental once using a
warlock spell slot. You can’t do so again until you
finish a long rest.
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(Prerequisite: 15th level)
Eldritch Invocation:
You can cast alter self at will, without expending
a spell slot.
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Eldritch Invocation:
You can cast disguise self at will, without expending
a spell slot.
Disguise Self:
You make yourself—including your clothing, armor, weapons, and other belongings on your person —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or inbetw een. You ca n ’t change your body type, so you must adopt a form that has the same basic arrangem ent o f limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to
physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone w ho reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to in spect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC
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.
Eldritch Invocation:
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
False Life
Bolstering yourself with a necromantic facsimile o f life, you gain 1d4+4 temporary hit points for the duration.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Eldritch Invocation:
You can read all writing.
(Prerequisite: eldritch blast cantrip)
Eldritch Invocation:
When you cast eldritch blast, its range is 300 feet.
Eldritch Invocation:
You can cast detect magic at will, without expending a spell slot.
Detect Magic
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6: The creature doesn’t move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
When you cast this spell using a spell slot o f 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
(Prerequisite: 7th level) Eldritch Invocation:
You can cast confusion once using a w arlock spell slot. You can’t do so again until you finish a long rest.
Confusion:
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can ’t take reactions and must roll a d 10 at the start of each o f its turns to determine its behavior for that turn:
Eldritch Invocation:
You can see normally in darkness, both magical and
nonmagical, to a distance o f 120 feet.
(Prerequisite: Pact of the Tome feature) You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell 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. You can’t cast the spells except 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 the 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) Eldritch Invocation:
You can cast compulsion once using a warlock spell slot. You can’t do so again until you finish a long rest.
Compulsion:
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell.
Until the spell ends, you can use a bonus action on each o f your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.
A target isn’t compelled to move into an obviously
deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Eldritch Invocation:
You gain proficiency in the Deception and
Persuasion skills.
Eldritch Invocation:
You can cast speak with animals at will, without
expending a spell slot.
Speak with Animals
You gain the ability to comprehend and verbally
communicate with beasts for the duration. The
knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
(Prerequisite: 9th level) Eldritch Invocation:
You can cast levitate on yourself at will, without
expending a spell slot or material components.
Levitate:
One creature or object o f your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling
against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part o f your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the
ground if it is still aloft.
Eldritch Invocation:
You can cast mage armor on yourself at will, without
expending a spell slot or material components.
Mage Armor:
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
(Prerequisite: eldritch blast cantrip)
Eldritch Invocation:
When you cast eldritch blast, add your Charisma
modifier to the damage it deals on a hit.