New Warlock Invocations Cloak of Baalzebul
Prerequisite: The Fiend patron
As a bonus action, you can conjure a swarm of
buzzing flies around you. The swarm grants you
advantage on Charisma (Intimidation) checks
but disadvantage on all other Charisma checks.
In addition, a creature that starts its turn within
5 feet of you takes poison damage equal to your
Charisma modifier. You can dismiss the swarm
with another bonus action. Curse of the Dark Dream You can cast sleep once using a warlock spell slot. You can't do so again until you finish a long rest. Creatures that save against the sleep, suffer from a temporary curse that mimics the mindfire disease rot for 1d10 rounds, during which time they have disadvantage on Intelligence checks and Intelligence saving throws and must roll d10 and consult the confusion chart PHB page 225 to determine their action for the round. Earthen Grasp As an action, choose a 5-foot-square unoccupied space on the
ground that you can see within range. A Medium hand
made from compacted soil rises there and reaches
for one creature you can see within 5 feet of it. The
target must make a Strength saving throw. On a failed
save, the target takes 2d6 bludgeoning damage and is
restrained for the spell’s duration.
As an action, you can cause the hand to crush the
restrained target, who must make a Strength saving
throw. It takes 2d6 bludgeoning damage on a failed
save, or half as much damage on a successful one.
To break out, the restrained target can make a
Strength check against your spell save DC. On a
success, the target escapes and is no longer restrained
by the hand.
As an action, you can cause the hand to reach for a
different creature or to move to a different unoccupied
space within range. The hand releases a restrained
target if you do either. Eldritch Ward Prerequisite: Pact of the Panoply feature You can cast your eldritch blast on your pact armor, where it sits and waits to discharge until the next time you are attacked or dissipates after a number of rounds equal to your warlock level. The next time a weapon or spell deals damage to you, you can retaliate as a reaction and the blast will automatically strike your attacker. Until then, as long as the eldritch blast sits on your pact armor while you are wearing it you leave no tracks, and shadows cling to your armor obscuring your prescence giving you a +10 bonus to Dexterity (stealth) checks, and you cannot be tracked except by magical means. Entrapping Plate Prerequisite: Pact of the Panoply feature As an action, you can conjure your pact armor as plate armor around another creature, the armor resizes to fit them. They do not gain proficiency with the pact armor, instead it hampers them. The targets speed becomes 0, it can't swim or fly, it suffers disadvantage on Dexterity checks and ranged attack rolls until it manages to remove the armor or you dismiss the pact armor with a bonus action. The target does benefit from your pact armors resistance. Mind Carapace Prerequisite: Pact of the Panoply feature. You can call an aberrant parasite from a Prime Material moon to serve as your pact armor, the parasite takes 1d6 hours to fly to you and once it wraps its tentacles around you, it integrates itself with your physiology, sending tendrils deep into your brain and glandular system. As long as the mind carapace covers you, it shields your mind from fear and insanity. Your pact armor becomes resistant to psychic damage if it wasn't already, you become immune to charm, fear, telepathy , and reduces the roll on the longterm or short-term madness tables by an amount equal to your warlock level. You no longer need remove your pact armor to benefit from a rest, but you permanently reduce your available hit dice by one to represent the parasite feeding on you and you suffer disadvantage on all Charisma checks except Intimidate unless you are interacting with other aberrations. Soulbound Armor Prerequisite: Pact of the Panoply feature, 10th level You can infuse your pact armor with a sort of half life, by inserting a shard of your soul into it. You can cast animate object on your pact armor without expending a slot and invest up to your Charisma score in hit points which reduces your hit point maximum by the same amount, turning your pact armor into a creature under your control with Strength and Dexterity scores equal to your warlock level + your Charisma modifier, hit points equal to what you invested and all other stats are based on the animate objects spell. Your pact armor only gets one action in combat and it cannot take reactions. Your pact armor can travel an unlimited distance from you once animated , and if you are killed you can transfer your consciousness into your pact armor which persists despite your death, its scores becoming equal to your own, it gains the living construct trait, and a full complement of actions. You are functionally a spirit trapped in your pact armor unless your patron or another otherworldly power is able to reduce your pact armor to 0 hit points, in which case it can capture the final piece of your soul. Unseelie Escape Prerequisite: Pact of the Panoply feature, 6th level Once before a short rest, as a reaction when you fail a save against a spell or get hit from an attack, you can swap places with one of your enemies that you can see or hear, up to 100-feet away, who gets teleported into your pact armor while you get teleported into the space they occupied. The spell or attack affects them instead of affecting you. Your pact armor remains standing, now containing your foe, a minor illusion of you appears around the creature to disguise them as you, and a minor illusion of them appears around you. The illusions last only a single round. .