Note: These rules are meant to be used in combination with my other house rules.
I'm curious what you think of these invocations. I'm still trying to come up with new ideas. When looking at these, consider the warlock to have two invocations at 1st level, one each level thereafter, and a bonus blast shape or essence invocation for every three levels.
Modified InvocationsBrimstone Blast (Lesser Eldritch Essence)Your eldritch blast deals fire damage. Anyone damaged must succeed on a Reflex save or catch fire, suffering an additional 1d6 fire damage for every three caster levels, round down. This extra damage persists each round until the flames are extinguished.
Eldritch Cone (Lesser Blast Shape)Your eldritch blast deals damage to all creatures in a 30-foot cone originating from next to your square. A successful Reflex save halves the damage.
Hellrime Blast (Lesser Eldritch Essence)Your eldritch blast deals cold damage. Anyone damaged must succeed on a Fortitude save or take two points of Strength damage.
Hideous Blow (Least Eldritch Essence)As a swift action, you may channel your eldritch blast through each of your melee attacks this round. Each of these attacks deals normal damage plus damage from your eldritch blast, and they are resolve as melee touch attacks. You may only target each creature once with an eldritch blast per round in this way. This invocation does not provoke an attack of opportunity.
Vitriolic Blast (Greater Eldritch Essence)Your eldritch blast deals acid damage and ignores spell resistance. Anyone damaged suffers an additional 1d6 acid damage for every three caster levels, round down on your next turn. This extra damage persists each round until the acid is rinsed off (requiring at least one water skin of water).
New InvocationsLeastDesecrate (Least Invocation – Level 2)As the Desecrate spell. You must provide the unholy water and silver dust as the spell.
Detect Thoughts (Least Invocation – Level 2)As the Detect Thoughts spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.
Eldritch Bolt (Least Blast Shape – Level 2)Your eldritch blast deals damage to all creatures in a 30-foot line originating from next to your square. A successful Reflex save halves the damage.
Eldritch Curse (Least Blast Shape – Level 2)Your eldritch blast is channeled through a melee touch attack. If successful, the target takes damage as normal and then takes half damage on the next round (no save). Any eldritch essence applied to this attack is applied on the second round (with any additional saves as applicable).
Eldritch Ward (Least Invocation – Level 1)As the Alarm spell. Alternately, you can use this invocation to ward a door, which puts an Arcane Lock (as the spell) and Alarm on the door permanently. The Alarm on the door is permanent until discharged
Fiend Form (Least – Level 2)Your appearance changes, making you appear fiendish and terrifying. You gain a +6 bonus on Intimidate checks and a +2 natural armor bonus to AC (or your existing natural armor improves by +2). You gain two claw attacks that each deal 1d4 damage (for a medium creature). This lasts 24 hours or until dismissed.
Fiendish Resistance (Least Invocation – Level 2)You gain the benefits of the Endure Elements spell and Resist Energy spell for 24 hours. Each time you use this, you much choose an energy type to resist and you lose the benefits of any previous uses of this invocation.
Ray of Enfeeblement (Least Invocation – Level 1)As the Ray of Enfeeblement spell.
Scare (Least Invocation – Level 2)As the Scare spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.
LesserAstral Web (Lesser Invocation – Level 4)As the Dimensional Anchor spell, plus the target must succeed on a Will save or be entangled and have all of its movement speeds halved for one minute.
Deep Slumber (Lesser Invocation – Level 3)As the Deep Slumber spell.
Electric Blast (Lesser Eldritch Essence – Level 3)Your eldritch blast deals electric damage. Anyone damaged must succeed on a Fortitude save or be entangled for one round. Creatures entangled in this fashion may still move, but only at half speed. Creatures wearing armor primarily consisting of metal suffer a -3 penalty on all saving throws relating to this blast, and the attack roll has a +3 bonus to hit them.
Eldritch Sight (Lesser Invocation – Level 3)As both the Arcane Sight and See Invisibility spells, but with a duration of 24 hours.
Eldritch Sphere (Lesser Blast Shape – Level 3)Your eldritch blast deals damage to all creatures in a 20-foot radius (to a range of 60 feet). A successful Reflex save halves the damage.
Fiendish Madness (Lesser Invocation – Level 4)As the Confusion spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.
Incendiary Slime (Lesser Invocation – Level 3)As the Incendiary Slime spell.
Shape Nature (Lesser Invocation – Level 3)As the Stone Shape and Warp Wood spells.
GreaterCircle of Death (Greater Invocation – Level 6)As the Circle of Death spell, but with no material component.
Cloud of Brimstone (Greater Invocation – Level 6)As the Stinking Cloud spell, plus each round, anyone in the area takes 2d6 points of fire damage.
Disintegrate (Greater Invocation – Level 6)As the Disintegrate spell, but a target that succeeds on its Fortitude save cannot be affected again by this invocation from the same caster for 24 hours.
Greater Eldritch Cone (Greater Blast Shape – Level 5)Your eldritch blast deals damage to all creatures in a 60-foot cone originating from next to your square. A successful Reflex save halves the damage.
Fiendish Guile (Greater Invocation – Level 6)As the Suggestion spell, but a target that succeeds on its Will save cannot be affected again by this invocation from the same caster for 24 hours.
Freedom of Movement (Greater Invocation – Level 6)As the Freedom of Movement spell.
Greater Fiendish Resistance (Greater Invocation – Level 6)As the Endure Elements, Protection from Energy, and Stoneskin spells, except with a duration of 24 hours. The invocation is dismissed once either the Stoneskin or Protection from Energy effect have absorbed their maximum amount of damage. Each time you use this, you much choose an energy type to resist and you lose the benefits of any previous uses of this invocation.
Quick Teleportation (Greater Invocation – Level 6)As the Dimension Door spell, but as a move action, and you must have line of sight to your destination.
Minor Disjunction (Greater Invocation – Level 6)As the Break Enchantment or Greater Dispel Magic spells, chosen each time the invocation is used. The casting time is one standard action for both versions.
DarkFiendish Teleportation (Dark Invocation – Level 8)As the Greater Teleport spell.
Forcecage (Dark Invocation – Level 8)As the Forcecage spell.
Horrid Wilting (Dark Invocation – Level 8)As the Horrid Wilting spell.
Mind Blank (Dark Invocation – Level 8)As the Mind Blank spell, but with a duration of 24 hours.
True Seeing (Dark Invocation – Level 8)As the True Seeing spell, but with a duration of 24 hours.