I know the Warlock is little more than a 4th Tier blaster with no viability, but damn it all if I don't love the damn thing. Anyway, I got a wild hair a while ago and wrote up a few new invocations as it was/is a widely held belief that the Warlocks bag of tricks is on the poorly stocked side. To whit, here is what I've come up with. Can I make them better? Are they utter crap? Do you have ideas of your own? Let me know after you take a gander at these:
Eldritch Volley (Lesser; 3rd Level; Blast Shape): A warlock using Eldritch Volley makes a number of ranged touch attacks equal to the number of blast dice they have against any number of targets within range. Each attack that hits deals 1d6 damage and any essence applied to the blast has its full effect. If the essence requires a save, each attack that his a target forces a saving throw. Multiple failed saves do not allow effects to stack unless the rules state otherwise. Precision damage such as sneak attack only applies to the first target hit.
Fast As Death (Greater; 5th): You can use this invocation to obtain blinding speed. Fast as Death allows the warlock, while making a full attack action, to make an extra attack with whatever weapon he is holding. The attack is made at his full base attack bonus including any modifiers appropriate to the situation. This effect is not cumulative with with similar effects, such as that provided by a weapon of speed, nor does it actually grant another action, so you can't use it to use another invocation or otherwise take an extra action in the round.
The Warlock gains a +1 bonus on attack rolls, a +1 dodge bonus to AC and reflex saves. Any condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses.
All of the Warlock’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Fast as Death also grants the Warlock a luck bonus to Initiative rolls equal to their Charisma modifier (If positive).
Fast as Death lasts for 24 hours. Multiple uses of Fast as Death don’t stack. Fast as Death dispels and counters Slow.
Forceful Blast (Lesser, 3rd, Blast Essence): Your Eldritch Blast does force damage and does not suffer
the normal 50% miss chance for attacking incorporeal or ethereal targets.
Otherworldly Senses (Least, 2nd): Whispers from the outer planes (or lower planes or Faerie Realm)
guide your senses. For the next 24 hours, you gain a +6 to all Spot, Listen and Initiative rolls.
Unholy Reflexes (Greater, 5th): Eldritch energy fuels your muscles allowing you to react
with preternatural speed. You gain a Dodge bonus to your AC equal to your Charisma Modifier,
if positive. You also gain a bonus to your Reflex Save equal to your Charisma modifier. This invocation lasts for 24 hours.
Gaze of Doom (Dark, 6th): Once this invocation is, well, invoked, for the next 24 hours, those unlucky enough to meet your gaze (within 30') suffer the effects of Eyebite (PHB, 228).
Summon Golem (Dark, 9th): You can use Summon Golem as the spell to summon a flesh or clay golem. The golem begins acting at the start of your next turn and follows your simple commands. The golem disappears when it is destroyed or when you stop concentrating on it. A Warlock using this invocation may only have one golem under their control at a time.
Eldritch Flux(Greater, 5th): You unleash a burst of wild energy creating an unstable magical field that exists for one round per caster level. Any creature within a 20' emanation, centered on a point in space no farther than 50 feet (+10 feet/ level), that tries to cast a spell, use a spell-like ability, activate a supernatural ability, manifest a psionic power or manifest a psi-like ability suffers a 20% chance of failure. Spell completion items such as scrolls also have this failure chance. If a creature within the area has a failure chance from another source, roll them separately. Feats and abilities that reduce the chance of spell failure due to armor have no effect on this field.
Failed spells use up slots or other resources as appropriate. Magic items do not have a failure chance, since the power invested in them is too ingrained to be disrupted by this invocation.
Blood Brothers(Lesser, 4th): Once the Warlock and another willing subject voluntarily pay 5 hit points, they can, for one round per caster level, use the most favorable of their Strength, Dexterity and Constitution modifiers for skill checks, saving throws and initiative rolls. In addition, as long they are within 30 feet of their blood brother, once per encounter, the Warlock can use a swift action to make their initiative count equal to yours -1. They then act on their new initiative count as normal. If they've already acted in the current round, they can act again. If this maneuver would not change your ally's initiative count, it has no effect. If they have not yet acted during this round, their initiative count changes, and they act on that count as normal. They do not act again on their original initiative count.
A warlock can only have one "blood brother" at a time. Additionally, any attempt to target a character who is already under this invocation's effect with another "Blood Brothers" automatically fails.
Howling Blast (Lesser, 4th Blast Essence): Your Eldritch Blast howls with fury as it bowls into your enemy. When you apply this essence, your Eldritch Blast deals sonic damage. The damage dice become d4 instead of d6. Your blast does full damage to objects & ignores hardness. Also, targets who fails a fortitude save are stunned for one round. A successful save means that the target is only deafened, but they still take your blast damage.