Elditch Invocations
Elditch Invocations
Elditch Invocations
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 needn't be from the same 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.
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.
Alarm
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within
range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever
a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can
designate creatures that won't set off the alarm. You also choose whether the alarm is mental
or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area.
This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell.
Druid Craft
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level
(3d8 or 3d12), and 17th level (4d8 or 4d12).
True strike
You extend your hand and point a finger at a target in range. Your magic grants you a brief
insight into the target's defenses. On your next turn, you gain advantage on your first attack
roll against the target, provided that this spell hasn't ended.
Chill touch
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell
attack against the creature to assail it with the chill of the grave. On a hit, the target
takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until
then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of
your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Warlock cantrips
Sword Burst
Mind sliver