Warlock Eldritch Invocations Guide – ToV (2024)

Warlock Eldritch Invocations Guide – ToV (1)

Introduction

Invocations offer a powerful way to customize your warlock, adding passivebuffs, new features, new spellcasting options, and all manner of interestingeffects. Selecting your invocations is as important as picking your patron,and knowing what options are available and how to use them is crucial if youwant to succeed as a warlock.

Remember that you can retrain one Invocation each time you gain a Warlocklevel, and can pick an Invocation for which you meet the prerequisites. Thismeans that you can retrain low-level Invocations to get more high-levelInvocations. This isn’t always the right choice, but it’s always an option,especially if a low-level option isn’t meeting your expecations.

Table of Contents

  • Introduction
  • Disclaimer
  • ToV Warlock Invocations
    • 1st-Level Invocations
      • Agonizing Blast(PG)
      • Armor of Shadows(PG)
      • Beyond Sight(PG)
      • Eldritch Burst(PG)
      • Eldritch Sight(PG)
      • Eldritch Spear(PG)
      • Fiendish Vigor(PG)
      • Gaze of Two Minds(PG)
      • Mask of Many Faces(PG)
      • Misty Visions(PG)
      • Patron’s Anchor(PG)
      • Repelling Blast(PG)
      • Spirit Translator(PG)
      • Stolen Knowledge(PG)
      • Thief of Five Fates(PG)
    • 5th-Level Invocations
      • Second Boon(PG)
      • Sign of Ill Omen(PG)
    • 7th-Level Invocations
      • Bewitching Whispers(PG)
      • Boon Savant(PG)
      • Dreadful Word(PG)
      • Sculptor of Flesh(PG)
    • 9th-Level Invocations
      • Ascendant Step(PG)
      • Otherworldly Leap(PG)
      • Whispers of the Grave(PG)
    • 11th-Level Invocations
      • Lifedrinker(PG)
      • Mystic Arcanum(PG)
    • 15th-Level Invocations
      • Chains of Carceri(PG)
      • Visions of Distant Realms(PG)
      • Witch Sight(PG)

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks.

  • Red: Bad, useless options, or options whichare extremely situational. Nearly never useful.
  • Orange: OK options, or useful optionsthat only apply in rare circ*mstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essentialto the function of your character. Useful very frequently.

ToV Warlock Invocations

Invocations frequently have level prerequisites, and are organized below bylevel. Higher-level invocations aren’t necessarily better than low-level ones,so don’t feel compelled to choose the highest-level invocations that you canget at any given point.

1st-Level Invocations

Agonizing Blast(PG)

Nearly every Warlock takes this. The damage is simply too good to pass up.The damage grows multiplicatively as you get additional rays, so the totaladditional damage will range from +3 at low levels to a maximum +20 at 17thlevel.

Armor of Shadows(PG)

You already get light armor, and Mage Armor is only +1 AC over studdedleather, which is absolutely not enough in a game where there’s a listed pricefor +1 armor.

Beyond Sight(PG)

Darkvision can be an immense tactical advantage, but it’s negated by a torch.Beyond Sight allows you to use magical darkness, including the Darkness spell,to gain a massive advantage over your foes. However, keep in mind that yourallies may still struggle to fight in magical darkness so using this optioncan often lead to selfish tactics which are frustrating for your allies.

Eldritch Burst(PG)

Not absolutely necessary for builds focused on Eldritch Blast, but definitelyhelpful.

Eldritch Sight(PG)

Very helpful, especially since Detect Magic isn’t a Ritual in Tales of theValiant.

Eldritch Spear(PG)

120 feet is usually enough for most encounters. If the encounter takes placeat greater range than that, you can always move closer.

Fiendish Vigor(PG)

This is a massive amount of temporary hit points. This is great on anyWarlock, but it’s absolutely crucial if you’re building to fight in melee.

Gaze of Two Minds(PG)

Very situational. I can’t think of a time to use this repeatedly.

Mask of Many Faces(PG)

In a game involving stealth or intrigue the ability to disguise yourself is abig advantage. The ability to do it at a moment’s notice at no cost allows youto be anyone any time.

Misty Visions(PG)

A clever player with a DM who is willing to play along can accomplish a lotwith even a basic illusion. A 15-foot cube is a huge amount of space, too.Place illusory walls, doors, statues, or other objects which creatures don’texpect to move or produce other stimuli like heat or smells, and in many casesthat’s just as good as creating something. If creatures don’t realize thatyour illusory wall is an illusion, they’re going to treat it like a wall.Repelling BlastPHB: This

Patron’s Anchor(PG)

A massive improvement to your ability to maintain Concentration. CHA will beyour best save, and Advantage on your first Concentration save each round willnearly guarantee success on saves against small amounts of damage. Even atlevel 1, your average CHA save with advantage is around 18 (roughly 13 on thed20 + 2 PB + 3 CHA mod).

Repelling Blast(PG)

This can be especially nice as you gain additional rays to keep enemies wellout of melee range, but it’s not always useful and at low levels the 10 footpush won’t make a huge difference unless you’re using it to break agrapple.

Spirit Translator(PG)

Only situationally useful.

Stolen Knowledge(PG)

Excellent in a small party with gaps in their skill capabilities. If othermembers of your party will add more skill proficiencies later in their career,this is great to take at low levels before retraining it into a higher-levelInvocation later.

Thief of Five Fates(PG)

A passable debuff, but rarely worth the Action to cast it or yourConcentration to maintain it. You may be able to use Bane to

5th-Level Invocations

Second Boon(PG)

Pact boons can be very powerful, opening up new tactics and new buildoptions. However, they often expect you take additional invocations to makethem more effective, straining your already limited number of EldritchInvocations. This isn’t a bad choice, but it’s not a choice that works forevery Warlock.

Sign of Ill Omen(PG)

Bestow Curse is a great debuff to put on a powerful single target, plus itdoesn’t cut into your limited spell slots.

7th-Level Invocations

Bewitching Whispers(PG)

This isn’t a great spell. If you have other allied spellcasters who likespells like Wall of Fire or Blade Barrier, this could be great, but on its ownit’s not consistently impactful.

Boon Savant(PG)

If you took Second Boon, you almost certainly want this.

Dreadful Word(PG)

I do not trust Confusion to be useful.

Sculptor of Flesh(PG)

Polymorph is really good, and this gets you a 4th-level spell much earlierthan you will from your normal spellcasting.

9th-Level Invocations

Ascendant Step(PG)

Warlocks get access to Fly, but it’s hard to justify spending your preciousfew spell slots on it. Levitate gets you the biggest benefit of flight(distance from the ground) at much lower cost. However, you still need toconcentrate.

Otherworldly Leap(PG)

Warlocks get access to Fly, but it’s hard to justify spending your preciousfew spell slots on a buff for yourself. Levitate gets you the biggest benefitof flight (distance from the ground) at much lower cost. However, you stillneed to concentrate.

Whispers of the Grave(PG)

Speak with Dead is one of my favorite divinations because it grants you easyaccess to information which is otherwise lost forever. With the ability tocast it at will with no cost means that you can interrogate every random mookyou kill in your long, sordid career of murder-hoboing. But keep in mind thatthe target isn’t compelled to tell you anything helpful, so this isn’t alwaysreliable.

11th-Level Invocations

Lifedrinker(PG)

A must for Blade Warlocks, but largely useless for other Warlocks. The bonusstacks with your Charisma (for Hexblades) or Strength/Dexterity (for everyoneelse) to damage, so you’re going to have a very solid static damage bonus toyour attacks.

Mystic Arcanum(PG)

Mystic Arcanum is a tax at high levels. Getting a high-level spell even onceper day is frequently more powerful than any other option, essentially lockingyou into Mystic Arcanum. Keep in mind that while you can’t change the spellwhich you choose, you can retrain the invocation, reselect Mystic Arcanum, andthen pick a different spell.

15th-Level Invocations

Chains of Carceri(PG)

An excellent save-or-suck spell, and you can cast it without a spell slot.

Visions of Distant Realms(PG)

Arcane Eye is one of my favorite scouting options, and the ability to cast itat will makes it even better. Never go into a room without knowing exactywhat’s inside.

Witch Sight(PG)

Invisibility is an illusion, and locating invisibile creatures is importantfor a class so dependent on ranged attacks. The 30-foot range is a bigproblem, unfortunately, and by this level you’ve had plenty of time to learnhow to handle invisible creatures with AOE spells like Hunger of Hadar andSickening Radiance.

Warlock Eldritch Invocations Guide – ToV (2024)
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