Warlock Cantrip Invocations: Abandoning Eldritch Blast
image by John Stanko from the 5e Players Handbook
Because I really hate that warlocks are locked into the mandatory Eldritch Blast + Agonizing Blast build (hexblades exempt), I wanted to make some invocations that make other cantrips more tantalizing than multiple attacks and force damage. Sure, you might need to use the Pact of the Tome feature to get some of these cantrips, but now it might even be worth it!
I’m curious what you guys think of these. If you can think of any potential balance issues with stacking the invocations, multiclassing shenanigans, or general power balance issues, let me know! I don’t really mind that these first three invocations can stack with other ones. If players want their entire warlock build to revolve around one cantrip, I say let them.
Greater Cantrip
When you take this invocation, choose a cantrip that has a single target and deals damage after hitting with a spell attack. Each die roll that results in a number less than half of the die’s maximum gains a +1 bonus.
For instance, if you roll 3d10 for an 11th-level fire bolt and roll a 3, 1, and an 8, the 3 increases to 4 and the 1 increases to 2.
Penetrating Cantrip
Prerequisite: 5th level warlock
When you take this invocation, choose a cantrip that has a single target and deals damage on a failed saving throw. Creatures have disadvantage on saving throws against the chosen cantrip.
Forked Cantrip
Prerequisite: 5th level warlock
When you take this invocation, choose a cantrip that meets the following requirements.
- The cantrip has a casting time of 1 action
- The cantrip can normally only have one target which can be a creature
- The cantrip uses damage dice
Whenever you cast the chosen cantrip to target a creature, you can target an additional creature within range instead. When you target a second creature in this way, roll only half of the damage dice for the second creature, rounded up.
For instance, a 5th-level warlock casting infestation with this invocation could deal 2d6 poison damage to their first target, and 1d6 damage to their second target. At 11th level, the same warlock could deal 3d6 poison damage to the first target and 2d6 poison to their second target.
Burning Cantrip
Prerequisite: a cantrip that deals acid or fire damage
Whenever you deal acid or fire damage to a creature using a cantrip, the creature catches fire. The creature continues to take 2 damage of the same type at the start of each of their turns until they or another creature spends an action wiping off the acid or dousing the flames. This ability has no effect if the target is already on affected by this ability.
Debilitating Poison
Prerequisite: a cantrip that deals poison damage.
Whenever a creature takes poison damage from one of your cantrips, the creature gains disadvantage on skill checks and on saving throws to resist poison damage or the poisoned condition until the end of your next turn.
Distant Thunder
Prerequisite: Thunderclap cantrip
When you cast thunderclap, you can choose a point within 60 feet of you on the ground to be the origin of the spell. Each creature that fails their saving throw against the spell by 5 or more is knocked prone.
Frightening Touch
Prerequisite: Chill Touch cantrip
Your chill touch cantrip deals an additional amount of necrotic damage equal to your Charisma modifier. In addition, whenever you roll an 8 on a damage die for your chill touch cantrip, the target gains disadvantage on attack rolls until the end of your next turn. This has no effect on creatures immune to the frightened condition.
Gripping Frost
Prerequisite: Ray of Frost cantrip
Your ray of frost cantrip deals an extra amount of cold damage equal to your Charisma modifier. Whenever a creature takes damage from your Ray of Frost cantrip, their movement speed is halved instead of reduced by 10.
Immobilizing Grasp
Prerequisite: 5th level warlock, Shocking Grasp cantrip.
Your shocking grasp cantrip deals an additional amount of lightning damage equal to your Charisma modifier. In addition, whenever you roll for damage and at least two of the dice have the same result (two of a kind), the target is restrained until the end of their next turn. If at least three dice have the same result (three of a kind), the target is stunned until the end of their next turn instead. If at least four dice have the same result (four of a kind), the target is paralyzed until the end of their next turn instead.
Launch Stones
Prerequisite: 5th level warlock, magic stone cantrip
When you use your action to throw a stone affected by the magic stone cantrip, you can hurl an additional such stone. When you reach 11th level, you can hurl two additional stones instead. Each creature hit by a stone is knocked prone. Flying creatures are pushed 15 feet away instead of being knocked prone.