With the Warlock call they become one of the most customizable 5E classes. Optimizing these capabilities is paramount to creating powerful, unique Warlock builds.
Jason A. Engle – The Wizard of the Coast – Markov Waltzer
What is Eldritch Invocations in Warlock?
In the new 2024 Player Handbook, Warlocks can access Eldritch Invocations at level 1. These powerful boons allow you to customize the abilities of Warlock. Invitations are usually provided in the form of passive abilities, activated abilities that allow you to cast low-level spells without burning slots of spells, or the ability to learn non-warlock spells and cast them in Warlock Spell Slots.
Think of “warlock-specific feats” and invitations that give each warlock a unique flavour. Start with two at level 2 and earn more at levels 2, 7, 9, 12, 15, and 18.
Major changes from 2014 to 2024
The 2024 Player Handbook overhauled the breathing of Warlock's Eldritch, making it even more flexible and customizable. PACT Boone is currently an invitation available at Level 1 rather than Level 3 and must be selected along with other calls. The blade agreement has particularly gotten a big buff, and now you can attack with the Charismatic Modifier and get immersed in what the Hex Blade subclass has provided.
The Cantrip-Boosting call was applied not only to Eldritch Blasts, but also to the damage-inducing Warlock Cantrips, like Agonizing Blast. Also, importantly, you can toggle calls every time you level up. This allows you to adapt your Warlock needs to your campaign.
Warlock's Eldritch Invocations ranked
This guide follows the class guide's color ranking system. The colors are ranked and you can see what they stand below:
Red: Weak, unlikely to contribute to your build: Good situational, but below average green: solid choice blue: Great option worth considering sky blue: One of the best choices for optimization
Some calls must have a certain agreement benefit or warlock level. The following list separates calls by level, with other prerequisites listed along with the call in question. For example, an Eldritch Smite call should adopt a blade call agreement.
No level limit
Shadow Armor: Make your own magical armor free of charge without using spell slots. If you don't have a better armor option, solid defense.
Eldrich Mind: Benefits of concentration checking – Important to maintain spells such as hexagons and hypnosis patterns. Any warlock is a good choice, but Blade Warlocks usually go to War Casters for this ability and some additional benefits.
Blade agreement: hexblade, who? This call takes the best part of the old Hexblade subclass and provides them to Warlocks who want to invest in the calling slot. Now you can create bonds with weapons, use charisma for attack and damage rolls, and change the necrotic, mental or glowing damage type. Perfect for melee warlocks (and other charisma-based classes that take one level dip to warlocks).
Chain agreement:Learn to familiarity with extended, familiar options. IMP (CR 1) is usually the best option as it has strong damage, shape shifting, and the ability to keep it invisible. Amazing options for almost every build.
Book agreement:Get a Shadows book, prepare three Cantrips, and in the 2024 Player Handbook you can create two-level 1 ritual spells. This definitely adds value to it. Especially because you can find something that is as familiar as this.
Level 2
The pain of the blast: (Damage Warlock Cantrip) Charismatic modifiers can be applied to Damage Warlock Cantrip. This is one of the best calls out there and can now be applied to the damage dealt Warlock Cantrip. You can also take it multiple times if you want various buffed cantrips. A huge boost to Warlock builds is essentially necessary for how much damage it deals.
The Devil's View: Usually magical and non-magical darkness, see up to 120 feet. This is famous for working with dark spells, but this is also a famous nuisance for the members of the party that cannot be seen in magical darkness.
Eldrich's Spear: (Warlock Cantrip that deals damage) Cantrip range increases 30 feet x Warlock level. If you want to be a cheap, long-range spellcaster, this might be fun.
Devilish vitality: Throw your false life at yourself without slots and always maximize temporary hit points. This is another way to say “earn 8 temporary hit points.” It's great for early survivability in the game, but is also suitable for swapping when more powerful options become available.
First lesson: Earn the feat of Origin. It can be repeated to gain multiple feats.
Many face masks: Disguise freely. Perfect for campaigns that are prone to penetration, cheating and role-playing. It works very well with the actor's feats.
A fog-like vision: Freely cast silent images. It's a niche, but perfect for creative players.
A leap in another world: Jump freely. Still very niche. Skip unless mobility is the center of the game.
Repel the explosion: (Warlock Can Trip with Attack Roll) Repeatable. A push target that hits 10 feet of cantrip. Amazing battlefield control is perfect for pushing targets out of range shelves.
Level 5
Ascendant Step: Freely self-vitate and for the enemy of mobility and kitting. Solid control options, properly gated to Level 5.
Eldrich Smite: (Blade Pact) Once per turn, add damage to force and tendency when you hit with the weapon of the Pact using the Pact slot. The blade is still a must.
The two of them's hearts: Bonus action to view through the senses of another creature. Can be maintained with bonus actions. It's not great, especially if a familiar person already offers this.
A gift of depth: Water breathing once with each long rest, permanent swimming speed. Otherwise, it's aquatic campaigns great.
Chain Master Investment: (Chain Agreement) The familiar large buffs – bonus action attacks, damage type swapping, flight/swimming speed, slow scaling savings, damage resistance. A must for chain warlocks.
Mastering countless forms: Cast your own self freely. Usually, many facial masks are enough if you are trying to penetrate.
Something with shadows: Cast invisibility to yourself in dim light or darkness without slots. Perfect for stealth, scouting and ambushing. It's circumstance, but nice as sometimes you don't need to cast invisibility in a level 4 Pact Magic Spell slot.
Thirst Blade (Blade Agreement): You will be attacked for the second time with the weapons of the agreement. It's important for Blade Warlocks who want to focus on melee combat.
Level 7
The whispers of the grave: Feel free to die and talk. Perfect for campaigns that focus on plot, mystery and investigation.
Level 9
Parents' gifts: (Book Agreement) Add the names of allies to your shadow book. If you reduce it to 0 for every long rest, it will drop to 1 horsepower. Huge support tools and literal lifesaver.
Vision of the Distant Area: Free and inexplicable eyes. If you want to do scouting for your party, you just have to grab a chain agreement for an invisible impulse that you can telepathically communicate with.
Level 12
Devour the blade: (Thirst Blade) Attacks with a weapon from the agreement add a third attack. Damage scaling required for blade warlocks.
LifeDrinker: (Blade Pact) Once per turn, deal with 1D6 extra necrosis, psychic, or shining damage, and heal and heal the hit die. An incredible mix of attack and maintaining.
Level 15
The Witch's View: Permanent 30 feet TrueSight. Each aspect of Truesight is circumstantial, but they all combine to make this a solid choice to deal with many nasty enemies.