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How Eldritch Invocations Work in 5e

A hooded warlock in gauntlets reads a book that pours violet eldritch smoke over one hand, between red-lit stone walls

Eldritch Invocations are the Warlock's pick-list of permanent powers. You get one at level 1, three at level 2, and ten by level 18. Some have a prerequisite (a Warlock level, a pact, or a damage cantrip). Each time you gain a Warlock level you can swap one for another you qualify for. Most of them do one of three things: make Eldritch Blast hit harder, turn you into a melee fighter, or let you cast a spell forever without a slot. Below: the rules quoted, the count by level, and what the main choices are worth at level 5.

The rule

You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the "Eldritch Invocation Options" section later in this class's description.

Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation.

On swapping, the SRD says you can replace one invocation "with another one for which you qualify" whenever you gain a Warlock level, with one limit:

You can't replace an invocation if it's a prerequisite for another invocation that you have.

So Pact of the Blade stays while you hold Thirsting Blade. Drop Thirsting Blade first, then the pact on a later level.

How many you have

Warlock levelInvocations
11
2–43
5–65
7–86
9–117
12–148
15–179
18–2010

Level 2 and level 5 are the big jumps. Level 5 is also when most of the stronger options open, so plan for it.

The three pacts

Pact of the Blade, Pact of the Chain and Pact of the Tome are invocations too, with no prerequisite, so a level 1 Warlock can take one.

Blast or blade at level 5

Take a level 5 Warlock with Charisma 16: +6 to hit, +3 damage. The target is a Goblin Warrior, AC 15 and 10 HP. Eldritch Blast fires two beams at level 5 ("Make a separate attack roll for each beam"). Agonizing Blast adds "your Charisma modifier to that spell's damage rolls", so +3 per beam. Thirsting Blade gives "the Extra Attack feature for your pact weapon only", two swings with a Greatsword (2d6) as the pact weapon.

TurnPicksDamageDrops
Blast07.1531.6%
+ Agonizing Blast110.7556.1%
+ Agonizing + Hex115.3073.0%
Blade ×2 (Thirsting)212.7065.6%
Blade ×2 + Hex217.2579.9%

Picks is invocations spent. Each beam and each swing hits 60% of the time. Hex adds 1d6 Necrotic per hit, but it costs a level 1 slot and Concentration, and you cast it with a Bonus Action.

The blade wins on damage by about 2 a turn. The blast wins on everything else: one invocation instead of two, 120 feet of range instead of 5, and no goblin standing next to you. A Warlock has Light armor and a d8 Hit Die, so the reach matters. The full beam and cantrip math is in Cantrip Scaling.

Riders on the blast

Darkness and Devil's Sight

You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.

Cast the Darkness spell, a level 2 Warlock spell whose magical Darkness "Darkvision can't see through", and stand in it. The SRD's Unseen Attackers rule:

When a creature can't see you, you have Advantage on attack rolls against it.

And attacks against a target you can't see have Disadvantage. Your beams go from 60% to 84% each. Agonizing Blast at level 5 then averages 15.35 a turn and drops the goblin 81.0% of the time, close to Hex, with no Hex. Darkness also takes Concentration, so it's one or the other. Your allies can't see in it either. More on light in Vision and Light.

Spells without a slot

Many invocations let you cast a spell "without expending a spell slot", as often as you like:

InvocationSpellLevel needed
Armor of ShadowsMage Armor (on yourself)1
Mask of Many FacesDisguise Self2
Misty VisionsSilent Image2
Otherworldly LeapJump (on yourself)2
Fiendish VigorFalse Life (on yourself, max roll)2
Ascendant StepLevitate (on yourself)5
Master of Myriad FormsAlter Self5
One with ShadowsInvisibility (in Dim Light or Darkness)5
Whispers of the GraveSpeak with Dead7
Visions of Distant RealmsArcane Eye9

Two worth checking against the numbers:

The rest worth knowing

A level 5 build

Five invocations: Agonizing Blast, Repelling Blast, Eldritch Mind, Armor of Shadows, Devil's Sight. That covers damage, control, Concentration and AC, with everything from 120 feet away. To go melee instead, swap Repelling Blast and Devil's Sight for Pact of the Blade and Thirsting Blade. Your slots are covered in How Warlock Pact Magic Works.

Odds are exact d20 and dice counts. Rules and stat blocks from the SRD 5.2.1: Warlock class, Eldritch Invocation Options, Eldritch Blast, Hex, Darkness, Mage Armor, False Life, Unseen Attackers and Targets, Concentration, Studded Leather Armor and the Goblin Warrior.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

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