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Level 1: Eldritch Blast: Warlock Powers For ORDO
Level 1: Eldritch Blast: Warlock Powers For ORDO
Eldritch Ray
You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a
ranged spell attack against the creature, dealing 1d10 force damage on a hit.
EXTRA INVOCATIONS:
Eldritch Elementalism
After you complete a short or long rest, you can choose acid, cold, fire, lightning,
necrotic, poison, psychic, radiant, or thunder damage, as the type of damage for your Eldritch
Blast. You can change they type again after you complete a short or long rest.
Eldritch Tentacle
When you hit a creature with your Eldritch Blast, you can pull the creature up to 10 feet straight
toward you.
Noxious Invigoration
Whenever you gain temporary hit points, increase the amount you gain by your proficiency
bonus.
Eldritch Bind
Prerequisite: 7th level
When you hit a creature with your Eldritch Whip, you can force it to make a Constitution
saving throw or be paralyzed for 1 minute. At the end of each of its turns, the paralyzed
creature can repeat the saving throw, ending the effect on a success.
Once you use this feature, you cannot do so again until you finish a short or long rest. You also
regain the use of this feature after you’ve used one of your spell slots to cast a warlock spell.
Eldritch Grasp
Prerequisite: 7th level
When you hit a Large-sized or smaller creature with your Eldritch Blast you can attempt to
grapple the creature, using your spell save DC instead of your maneuver DC. The grapple
automatically ends if the creature leaves your Eldritch Blast range or if you attempt to grapple
another creature.
Eldritch Squall
Prerequisite: 7th level
You can use an action to unleash your Eldritch Blast against all creatures within a 30-foot cone.
Each creature in the area makes a Dexterity saving throw, taking force damage equal to 1d10 ×
your proficiency bonus on a failure, or half damage on a success.
Once you use this feature, you cannot do so again until you finish a short or long rest. You also
regain the use of this feature after you’ve used one of your spell slots to cast a warlock spell.
Mirror, Mirror
Prerequisite: 6th level
Using the Hammer of Kas as a focus, you can commune with it as your patron. You may do so
during a short or long rest, receiving or conveying information related to your master’s bidding.
This entity may also use the hammer to bridge communication with you on its own terms.
You can also use this invocation to cast augury without spending spell points. Casting the spell
in this way does not require material components, although you do need to have the hammer
on hand so your patron might talk to you. Once you cast the spell in this way, you cannot do so
again until you finish a long rest.
Otherworldly Leap
Prerequisite: 9th level
You are under the constant effects of the jump spell. This effect does not emit a magical aura.
Ascendant Step
Prerequisite: 12th level
You can cast levitate on yourself without spending spell points or material components.
Whiff of the Beyond
Prerequisite: 15th level
You automatically know when an undead creature has been in a space within 30 feet of you
within the past 24 hours, though not which type of creature triggered this invocation.
Additionally, you gain an expertise die on Perception checks, and you have advantage on
checks made to track these creatures.
Shadowveil
Prerequisite: 18th level
You can cast invisibility at will.