Grisly Death An illogical modified memory, such as implanting a
Prerequisite: 9th level memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might When you reduce a hostile creature with intelligence of 5 deem a modified memory too nonsensical to affect a or greater to 0 hit points you may force each creature of creature in a significant manner. If a Remove Curse or your choice within 30 feet of that hostile creature to make a Greater Restoration spell is cast on the target the creature's Wisdom saving throw. On a failed save the creature true memory will be restored. becomes frightened of you for 1 minute. The frightened If the target succeeds on its saving throw it has no idea creature can repeat this saving throw at the end of each of you attempted to influence it. Once you use this feature you its turns, ending the effect on itself on a success. If a cannot use it again until you finish a long rest. creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 Clinging Mucus hours. Prerequisite: 9th level Ooze Form Once per day, as an action you can generate an ounce of Prerequisite: 12th level sticky mucus. This viscous, milky-white substance can form a permanent adhesive bond between any two objects. One You may assume the form of a black pudding. The ounce of the mucus can cover a 1-foot square surface. The transformation lasts for 10 minutes or until the ooze drops bond takes 1 minute to set. Once it has done so, the bond it to 0 hit points. You gain all the abilities of a black pudding creates can be broken by the application of Universal except for condition immunitities and the ability to split Solvent or Oil of Etherealness, a wish spell, or a DC 30 into multiple puddings. As an ooze you cannot speak or strength check. When the warlock selects this invocation cast spells. Your gear melds into the ooze and you can't they also gain the ability to use an action to generate a activate, use, wield, or otherwise benefit from any of your corrosive spittle that dissolves the adhesive. equipment. After 10 minutes or when the ooze is reduced to zero hit points you return to your original form. Once you Reach Across the Void use this feature you cannot use it again until you finish a Prerequisite: Scrying long rest. When you cast scry in addition to creating an invisible Corrupt Magic sensor you may also create a spectral, floating hand at a Prerequisite: Counterspell point you choose within 30 feet of the target. The hand lasts for the Duration or until you dismiss it as an action. When you use a warlock spell slot to cast counterspell and You can use your action to control the hand. You can use are successful in any applicable ability checks instead of the hand to manipulate an object, open an unlocked door or causing the spell to fail you may instead redirect it container, stow or retrieve an item from an open container, choosing targets of your choice, but using the slot level, or pour the contents out of a vial. You can move the hand up spell save DC, Attack bonus, and spellcasting ability of the to 30 feet each time you use it. The hand can't Attack, original caster. If the spell requires concentration you must activate magical items, or carry more than 10 pounds. concentrate to maintain it. Once you use this feature you cannot use it again until you finish a long or short rest. Mantle of the Dread Emperor You are surrounded by an field of corruption, when an ally Subtle Insinuation deals combat damage to an enemy within 10 feet of you you Prerequisite: 9th level may cause the attack to do additional necrotic damage equal to your charisma modifier as a reaction. If you speak with a non hostile creature for at least 10 minutes you may attempt to reshape that creature's Litany of Curses memories. The creature must have an intelligence of at Prerequisite: Hex least 5 and be able to understand you. At the end of the conversation the creature must make a Wisdom saving You may cast Hex without expending a spell slot. Once you throw. On a failed save you can affect the target's memory use this ability you cannot use it again until you complete a of an event that it experienced that lasted no more than 10 short or long rest. minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect Object of Ire clarity and exacting detail, change its memory of the details Prerequisite: Hex of the event, or create a memory of some other event. A modified memory doesn't necessarily affect how a creature If the target of your Hex can see you and is withing 30' of behaves, particularly if the memory contradicts the you you can choose to provoke a powerful antipathy creature's natural inclinations, alignment, or beliefs. towards you in the target. If you do so the target of your Hex has disadvantage on attacks on targets other than you but advantage on attacks targeting you. Once this feature is activated it remains active until your Hex spell ends. Siphon Blood As a bonus action you can surround yourself with an aura Prerequisite: Vampiric Touch of lethargy and frailty. The aura includes your space and extends 5 feet from you in every direction. It lasts until you When you cast vampiric touch using a warlock spell slot are incapacitated or dismiss it as a bonus action. The aura you have the ability to channel the spell’s effect through lowers your movement speed by half. Any hostile creature your weapon. Once per round when you make a successful that starts their turn in the aura must make a constitution melee weapon attack you may deal additional necrotic save. On a failed save they deal only half damage with damage as though you made a vampiric touch spell attack. weapon attacks that use strength until they leave the aura. You regain HP equal to half of this necrotic damage. At the end of each of the target's turns, it can make a constitution saving throw against the effect. On a success, Inner Rot they are no longer affected by the ability and are immune to Prerequisite: 12th Level the effect for 24 hours. Once you use this feature you cannot use it again until you finish a short or long rest. You have the ability to touch a creature and surreptitiously sew a lurking contamination. Choose one creature you can Ruse Macabre: reach. If they are hostile make a melee spell attack against Prerequisite: 9th level the creature, if they are not hostile you may initiate the effect stealthily with a successful sleight of hand check or You can cast Mislead. When you do so you may choose at through ordinary social contact if they would find such any point to have the duplicate appear to die, leaving contact acceptable. On a successful touch the creature behind a replica of your corpse convincing to every sense. becomes a carrier for disease of your choice from any of Any equipment you posess appears on the possession of the ones described below. At any time in the next 7 days the corpse but it is non-functional and otherwise worthless. you can cause the disease to manifest with a bonus action. After 1 day this corpse disintegrates into shadow. Once you When you do so, the target becomes affected by the disease use this feature you cannot use it again until you finish a and must make a Constitution saving throw at the end of long rest. each turn. After failing three of these saving throws, the disease's effects last for seven days, and the creature stops Corpse Feast making these saves. After succeeding on three of these Prerequisite: 12th level saving throws, the creature recovers from the disease, and the spell ends. You may devour the corpse of creature of a type other than Since this spell induces a natural disease in its target, beast, construct, or undead that died no more than 1 hour any effect that removes a disease or otherwise ameliorates earlier. Doing so takes 1 hour. When this is complete you a disease's effects apply to it. gain the benefits of a short rest and following additional benefits: You are cured of all Diseases and poison, becomes Blinding Sickness: immune to being poisoned and being frightened, and Pain grips the creature's mind, and its eyes turn milky makes all Wisdom saving throws with advantage. Your hit white. The creature has disadvantage on Wisdom Checks point maximum also increases by 2d10, and you gain the and Wisdom saving throws and is Blinded. same number of hit points. These benefits last for 8 hours. Filth Fever: You may not use this ability again until you complete a long A raging fever sweeps through the creature's body. The rest. (This Invocation May Not Be Appropriate For PCs) creature has disadvantage on Strength Checks, Strength saving throws, and Attack rolls that use Strength. Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma Checks and vulnerability to all damage. Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence Checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during Combat. Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity Checks, Dexterity saving throws, and Attack rolls that use Dexterity. Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution Checks and Constitution saving throws. In addition, whenever the creature takes damage, it is Stunned until the end of its next turn. Once you use this feature you cannot use it again until you finish a long rest. Aura of Frailty Prerequisite: Ray of Enfeeblement, 7th level