The original Warlocks of the Fifth Path were more than students of eldritch power. They were practitioners of occult magic who had been broken down and rebuilt into invokers, recognized by their patrons for their genuine sacrifice and servitude. Great was their strength, but greater was their fall when the gods severed their source of power.
With the resurgence of the Chaos, eldritch beings have returned from all corners of the multiverse to cultivate new generations of invokers, granting them power in exchange for the slightest lip service. These less focused, but still potent warlocks are then encouraged to spread chaos, even going so far as to treat other members of their covens as enemies when one’s faith is no longer deemed of use in strengthening the pathways between realities.
Role: Invokers rely heavily on their patrons to give them the strength they need to defeat their enemies. As they grow in power, they access stronger gifts and spellcasting that allows them to warp the very fabric of reality.
Alignment: Any Chaotic.
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The invoker’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+0||+0||+0||+2||Energy blast, knacks, otherworldly patron||1||—||—||—||—||—|
|4th||+3||+1||+1||+4||Energy blast (enhancement), invocation||3||1||—||—||—||—|
|7th||+5||+2||+2||+5||Energy blast (swift enhancement)||4||3||1||—||—||—|
|14th||+10/+5||+4||+4||+9||Invocation, pact feature||5||5||4||4||2||—|
|20th||+15/+10/+5||+6||+6||+12||Eldritch master, invocation||5||5||5||5||5||5|
The following are class features of the invoker.
Invokers are proficient with all simple weapons, and light armor. They are not proficient with shields of any kind.
An invoker casts psychic spells which are drawn from the invoker spell list. She can cast any spell she knows without preparing it ahead of time. Every invoker spell has a thought component; the invoker must accurately picture the effect she wishes to create in order for the alien mind of her patron to understand and grant her request.
To learn or cast a spell, an invoker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an invoker’s spell is 10 + the spell level + the invoker’s Charisma modifier.
Like other spellcasters, an invoker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Invoker. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). An invoker’s selection of spells is extremely limited. An invoker begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new invoker level, she gains one or more new spells, as indicated on Table: Invoker Spells Known. (Unlike spells per day, the number of spells an invoker knows is not affected by her Charisma score; the numbers on Table: Invoker Spells Known are fixed.) These new spells can be common spells chosen from the invoker spell list, or they can be unusual spells that the invoker has gained some understanding of through study.
Upon reaching 5th level, and at every 3rd invoker level after that (8th, 11th, and so on), an invoker can choose to learn a new spell in place of one she already knows. In effect, the invoker loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An invoker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
An invoker need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Knacks: Invokers learn a number of knacks, or 0-level spells, each day, as noted on Table: Invoker Spells Known. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
As a standard action, an invoker can channel the power of her patron into a physical ranged attack that targets the AC of a single creature within 60 feet. The blast deals 1d6 bludgeoning damage when not channeled through a weapon. She can use energy blast at will, but only once per round.
Beginning at 4th level, the invoker can expend one of her invoker spell slots as a move action when using energy blast to increase its damage by +2d6 per spell level. At 7th level, she can do this as a swift action instead.
Invokers have been given power to manipulate reality, bending it to their will, but at the cost of their loyalty to an eldritch patron. While there are innumerable creatures in existence strong enough to grant the power invokers seek, four such patrons are recognized as the most common, being the Council of Fiends, the Faerie Court, the Great Old Ones, and the Undying Masters.
At 1st level, an invoker chooses her patron and gains the benefits of that being’s pact, including access to additional spells only taught to followers of that path. She gains additional pact features at 5th, 9th, and 14th level. Patron descriptions can be found here.
At 2nd level, and every even level thereafter (4th, 6th, and so on), an invoker gains an invocation for which she qualifies.
As long as an invoker has an unspent spell slot of an invocation’s spell level or higher, she gains the benefits of the invocation. Some invocations have a variable effect. An invoker sets the minimum spell level and chooses any other options related to those invocations when she regains spells. For example, the invoker can choose to invoke the dark one with a minimum 4th-level spell slot, applying the +8 luck bonus to her Fortitude saves until the next time she regains spells after resting for at least 8 hours. Once she has cast all of her 4th-level and higher spells for the day, the invoker no longer gains the benefits of that invocation.
If an invoker possesses multiple invocations with the same minimum spell level, she chooses which of those invocations to stop using as she runs out of spell slots. For example, if the invoker can channel darkness and invoke the banshee, but only has one 3rd-level or higher spell slot available, she must choose which of those invocations she can no longer use until she regains her spell slots.
At 3rd level, an invoker’s otherworldly patron grants her additional strength, as a reward for her loyalty, in the form of a powerful boon. Once this boon is chosen, it cannot be changed. The boons presented below are commanding leash, eldritch weapon, and tome of secrets, but other boons may be available through other sources.
Eldritch Weapon (Sp): An invoker with this boon gains proficiency in a martial weapon of her choice. As a standard action, the invoker can create and wield any weapon with which she is proficient. This weapon is conjured as a supernatural ability, and functions as a nonmagical, masterwork weapon sized appropriately for the invoker. The weapon persists until the invoker dismisses it as a free action or fails to retrieve it within 1 minute of letting it go.
Upon reaching 5th level, the invoker’s eldritch weapon is able to draw more of her patron’s power into it, becoming stronger. The invoker can enhance her weapon as a standard action by calling upon her otherworldly patron’s aid for 1 minute per invoker level. When empowered, the weapon sheds light as a torch.
At 5th level, the invoker’s patron grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, brilliant energy, disruption, flaming, flaming burst, ghost touch, keen, speed, stalking, and wounding. Adding these properties consumes an amount of bonus equal to the property’s cost. Duplicate abilities do not stack. At least a +1 enhancement bonus must be added before any other properties can be added.
The bonus and properties granted by the invoker’s patron are determined when the weapon is empowered and cannot be changed until a new weapon is conjured. These bonuses apply to only one end of a double weapon. An invoker can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Tome of Secrets: An invoker with this boon chooses an arcane (such as bard, magus, witch, or wizard) or psychic class (such as mesmerist, occultist, or psychic) and adds up to 3 arcane cantrips or psychic knacks granted by that class to her list of spells known. This doesn’t count against the invoker’s normal progression of spells known. At 6th level, and again at 9th, 12th, 15th, and 18th level, the invoker can choose another arcane or psychic spell granted by the chosen class to add to her tome. The spells she chooses must be of a level 1 less than the highest spell level she can cast (if she can cast 4th-level spells, she can add a 3rd-level or lower spell to her tome of secrets, and so on), and cannot be changed later.
At 11th level, and every 2 levels thereafter, an invoker’s research into the occult leads her to a well of powerful secrets collectively known as mystic arcanums. Mystic arcanums can be used to strengthen the invoker’s bond to her otherworldly patron, her pact boon, or her own internal reservoir of power.
A complete list of mystic arcanums can be found here.
By 20th level, an invoker’s devotion has been tested time and again only to prove unwavering. She gains the ability draw on the strength of her otherworldly patron directly. Once per day, the invoker can spend 1 minute beseeching her patron for its blessing. At the end of this minute, the invoker gains a pool of psychic energy equal to her Charisma score that she immediately uses to regain expended spell slots. Magic items that increase the invoker’s Charisma when worn do not add to this pool. Each slot recovered in this way uses a number of points equal to its spell level.
The invoker cannot maintain her connection for long, and must either spend all of her available points immediately or lose them.
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have fighters as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
|Dwarf||Gain +1 temporary hit point when using the 1st-level Council of Fiends otherworldly patron ability.||BoMT|
|Gnome||Add one spell known from the bard spell list as an invoker spell.||BoMT|
|Half-Orc||Gain a +1/3 natural armor bonus while the invoker has temporary hit points granted by her otherworldly patron.||BoMT|
|Centaur||Add one spell known from the druid spell list as an invoker spell.||BoMT|
|Deep One Hybrid||Add +1 foot to the size of all the invoker’s aura class features. This option has no effect unless the invoker has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.||BoMT|
|Dhampir||Gain +1 temporary hit point after successfully using the stabilize Undying Masters otherworldly patron class feature.||BoMT|
|Drider||Add one spell known from the invoker spell list.||BoMT|
|Duergar||Gain 1/6 of a new invocation.||BoMT|
|Fetchling||Gain 1/6 of a new invocation.||BoMT|
|Ganzi||Increase one luck bonus granted by the invoker’s otherworldly patron by +1/2.||BoMT|
|Gathlain||Add one spell known from the druid spell list as an invoker spell.||BoMT|
|Ghoran||Gain a +1/2 bonus on 2 Knowledge checks of the invoker’s choice.||BoMT|
|Hobgoblin||Gain +1 temporary hit point when using the 1st-level Council of Fiends otherworldly patron ability.||BoMT|
|Kuru||Add one spell known from the invoker spell list.||BoMT|
|Munavri||Increase one luck bonus granted by the invoker’s otherworldly patron by +1/2.||BoMT|
|Merfolk||Choose the bull rush or drag combat maneuver. Add +1/3 to the invoker’s CMB when attempting this maneuver (maximum bonus of +4).||BoMT|
|Naiad||Choose the bull rush or drag combat maneuver. Add +1/3 to the invoker’s CMB when attempting this maneuver (maximum bonus of +4).||BoMT|
|Ogre||Gain +1 temporary hit point when using the 1st-level Council of Fiends otherworldly patron ability.||BoMT|
|Reptoid||Add one spell known from the invoker spell list.||BoMT|
|Vine Leshy||Gain 1/6 of a new invocation.||BoMT|
|Yaddithian||Add one spell known from the wizard spell list as an invoker spell.||BoMT|
When a character selects a class, she must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
|Archetype / Alternate Class Feature||Class Features Replaced|
|Class Skills||Skill Ranks Per Level||BAB||Hit Die||Weapon & Armor||Spells||Energy Blast||Otherworldly Patron||Invocations||Pact Boon||Mystic Arcanum||Eldritch Master|
The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.