Cantrip Invocation
If a Cantrip Invocation has Prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its Prerequisites. A level prerequisite refers to your character level, not your level in the Warlock class. This page includes Warlock Cantrip, Warlock Subclass Cantrips, and Non-Warlock cantrips.
Standard Warlock Cantrips
Animate Skull Invocations
Acererak's Bite: When you cast the Animate Skull cantrip, the bite attack deal additional necrotic damage equal to your proficiency bonus.
Ioun's Skulls: When you cast the Animate Skull cantrip, the skull can float around your head, occupying and protecting the space you are in. The skull does not need to be touched to attack.
Animated Chorus: Prerequisite: 5th level
When you cast the Animate Skull cantrip, you can animate an additional skull, but it must occupy a different 5ft space. You can animate a third skull at 11th level, and 4th skull at 17th level.
Blade Ward Invocations
Elemental Ward: When you cast the Blade Ward cantrip, the target of the spell is also resistant to fire, cold and lightning damage.
Psychic Ward: When you cast the Blade Ward cantrip, the target of the spell is also resistance to psychic, necrotic and radiant damage.
Nature Ward: When you cast the Blade Ward cantrip, the target of the spell is also resistance to acid, posion, and non-weapon slashing, piercing and bludgeoning damage.
Booming Blade Invocations
Booming Shield: When you cast the Booming Blade cantrip, you shield yourself in a portion of the booming energy. The first time you are hit by a melee attack that turn you deal the target thunder damage equal to your proficiency bonus.
Booming Trident: When you cast the Booming Blade cantrip, you can use the cantrip with a thrown weapon.
Booming Step: Prerequisite: 9th level
When you cast the Booming Blade cantrip, you can choose to teleport within 5ft of the target after they have completed their movement. There must be available space for you inhabit for you to teleport.
Cheerful Song Invocations
Lasting Song: When you cast the Cheerful Song cantrip, the benefit to their next attack roll, saving throw, or ability check lasts for 1 minute instead of the start of your next turn.
Courageous Song: Prerequisite: 5th level
When you cast the Cheerful Song cantrip, your targets also become resistant to the Frightened condition for the duration of the spell.
Skillful Song: Prerequisite: 9th level
When you cast the Cheerful Song cantrip, your targets gain a +1d4 to their first attack roll, saving throw, or ability check made before the start of your next turn.
Chill Touch Invocations
Numbing Touch: When you cast the Chill Touch cantrip, the secondary affect of disadvantage on attacks affects all creatures that do not have the celestial or construct creature-type, and allies benefit from this feature.
Corrupting Touches: Prerequisite: 5th level
When you cast the Chill Touch cantrip, you can select two targets, but only deal 1d8 damage to each. This increases to three targets at 11th level, and four targets at 17th level.
Ghoulish Touch: Prerequisite: 5th level
When you cast the Chill Touch cantrip and get a critical hit, the target's maximum hit points are reduced by 1d8. This increases to 2d8 at 11th level, and 3d8 at 17th level.
Create Bonfire Invocations
Eldritch Snuff: When you cast the Create Bonfire cantrip, you can choose to end any affects of the spell as a reaction. This causes an explosion of fire to sweap around the space. Each creature within 5th, other than you, must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Gaze into the Flames: When you cast the Create Bonfire cantrip, you can choose a creature within 30ft that can see the magical flame and be gifted visions of your Patron. You can use a bonus action to make them make a Wisdom saving throw against your spell save DC or become Frightened for the next turn. At 5th level you can select two targets within 30ft of the bonfire, at 11th level three, and at 17th level four.
Create Flamewall: Prerequisite: 5th level
When you cast the Create Bonfire cantrip, you can occupy two 5ft squares as long as they are touching. At 11th level you can occupy three squares as long as they are touching, and at 17th level you can occupy four squares as long as they are touching.
Eldritch Blast Invocations
Agonizing Blast: When you cast Eldritch Blast cantrip, add your proficiency bonus to the damage it deals on a hit.
Grasp of Hadar: Once on each of your turns when you hit a creature with your Eldritch Blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
Repelling Blast: When you hit a creature with Eldritch Blast cantrip, you can push the creature up to 10 feet away from you in a straight line.
Friends Invocations
Effortless Friendship: When you cast the Friends cantrip, the duration becomes '1 minute' and is no longer Concentration.
...or Enemies: When you cast the Friends cantrip, you can choose to give a creature within 30ft disadvantage on Charisma checks for the duration of the spell.
Friendly Aura: Prerequisite: 5th level
When you cast the Friends cantrip, you can select two targets that are not hostile towards you. This increases to three at 11th level, and four creatures at 17th level.
Fostbite Invocations
Demoralising Weave: When you hit a creature as part of your Frostbite cantrip, if the target has temporary hit point the spell deals maximum damage.
Frostbitten Fingers: When you hit a creature as part of your Frostbite cantrip, if the target fails their saving throw they drop their weapon.
Exploding Frost: Prerequisite: 5th level
When you hit a creature as part of your Frostbite cantrip, if the target fails their saving throw all targets within 5ft take 1d6 frost damage. This increases to 10ft at 11th level, and 15ft at 17th level.
Green-Flame Blade Invocations
Branding Curse: When you hit a creature as part of your Green-Flame Blade cantrip, you can brand the creature until the beginning of your next turn. The branded creatures have disadvantage on attacks against creatures other than you.
Flaming Vortex: When you hit a creature as part of your Green-Flame Blade cantrip, you can choose to deal the extra fire damage to all creatures within the distance, instead of a single creature. The creatures must make a Dexterity saving throw against your spell save DC, taking half damage on a success.
Warpblade: Prerequisite: 5th level
When you cast Green-Flame Blade cantrip as part of your action, you can teleport to within 5ft of your secondary target as a part of this action.
Infestation Invocations
Guiding Swarm: When you cast Infestation cantrip, you can pick which direction the target flees.
Pressing Swarm: When you cast Infestation cantrip, the target moves 15ft if it has a speed of at least 15ft, instead of 5ft.
Overwhelming Swarm: When you cast Infestation cantrip, the target gains the Poisoned condition until the start of their next turn.
Lightning Lure Invocations
Lightning Lasso: When you cast Lightning Lure cantrip, you can target objects that aren't being worn of carried and less than 60lb in weight.
Reaching Lure: When you cast Lightning Lure cantrip, the range is 'Self (30ft)' and they take the lightning damage after the failed save regardless of distance to you.
Lightning Sweep: Prerequisite: 5th level
When you cast Lightning Lure cantrip, any creatures within 5ft of your target take 1d6 lightning damage on a failed save. This increases to 10ft at 11th level, and 15ft at 17th level.
Mage Hand Invocations
Dual Hands: When you cast Mage Hand cantrip, you can conjure two spectral hands instead of one, controlling both independently. This ability requires both of your hands to be free, and both hands together can lift double the spells limit.
Ghost Hand: When you cast Mage Hand cantrip, you can make the spectral hand Invisible, and you can increase the range by 30ft.
Handy Helper: Prerequisite: 5th level
When you cast Mage Hand cantrip, you can use the hand to give someone the Help action. You can use this to distract an enemy, or assist in a task that only needs one hand to assist.
Magic Stone Invocations
Hunter Stone: When you cast Magic Stone cantrip, the ammunition ignores half and three-quarter Cover.
Eldritch Stone: When you cast Magic Stone cantrip, they deal force damage instead of bludgeoning. Additionally you can transform the stones into any ammunition type; arrows, bolts, even darts.
Bountiful Stone: Prerequisite: 5th level
When you cast Magic Stone cantrip, you can produce four stones. This increases to six at 11th level, and eight at 17th level.
Mind Sliver Invocations
Loving Sliver: When you cast Mind Sliver cantrip, if the target makes a saving throw against a charm affect, they must roll a d6 and subtract it from their roll, and if they are successfully Charmed by the spell, they are also Charmed to you.
Mind Witness: When you cast Mind Sliver cantrip, and the target fails their save, they cannot be hidden from you until the beginning of your turn as long as they remind in range of this spell.
Eldritch Sliver: Prerequisite: 5th level
When you cast Mind Sliver cantrip, instead of dealing an addition 1d6 psychic damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Minor Illusion Invocations
Malodrous Illusion: When you cast the Minor Illusion cantrip, you have the additional option of creating a simple smell. The smell cannot spread further than 15ft, and cannot give the Poisoned condition.
Expansive Illusion: Prerequisite: 5th level
When you cast the Minor Illusion cantrip, it's range increases to 60ft, and the volume of the illusion increases to 8 feet, the sound can be up to 160ft, and if you have the Malodrous Illusion you can create smells up to 30ft away.
Impersonating Illusion: Prerequisite: 5th level
When you cast the Minor Illusion cantrip, you have the additional option of creating a creature with the same volume as your objects. The illusory creature cannot make any ability checks, instead using your Spell Save DC to contest any Investigation or Insight checks. It also cannot move outside of the volume you can create for an object.
Poison Spray Invocations
Poison Arrow: When you cast Poison Spray cantrip, make a spell attack roll instead of a Constitution saving throw, and increase the range to 20ft.
Necrotising Spray: When you cast Poison Spray cantrip, the spell will add your proficiency in necrotic damage.
Poison Volley: Prerequisite: 5th level
When you cast Poison Spray cantrip, instead of dealing an addition 1d12 damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Prestidigitiation Invocations
Eldritch Authority: When you cast Prestidigitation cantrip to create a forged document or sigil, anyone who examines the forgery has disadvantage on WIsdom (Insight) against it.
Eldritch Gourmand: When you cast Prestidigitation cantrip to flavour dishes, anyone who consumes food flavoured by you is Charmed by you until their next long rest, or you or a known ally makes a hostile action towards them.
Eldritch Scent: When you cast Prestidigitation cantrip to clean garments, the wearer of those garments has a 1d4 bonus to Charisma (Persuasion) and Charisma (Deception).
Sapping Sting Invocations
Draining Sting: When you cast Sapping Sting cantrip, the target has disadvantage on the next physical ability check roll until the end of their next turn.
Eldritch Sting: Prerequisite: 5th level
When you cast Sapping Sting cantrip, instead of dealing an addition 1d6 necrotic damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Vampiric Sting: Prerequisite: 9th level
When you cast Sapping Sting cantrip, you gain temporary hit points equal to half of the damage dealt.
Seek Phrase Invocations
Censor Phrase: When you cast the Seek Phrase cantrip, you can magically censor a word or phrase/s within the book. The text appears unaltered by the reader, but a they can detect the presence of illusory magic with a successful Intelligence (investigation) check.
Seek Image: When you cast the Seek Phrase cantrip, you can cast the spell using a Material focus of an Image. Any descriptions or illustrations that match that image within the book, scroll or other object are affected by the spell.
Seek Stacks: When you cast the Seek Phrase cantrip, the range increases to 30ft around you, searching for all instances of a word amongst words within 30ft.
Sword Burst Invocations
Razor Burst: When you cast Sword Burst cantrip, any targets that fail their saving throw take your proficiency in piercing damage at the beginning of their turns, until they take an action to do a Medicine check and stop the bleeding.
Sword Blast: Prerequisite: 5th level
When you cast Sword Burst cantrip, you cast it as a 15ft cone in a direction you choose. This increases as you level, 20ft at 11th level, 25ft at 17th level.
Sword Interception: When you cast Sword Burst cantrip, you can choose to have the spell centre around an ally within 10ft of you as a reaction.
Thunderclap Invocations
Chained Thunderclap: When you cast Thunderclap cantrip, you can add your proficiency bonus in lightning damage.
Stunning Clap: When you cast Thunderclap cantrip, targets that fail the saving throw are Incapacitated for one round.
Thunderslap: Prerequisite: 5th level
When you cast Thunderclap cantrip, you can increase the range to 10ft, 15ft at 11th level, and 20ft at 17th level.
Toll of the Dead Invocations
Fearful Toll: When you cast Toll the Dead cantrip, if the target is missing any hit points instead of dealing 1d12, the target becomes takes 1d8 nerotic damage and becomes Frightened of you until the beginning of it's next turn.
Heavenly Ringing: When you cast Toll the Dead cantrip, you can add your proficiency bonus in radiant damage.
Eldritch Toll: Prerequisite: 5th level
When you cast Toll the Dead cantrip, instead of dealing an addition 1d8 necrotic damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
True Strike Invocations
Multi-Strike: When you cast the True Strike cantrip, beneficiaries of this spell gain advantage on all attack rolls within the Attack Action used.
Shadow Strike: When you cast the True Strike cantrip, the beneficiaries of this spell become Invisible until the end of their next turn. This effect ends early if they cause another creature to make a Saving Throw or roll an attack.
True Patience: Prerequisite: 5th level
When you cast the True Strike cantrip, the duration becomes '1 minute' , however True Strike will end after 1 round of the first attack roll.
Warlock Subclass Cantrips
Control Flames Invocations
Control Pyromancy: When you cast the Control Flames cantrip, you can affect even magical fire. As a reaction you can expand an area of flame, subjecting any creatures within that space to the original saving throw and damage. If you are able to target the caster of the spell, they have advantage on that saving throw, and if they succeed they take no damage.
Carve Flames: Prerequisite: 5th level
When you cast Fire spells, you can protect your allies with use of the Control Flames cantrip. You can use your reaction to shape fire around a creature of your choice. The number of allies you can affect with this increases at higher level; two allies at 11th level, and 3 at 17th level. This ability stacks with Sculpt Spells and Careful Spell Metamagic.
Control Inferno: Prerequisite: 5th level
When you cast the Control Flames cantrip, your magical fire deals 2d6. This increases at higher levels, 3d6 at 11th level and 4d6 at 17th level.
Druidcraft Invocations
Crafted Scent: When you cast the Druidcraft cantrip, you can cast this spell on a creature to alter their scent. You cannot remove or lessen it, but you can increase/transform it. You could alter their smell to that of another creature, or add in naturalistic elements (like blood, soil, feces, naturally occuring smells). These alterations last until the next time you cast this cantrip.
Persistant Crafts: When you cast the Druidcraft cantrip, you increase the duration of the spell affects by 1 minute. You can also have 3 simultaneous affects at any one time.
Weathercraft: When you cast the Druidcraft cantrip, you can shield yourself from the affects of weather. Pushing out a bubble of rain, shielding against a sandstorm, or causing a curtain of leaves in a thick autumn forest. This gives you advantage on Constitution saving throws and Survival checks against long term effects. You must Concentrate on this ability to benefit from it.
Encode Thoughts Invocations
Thought Sieve: When you cast the Encode Thoughts cantrip using a bowl or cup of water, you can display the sounds and images that are contained in a Thought Strand to third parties. The viewing consumes the Thought Strand.
Thought Illusion: When you cast the Encode Thoughts cantrip, you can alter the appearance of the Thought Strand into a small trinket or mundane object.
Walled Thoughts: Prerequisite: 5th level
When you cast the Encode Thoughts cantrip, you can wall off particular thoughts in your own mind. This affect only lasts for as long as your current duration. You can only keep up to 3 thoughts or memories at any one time, and you cannot recall or remember these thoughts while under the affect of this spells. These thoughts/memories are not constrained by time like the Modify Memory, instead being concepts like "My true race is that of a Bhaalspawn Cambion", or "I am an Agent of the Zhentarim".
Fire Bolt Invocations
Lava Bolt: When you cast the Fire Bolt cantrip, add your proficiency bonus to the damage it deals on a hit.
Reserved Bolt: When you cast the Fire Bolt cantrip, you can gather the fire energy into your hand. This allows you to use it as a simple melee weapon that deals 1d4 fire damage, and provides 10ft of bright light and 10ft of dim light. If you use the spell after spending 1 round holding it, it can be fired with a Bonus Action. You can then spend your Action casting a spell of 1st level or higher.
Eldritch Blaze: Prerequisite: 5th level
When you cast the Fire Bolt cantrip, instead of dealing an addition 1d10 fire damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Gust Invocations
Aeromancer: When you cast a Wind or Thunder spell of 1st level or higher, you can apply an affect of the Gust cantrip to one target of the spell.
Gust Reach: Prerequisite: 5th level
When you cast the Gust cantrip, you can affect two targets when you cast this spell. This increases to three at 11th level, and four at 17th level.
Gusty Flight: Prerequisite: 5th level
When you cast the Gust cantrip, you have the option to grant yourself a Fly (Hover) speed of 10ft instead of one of the other affects. This increases to 15ft at 11th level, and 20ft at 17th level. If you already possess a fly speed, you can use your Bonus Action to increase your Fly speed by 10ft. This increases to 15ft at 11th level, and 20ft at 17th level.
Light Invocations
Blinding Flash: When you cast the Light cantrip, you can choose to consume the spell in a brilliant flash of light as a reaction. You can choose one creature within 20ft of the object to make a Constitution saving throw. On a failure they are blinded until the beginning of their next turn.
Lightskin: When you cast the Light cantrip, you can choose yourself (or your Familiar) as a target, your skin glowing with magical light. When done this way you can focus the light into a 60ft cone in a direction you choose. You cannot hide while using this property, nor than you be Invisible.
Lights Abundant: Prerequisite: 5th level
When you cast the Light cantrip, you can choose two objects when you cast this spell. Starting at 11th level you can target a third object, and 17th level a fourth object.
Ray of Frost Invocations
Glacial Ray: When you cast the Ray of Frost cantrip, add your proficiency bonus to the damage it deals on a hit.
Freezing Ray: When you cast the Ray of Frost cantrip, if you reduce a creatures speed to 0ft they become Petrified until the beginning of your next turn.
Eldritch Frost: Prerequisite: 5th level
When you cast the Ray of Frost cantrip, instead of dealing an addition 1d8 cold damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Sacred Flame Invocations
Sacred Blaze: When you cast the Sacred Flame cantrip, add your proficiency bonus to the damage it deals on a hit.
Blinded Sacrament: When you cast the Sacred Flame cantrip, you can choose to target a space, even if there is no line of sight. If you cannot see them, the target has advantage on the Saving Throw against this spell.
Eldritch Sacrament: Prerequisite: 5th level
When you cast the Sacred Flame cantrip, instead of dealing an addition 1d8 radiant damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Shape Water Invocations
Control Hydromancy: When you cast the Shape Water cantrip, you can affect even magical water. As a reaction you can expand an area of water or ice, subjecting any creatures within that space to the original saving throw and damage. If you are able to target the caster of the spell, they have advantage on that saving throw, and if they succeed they take no damage.
Shape Currents: When you cast the Shape Water cantrip while underwater, you have the option to grant yourself a Swim speed equal to your walking speed +5ft instead of one of the other affects. This increases to 10ft at 5th level, 15ft at 11th level, and 20ft at 17th level. If you already possess a Swim Speed, you can use your Bonus Action to increase your Swim speed by 5ft. This increases to 10ft at 5th level, 15ft at 11th level, and 20ft at 17th level.
Hydromancer: Prerequisite: 5th level
When you cast a Water or Cold spell of 1st level or higher, you can apply an affect of Shape Water cantrip to area affected by the spell. You can use your reaction to shape water or ice around a creature of your choice. The number of allies you can affect with this increases at higher level; two allies at 11th level, and 3 at 17th level. This ability stacks with Sculpt Spells and Careful Spell Metamagic.
Shocking Grasp Invocations
Lightning Grasp: When you cast the Shocking Grasp cantrip, add your proficiency bonus to the damage it deals on a hit.
Lingering Shock: When you cast the Shocking Grasp cantrip, your targets movement is reduced by 10ft for their next turn.
Flurry of Shocks: Prerequisite: 5th level
When you cast the Shocking Grasp cantrip, instead of dealing an addition 1d8 lightning damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Spare the Dying Invocations
Spare the Undying: When you cast the Spare the Dying cantrip, you give the creature 1 temporary hit point and lift the creature from Prone.
Shield the Dying: When you cast the Spare the Dying cantrip, you weave a lesser warding until the end of your next turn. Any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a Fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Spare the Party: Prerequisite: 5th level
When you cast the Spare the Dying cantrip, you can select a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Thorn Whip Invocations
Bramble Whip: When you cast the Thorn Whip cantrip, add your proficiency bonus to the damage it deals on a hit.
Thorn Flick: When you cast the Thorn Whip cantrip, you can choose to push the target 10ft away from you instead of towards.
Thorn Burst: Prerequisite: 5th level
When you cast the Thorn Whip cantrip, instead of dealing an addition 1d6 piercing damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Non-Warlock Cantrips
Acid Splash Invocations
Acrid Splash: When you cast the Acid Splash cantrip, add your proficiency bonus to the damage it deals on a hit.
Corrosive Splash: When you cast the Acid Splash cantrip on a target wearing medium or heavy, you cause their armour to melt. If they fail on the Dexterity save they take a -1 to their AC (not cumulative).
Acid Burst: Prerequisite: 5th level
When you cast the Acid Splash cantrip, instead of picking a second creature you cause all creatures within 10ft of your target must make a Dexterity saving throw or take 1d6 acid damage. This increases to 2d6 and 15ft at 11th level, and 3d6 and 20ft at 17th level.
Bonding Vine Invocations
Dragging Vine: When you cast the Bonding Vine cantrip, your target must make the Strength saving throw if you move more than 20ft away from them. They make that saving throw with advantage.
Elastic Bond: When you cast the Bonding Vine cantrip and the target fails it's Strength saving throw, the target falls prone as well has has 0 speed.
Distracting Vine: Prerequisite: 5th level
When you cast the Bonding Vine cantrip, your target has disadvantage on any attack roll that doesn't target you.
Dancing Lights Invocations
Faerie Lights: When you cast the Dancing Lights cantrip, you use a reaction to can fling one of the lights 30ft at a creature. The target makes a Dexterity saving throw, on a failure they shed 10ft of dim light for the rest of the duration of the spell. While sheding light they cannot benefit from the Invisible condition.
Greater Lights: Prerequisite: 5th level
When you cast the Dancing Lights cantrip, they produce 15ft radius of dim light. This increases as you level; 20ft at 11th level, 25ft at 17th level.
Illusory Lights: Prerequisite: 9th level, Greater Lights
When you cast the Dancing Lights cantrip, you can cause each of your motes of light to appear like an glowiing vageuly object, creature or visible phenomenon no larger than a 1-foot cube. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be flying. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Guidance Invocations
Instinctive Guidance: You can cast the Guidance cantrip as a reaction, targetting a creaure within range.
Flurry of Guidance: Prerequisite: 5th level
When you cast the Guidance cantrip, you can target a second creature. This increases at higher levels; you can touch a third target at 11th level, and a fourth target at 17th level.
War Guide: Prerequisite: 9th level
When you cast the Guidance cantrip, your target can choose to apply the bonus to an attack roll or saving throw instead of an ability check for the duration.
Mending Invocations
Quick Mend: When you cast the Mending cantrip, your casting time is a Bonus Action.
Distant Mend: When you cast the Mending cantrip, it has a range of 30ft.
Dismending: Prerequisite: 5th level
When you cast the Mending cantrip, you can deal 2d8 + your proficiency modifier thunder damage to an object or construct. This increases to 3d8 at 11th level, and 4d8 at 17th level.
Message Invocations
Lengthy Reply: When you cast the Message cantrip, the duration of the spell is 1 minute, with both the casters and the target sharing the duration.
Picture Paints a Thousand Words: When you cast the Message cantrip, you can choose to send an image or short (6 second) scene instead of words. This method of messaging cannot travel through barriers.
Split Messaging: Prerequisite: 5th level
When you cast the Message cantrip, you can select two targets instead of one. This increases as you level; three creatures at 11th level, and four at 17th level.
Mould Earth Invocations
Secret Tunnel: When you cast the Mould Earth cantrip, you have the option to grant yourself a Burrow speed equal to half of your walking speed instead of one of the other affects. This increases by 10ft at 5th level, 15ft at 11th level, and 20ft at 17th level. If you already possess a Burrow speed, you can use your Bonus action to increase your Burrow speed by 5ft. This increases by 10ft at 5th level, 15ft at 11th level, and 20ft at 17th level.
Shape Geomancy: When you cast the Mould Earth cantrip, you can affect even magical earth. As a reaction you can expand an area of a rock or earth spell or trap, subjecting any creatures within that space to the original saving throw and damage. If you are able to target the caster of the spell, they have advantage on that saving throw, and if they succeed they take no damage.
Geomancer: Prerequisite: 5th level
When you cast the Mould Earth cantrip, you can protect your allies when using earth magic. When you cast an Earth or Stone spell of 1st level or higher, you can grant an ally within that space a +1 to their AC for the next minute (this is not cumulative). You can also use your reaction to shape earth and rock around a creature of your choice. The number of allies you can affect with this increases at higher level; two allies at 11th level, and 3 at 17th level. This ability stacks with Sculpt Spells and Careful Spell Metamagic.
Mould Plants Invocations
Agrarimancy: When you cast the Mould Plants cantrip, you cause plants to produce food and drink for up to ten humanoids. Creatures that consume this food gain a 1d4 to their next perception check.
Chloromancy: When you cast the Mould Plants cantrip, you can affect even magical plants. As a reaction you can expand an area of a plant spell or trap, subjecting any creatures within that space to the original saving throw and damage. If you are able to target the caster of the spell, they have advantage on that saving throw, and if they succeed they take no damage.
Dendromancy: Prerequisite: 5th level
When you cast the Mould Plants cantrip, you cause thick roots to wrap around creatures moving through the difficult terrain caused by this spell. Creatures must making a Strength saving throw against your spell save DC or become Restrained for 1 minute. The creature can repeat Strength saves against this affect. Alternatively you can use your reaction to shape other plant spell around a creature of your choice. The number of allies you can affect with this increases at higher level; two allies at 11th level, and 3 at 17th level. This ability stacks with Sculpt Spells and Careful Spell Metamagic.
Primal Savagery Invocations
Fiendish Savagery: When you cast the Primal Savagery cantrip, add your proficiency bonus to the damage it deals on a hit.
Lengthened Claws: When you cast the Primal Savagery cantrip, you can make a melee spell attack against creatures within 10ft of you.
Savage Flurry: Prerequisite: 5th level
When you cast the Primal Savagery cantrip, instead of dealing an addition 1d10 acid damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Produce Flame Invocations
Produce Lava: When you cast the Produce Flame cantrip, add your proficiency bonus to the damage it deals on a hit.
Produce Fiery Seeds: Prerequisite: 5th level
When you cast the Produce Flame cantrip, instead of dealing an addition 1d8 fire damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Weave Flames: Prerequisite: 5th level
When you cast Fire spells, you can protect your allies with use of the Produce Flame cantrip. You can use your reaction to shape fire around a creature of your choice. The number of allies you can affect with this increases at higher level; two allies at 11th level, and 3 at 17th level. This ability stacks with Sculpt Spells and Careful Spell Metamagic.
Resistance Invocations
Focused Resist: When you cast the Resistance cantrip, you can choose to determine a specific Attribute the bonus is exclusive to. The creature then rolls a 1d8 instead of 1d4 when used.
Flurry of Resists: Prerequisite: 5th level
When you cast the Resistance cantrip, you can select a second creature. This increases as you level; three creatures at 11th level, and four at 17th level.
Lasting Resistance: Prerequisite: 9th level
When you cast the Resistance cantrip, the spell does not end after the first time a d4 is rolled, but instead for the entire duration.
Shillelagh Invocations
Selfless Shillelagh: When you cast the Shillelagh cantrip, the spell does not end if you let go of the weapon.
Heretical Blackthorn: When you cast the Shillelagh cantrip, you can select a weapon that isn't a club or quarterstaff, as long as it doesn't have the Ammunition, Special, or Reach qualities.
Greater Shillelagh: Prerequisite: 5th level
When you cast the Shillelagh cantrip, the weapons damage die becomes a 1d10. The weapon also increases it's power as it levels, at 5th level the weapon gains reach 1, at 11th level the damage die becomes a 2d6, and at 17th level the damage changes to 4d4.
Thaumaturgy Invocations
Divine Quaking: When you cast the Thaumaturgy cantrip, you can force all creatures within 10ft of you to make a Strength saving throw against your spell save DC or fall Prone.
Barring the Gates: Prerequisite: 5th level
When you cast the Thaumaturgy cantrip on a door or window, you can concentrate on it. You can split your concentration across 3 such doors or windows, but any creature who attempts to open must contest make a Strength (Athletics) check against your spell save DC.
Powerful Shout: Prerequisite: 5th level
When you cast the Thaumaturgy cantrip, you can choose a creature within 30ft to make a Consitution saving throw against your powerful shout. On a failure they take 1d8 + your proficiency modifier thunder damage. This increases to 2d8 at 11th level, and 3d8 at 17th level.
Vicious Mockery Invocations
Brutal Mockery: When you cast the Vicious Mockery cantrip, add your proficiency bonus to the damage it deals on a hit.
Ruthless Mockery: Prerequisite: 5th level
When you cast the Vicious Mockery cantrip, if a creature fails the saving throw they have disadvantage on all their attack rolls made befoire the end of its next turn.
Vicious Chorus: Prerequisite: 5th level
When you cast the Vicious Mockery cantrip, instead of dealing an addition 1d6 psychic damage, you can target a second creature. Starting at 11th level you can target a third creature, and 17th level a fourth creature.
Word of Radiance Invocations
Word of Fire: When you cast the Word of Radiance cantrip, you can add your proficiency bonus in fire damage.
Blast of Radiance: Prerequisite: 5th level
When you cast the Word of Radiance cantrip, you cast it as a 15ft cone in a direction you choose. This increases to a 20ft at 11th level, and 25ft at 17th level.
Wave of Radiance: Prerequisite: 5th level
When you cast the Word of Radiance cantrip, you can increase the range to 10ft, 15ft at 11th level, and 20ft at 17th level.