Master Invoker (3.5e Prestige Class)

Master Invoker
"Your day is only going to get worse. I promise."

Master Invokers are Warlocks who rely significantly less on their eldritch blast, and more on the utility provided by their invocations. Be it by summoning elementals, taking control of the mind of an enemy, or covering the battlefield in a noxious gas, Master Invokers always try to avoid engaging in combat directly.

Becoming a Master Invoker
Master Invokers rely on dexterity far less than typical warlocks. They don't have to aim eldritch blasts and usually have other means of avoiding direct combat than the few tricks a warlock has. Charisma remains important for those few abilities that require saving throws.

Class Features
All of the following are class features of the Master Invoker.

 : Your levels in this prestige class stack with your levels in your Warlock Prestige class for determining what type of invocations you have access to at any given level. Additionally, your Eldritch Blast damage and Damage Reduction abilities continue to increase as if you had gained half as many levels in your warlock class as you had in this prestige class.

 : At every level, the Master Invoker improves one of his existing invocations as per the list below. He must know the invocation before electing to improve it with this class ability. Benefits only apply when the invocation is used or while it is in effect.


 *  : You can see in all directions at once.  You cannot be flanked.  You suffer a -4 on saves against gaze attacks.
 *  : When using this Invocation, the weight limit of objects you can affect is doubled.  When used to damage a crystalline creature, the saving throw DC is increased by 4.
 *  : Bonuses gained from this invocation also apply to Gather Information.  You can make 1 reroll of one of these skills while this invocation is active.  You may not use this reroll more than once per day, even if you use the invocation more than once per day.
 *  : The radius of the Fog Cloud increases to 40ft and lasts for 1 minute per caster level.
 *  : You gain a +6 bonus to Handle Animal, Survival, and Ride checks.
 *  : The reflex save DC increases by 4, and the DC of checks made to escape the cocoon increases by 4.
 *  : Any effect that allows a saving throw for partial effect is negated on a successful save.  You still take the full effect on a failed save.  This applies only to the saving throw that benefits from the use of this invocation.
 *  : Acts as Deeper Darkness instead of Darkness, with a duration of 24 hours.
 *  : The range at which you can see into darkness and magical darkness increases by 30ft.
 *  : Targets who fail their save suffer 1d4 points of Essentia damage.  Targets without an essentia pool suffer 1d4 Wisdom damage.
 *  : The base strength score of the hand is equal to your Charisma score, not 14.  The arm also has a +4 circumstance bonus on grapple checks.
 *  : You gain a +4 deflection bonus to your Armor Class against ranged attacks.
 *  : Bonuses gained from this invocation also apply to Climb checks.  When making standing jumps, you are still treated as if you got a running start.  Your land speed is increased by 10 feet.
 *  : The radius of the cloud increases to 20ft.  Characters who are fatigued as a result of this invocation are fatigued for 1d4+1 rounds after leaving the cloud.
 *  : The benefits of this invocation extend to two other knowledge skills of your choice, chosen at the time this invocation is used.  Once chosen, the benefits may not be changed for 24 hours.
 *  : You also gain Blindsight out to 30ft.
 *  : The bonus on saves against poison increase by 2.  You also gain a +6 bonus on saves against disease.
 *  : There is no maximum number of temporary hit points that can be gained by use of this invocation.  Temporary hit points accumulated from multiple deaths as a result of this invocation stack.  The temporary hit points last for 1 round per warlock level.
 *  : You do not need bare hands & feet to use this ability, and you can move at your full speed when traversing walls and ceilings.
 *  : The duration of the spell is increased to Concentration + 2 rounds.
 *  : Your swim speed increases by 30 feet, and you can communicate with aquatic creatures as if affected Speak with Animals.


 *  : The Will Save DC to resist this invocation is increased by 4.
 *  : This invocation also provides Resistance to Fire 5 and Cold 5.  The range is increased to 60ft.
 *  : You can direct your eye as a free action instead of a move action.  If destroyed, you eye regrows in 1 hour.  The speed at which your eye crawls increases to 30ft.
 *  : The Save DC of this invocation increases by 2.  The -1 penalty to attack rolls also applies to damage rolls and armor class.
 *  : You can direct your hand to move as a free action instead of a move action.  When your hand is destroyed, it regrows in 1 hour.  The movement speed of your hand is increased by 10ft.
 *  : This invocation now lasts 2d4+2 rounds.  If your opponent fails their saving throw, they are stunned on the first round of this invocations effect.
 *  : Your fly speed increases by 30 feet and you gain the use of the Flyby Attack feat while this invocation is active.
 *  : The range of the Dimension Door effect is doubled and the Major Image lasts for 1d4 rounds.
 *  : You can see through the darkness created by this invocation.  Your bats bypass damage reduction as if they were aligned according to your alignment and as if their attacks were made with cold iron.
 *  : You may select two energy types, instead of one, when using this invocation.  Your energy resistance increases by an amount equal to your Charisma Modifier.
 *  : This invocation now lasts 24 hours.  The Will Save DC is increased by 4.
 *  : You gain a +10 insight bonus on all dispell checks made using this invocation.
 *  : This invocation lasts for 24 hours.  You are immune to poison and can speak with spiders while using this invocation.
 *  : You retain the stolen essentia for 1 minute per caster level.  Targets who fail their Will Save take 1 point of Wisdom damage.
 *  : The hand's base strength is equal to your Charisma score.  It receives a +4 bonus on grapple checks.  It can appear out of any stone surface, even worked stone such as cobblestone or castle walls.
 *  : The swarm remains for twice the normal duration.  You can control two swarms at once.
 *  : The onyx provided needs only be half as valuable as normal to qualify as a material component for this invocation.  Undead created with this invocation last twice as long.
 *  : Creatures affected must also succeed a Fortitude save or be knocked prone and stunned for 1 round.
 *  : Your blindsense improves to blindsight and the range is increased to 60ft.
 *  : You gain a +10 insight bonus on dispel checks made with this ability.
 *  : You also gain immunity to 0 through 3rd level divinations used against you while you are using this ability.
 *  : The wall can prevent creatures of up to 9HD (instead of 6HD) from passing through.  Anyone who passes through the wall must succeed a Fortitude save or become shaken for 1d4 rounds.
 *  : Creatures forced to the ground by this invocation cannot fly again for 1d4 rounds.  The Will Save DC is increased by 4.
 *  : You suffer no penalties from difficult terrain (including slippery terrain, like ice).  You reduce the distance of any fall by 10ft for every 3 warlock levels you possess.


 *  : You can designate certain areas within the area of effect to be clean of the sludge.
 *  : The tentacles gain an additional +4 bonus on grapple checks.  They also gain a +2 bonus on all damage rolls.
 *  : When you use this invocation, you can elect to have the target forget the experience entirely if they fail their second Will save.  You must make this choice at the time you use the invocation.  Additionally, the Will Save DC increases by 2.
 *  : You gain a +10 insight bonus on dispel checks made with this ability. Your temporary hit points last for 1 minute per caster level.
 *  : You gain a +2 bonus on saving throws against breath weapons, spells, and other supernatural abilities of dragons.
 *  : This invocation lasts for 1 round per caster level.  Whenever a creature fails it's saving throw agains this invocation, they also take 1 negative level.
 *  : You can retain your form for a number of rounds equal to your warlock level.  If reduced to 0 hit points while in Hellcat form, you can use the invocation again after only 30 minutes, instead of one hour.
 *  : The duration and area of effect of this invocation are doubled.
 *  : If a creature fails their Will Save, you can implant a suggestion to be carried out as soon as they wake up.
 *  : You summon 4 additional swarms when using this ability.  The swarms also bypass damage reduction as if their attacks were aligned according to your alignment and cold iron.
 *  : Your wall deals +1 damage per die and is twice as thick.
 *  : You can negate the damage from Warlock's Call with a successful Will Save.  The Will Save DC is increased by 2.


 *  : You may make a 2 attempts to break enchantment on a single magical effect per day, rather than one.
 *  : Your fly speed increases by 30ft.  Your swarm attack does an extra 1d6 damage.
 *  : Duration extends to 1 day.  The insight bonus gained increases to +3.
 *  : You no longer suffer damage when your barrier is destroyed.  You gain 4 additional 10-foot squares to the area of your barrier.
 *  : The bonus granted by investing essentia into this invocation is +2 instead of +1 per point of essentia.
 *  : You regain hit points every 10 minutes, rather than every hour.
 *  : You deal damage in a 30ft radius burst when your invocation is dispelled.  Additionally, targets are stunned for 1d4 rounds on a failed save.
 *  : You gain a +4 on your caster level check to take control of a summoned creature.  This effect now lasts 1d4 rounds after concentration ends.
 *  : The save DC of both the initial and secondary save are increased by 2.

 : Whenever you use an invocation, the DC of that invocation increases by +1 at 3rd level, +2 at 5th level, and +3 at 7th level.