Last time, I left out the Hexblade, and I also left out my own Pact of the Blood. So here are a few more invocations.

Speaker for the Murder

Prerequisite: Hexblade patron and Beast Speech

Crows, ravens, and other corvids are always positively inclined to you (and anyone that attempts to use a spell or other command to order an individual or swarm of them to attack you must beat you in a contested Charisma check to have them attack). When you are outside in terrain where they live, there will always be at least one corvid keeping an eye on you, whom you can question with Beast Speech. By spending Inspiration, you guarantee that there was a corvid observing any situation where it makes sense, who you can quickly get in touch with through the avian network to question about what they observed (though the birds still may not have perfect memory or good understanding of what was observed).

When your pact magic slot reaches 3rd level, you gain conjure animals as a bonus Warlock spell, but it can only be used to summon ravens, crows, or other corvids.

Shadow Walker

Prerequisite: Hexblade patron and One with Shadows or Shroud of Shadow

When you are invisible and in an area of dim light or darkness, you can cast misty step on yourself at will, without spending a spell slot. You must emerge in another area of dim light or darkness.

War Magic

Prerequisite: Hexblade patron and Pact of the Blade feature

As the Eldritch Knight (Fighter) feature of the same name, whenever you use your action to cast a cantrip, you can make one attack with your pact weapon as a bonus action.

Curse Leash

Prerequisite: Hexblade patron and Pact of the Chain feature

You gain advantage on any saving throws or charisma checks against cursed or sentient items. You may cast remove curse on yourself at will, without expending a spell slot.

Book of Swords

Prerequisite: Hexblade patron and Pact of the Tome feature

Your book of shadows contains extensive documentation on magical weapons. You may cast identify at will, without expending a spell slot or material component. When your pact magic slot reaches 5th level, you may cast legend lore at will, without expending a spell slot or material component. Both of these spells may only target weapons or the context of weapons (e.g., you might use legend lore to learn of how a previous wielder of a weapon you possess used it).

And Your Children’s Children

Prerequisite: Archfey patron and Pact of the Blood feature

When your pact magic slot reaches 3rd level, you gain bestow curse as a bonus Warlock spell. If you cast a spell with a duration of Permanent or Until Dispelled that affects a target, and the target fails to save against the spell, you may cause that spell to also apply to all of the target’s descendants (each must save individually if they are currently alive, and any newborns automatically fail the save). You may use your Mystic Arcanum to cast any of your Warlock spells that gains increased duration from using a higher slot (e.g., you can use your Mystic Arcanum (9th level) to cast bestow curse as a 9th level slot instead of your normal Mystic Arcanum spell for that level).

Signed in Blood

Prerequisite: Fiend patron and Pact of the Blood feature

When you make a contract that you and a subject both sign in blood, you can cast geas on the subject at will, without expending a spell slot, but you are also subject to the geas (to fulfill your responsibilities in the contract). The instructions for the geas must be the terms of the contract, the casting time of the spell can be lowered to 1 action if at least a minute was spent writing and signing the contract, and the spell can only be ended by you ripping up the contract. You can’t do so again until you finish a long rest.

The Innsmouth Look

Prerequisite: Great Old One patron and Pact of the Blood feature

You have a particular look about you that inclines the denizens of darkness to believe that you are one of them. You gain advantage on Charisma checks against aberrations and other followers of the Great Old One. You gain advantage on Charisma (Deception) checks against any targets to convince them that you are evil, criminal, willing to betray your allies, or similar topics. Additionally, you can cast water breathing on yourself at will, without expending a spell slot or material components.

Holy Grail

Prerequisite: Celestial patron and Pact of the Blood feature

You may expend one or more hit dice as an action to bleed into a container and transmute your blood into a Potion of Healing. It is a standard potion for one hit die, a greater potion for two hit dice, a superior potion for three hit dice, and a supreme potion for four hit dice. The potion only remains viable for one hour after creation.

After creating such a potion, you may cast one or more other spells that affect a target (with a range greater than Self) into the created potion, their duration begins when the potion is imbibed, the target is the subject that imbibes the potion, and the subject has disadvantage on saving throws against the spell, if any.

The GM’s option, the vessel used to create this potion may have residual effects as a form of enchantment.

Scion of the Raven Queen

Prerequisite: Hexblade patron and Pact of the Blood feature

All spells (including cantrips) of the necromancy school are added to the warlock spell list for you. Additionally, you gain toll the dead as a bonus cantrip, and any invocations you have that apply to eldritch blast also apply to toll the dead.