How does Detect Magic spell see a Warlock’s use of Devil’s Sight invocation?

I assume Eldritch Invocations are detected as magic, because they are magic:

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

And Detect Magic spell detects magic like this:

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

What does Detect Magic reveal about a visible warlock with Devil’s Sight?

I guess there are two cases: the warlock actually "seeing normally in darkness" with the invocation benefit active, and the warlock being in bright light and invocation not doing anything. Let’s leave the murky details of Devil’s sight interaction with dim light and the warlock having or not having darkvision out of scope.

Does the Voice of the Chain Master eldritch invocation let me cast a purely verbal spell through my familiar?

In D&D 5e, as a Pact of the Chain Warlock, I can choose an eldritch invocation that lets me speak in my own voice through my familiar called Voice of the Chain Master (PHB 111):

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Healing word is a spell with only a verbal component (PHB 249):

Components: V


A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.

The description of verbal components in the rules of spellcasting (PHB 203) says the sound of my voice alone is what causes the magic of this spell to happen:

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion.

Say my familiar is in another room, no matter how far away. Through my familiar’s eyes, I see a target at 60 feet. From my familiar comes my own magic-infused voice. That particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion that travel to the target and heal it.

Is this possible?

Is a signal handler invocation an upcall?

I am struggling with the definition of an upcall. Presumably, an upcall is a mechanism that allows the kernel to execute a function in userspace. By this definition, an invocation of a signal handler is an upcall because the handler runs in userspace and it is executed by the kernel. However, I noticed that upcalls are sometimes counterposed to signal handlers, without any reasonable explanations. So, is signal handler invocation an upcall, and if not, why?

Can I have a magic bow as my pact weapon without getting the Improved Pact Weapon Eldritch Invocation?

The Warlock’s Pact of the Blade feature specifies that you can only create melee weapons, but you can also turn a magic weapon into your pact weapon (without specifying that it’s only melee weapons). Can I have a magic bow as my pact weapon without getting the Improved Pact Weapon Eldritch Invocation?

Is my homebrew Eldritch Invocation that emulates the sleep spell balanced?

I’ve been inspired to make an Eldritch Invocation for warlocks that allows you to use the damage from eldritch blast, and make use of it like the dice rolled for sleep:

Eldritch Slumber

Prerequisites: eldritch blast cantrip

When you cast eldritch blast, instead of rolling 1d10 per beam, you make any spell attacks as normal and roll 2d10 per beam (plus any additional modifiers from additional abilities or critical hits). Rather than deal damage, the number rolled per beam is instead the number of hit points of creatures that beam can affect. You may target the same creature with additional beams, but the effects do not stack.

All affected creatures are rendered unconscious, until a number of rounds have passed equal to your charisma modifier, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Balance Assessment

I think this is balanced because while you do not affect many creatures, you can cast it at will. At higher levels, this scales but should not past the usefulness of the original cantrip.

It also feels like where sleep affects 5d8+2d8/level, other damaging effects of the same level deal half as much damage. It stands to reason if eldritch blast deals 1d10+1d10/4 levels, sending twice as many hit points of creatures to sleep is fair, but still behind what sleep can do.

I’ve tried to word it so that you can’t stack beams together, but I don’t know if that is too big of a nerf. Also as Eldritch Blast doesn’t have a duration, I have supplied one.

Why does a character get Fate points from invocation only at the end of a scene in Fate Core?

This answer to "What happens to the fate point after a character invokes an aspect?" shows that in DFRPG (per Your Story, p. 106):

if you’re invoking an aspect on another PC or on a NPC to gain an advantage over them, that character will receive the fate point you spent, either at the end of the exchange (in conflict, see page 197) or at the end of the scene (outside of conflict).

But in Fate Core (p. 81):

if someone pays a fate point to invoke an aspect attached to your character, you gain their fate point at the end of the scene.

Why did Evil Hat change invocation so that Fate points are given out only at the end of a scene?

Would expanding the Beguiling Influence invocation in this way cause any problems?

One of the warlock’s Eldritch Invocations, Beguilling Influence, bugs me. The full description is:

Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.

This is fine for a warlock who doesn’t already have proficiency with those two skills, but it’s a bit weak for someone who already has one of them, and entirely useless for someone who already has both of them.

I was wondering whether it might help to get some more mileage out of this invocation if I were to change it to this:

Beguiling Influence
You gain proficiency in the Deception and Persuasion skills. If you are already proficient in either of those skills, you instead gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it, unless it is already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

The intention is that it wouldn’t be any different for a warlock who wasn’t already proficient, but for a character who was already quite deceptive and/or persuasive, this invocation would enhance their abilities even further.

I added the clause about it not stacking with Expertise (wording borrowed from the Prodigy feat) so that it couldn’t be exploited by a warlock/bard or some other combination.

My question is, does this seem like a good, clean change that would add to the game, or are there either balance issues that would make this problematic, either in terms of balance or going against the design of what invocations are for, or otherwise would it make far less impact than I’m expecting?

Could you explain the meaning of warlock invocation number next to its grade?

I am rolling a warlock in my current campaign and we started at level 3. For my invocations, I have picked walk unseen and fell flight. I was told I could not do that by my DM since he told me my level wasn’t enough. However, when I referred back to my Complete Arcane, it mentioned:

A least invocation has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th; a greater, 5th or 6th; and a dark invocation has a level equivalent of 6th or higher (maximum 9th).

So I automatically assumed that at level 1 and 2, I have access to least and 3 and 4, I have access to lesser, turns out not.

When I refered back to Complete Arcane for the invocations I picked, it said:

Fell Flight: Lesser; 3rd


Walk Unseen: Lesser; 2nd

I am really confused about which level can I pick these two invocations? I would appreciate it if you could explain how the warlock level corresponds to the invocation grade and the number next to it.

Does the Voice of the Chain Master invocation allow me to see through my familiar’s senses without using an action?

After reading this Sorlock guide and a further discussion in the comments about this topic, it’s still unclear to me if the Voice of the Chain Master invocation lifts the requirement of spending an action to perceive through the familiar’s senses.

The relevant part of the find familiar spell says:

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

The warlock’s Voice of the Chain Master eldritch invocation says, in part:

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.

They invoke an explanation from Jeremy Crawford which, to me, doesn’t clarify anything at all:

Voice of the Chain Master enhances the find familiar spell, which otherwise works as written for the warlock.

To me, “enhances the find familiar spell” could either mean solely that it increases the range at which you can perceive through the familiar’s senses (or communicate telepathically), or that it both enhances the range and also removes the need to use your action to perceive through its senses. But again, this depends on how you read it.

Does Voice of the Chain Master remove the action usage requirement from find familiar? How are you arriving at that answer?