[RPG] Would making these Warlock spell invocations require no spell slot be unbalancing

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I'm currently trying to rebalance certain aspects of the D&D 5e rule set. The overall goal is to open up options for my players so they have a more diverse pool of features to choose from. I don't want them to feel like they "have" to or "can't" pick a certain option, because of it being just that strong or that weak compared to alternatives.

Currently I'm looking at the Warlock invocations; my analysis shows me that a few of them are worse than others:

  • Thief of Five Fates

  • Sign of Ill Omen

  • Minions of Chaos

  • Dreadful Word

  • Bewitching Whispers

What most of these have in common is that they give warlocks access to a spell they otherwise wouldn't once per long rest, while still using one of their spell slots. Compare this to invocations such as Mask of Many Faces (Disguise Self at will) and Devil's Sight (120ft super-darkvision).

The utility of these invocations is very lacking. Warlocks don't have a problem with the diversity of their spells; the problem is with having available spell slots. I'm trying to determine whether removing the spell slot cost from these invocations and making them long rest abilities instead would balance them, or make them a more attractive option rather than a "don't bother" option.

The question:

In the context of re-balancing the Warlock invocations, would making the aformentioned invocations long rest abilities, without costing a spell slot, make them balanced compared to the other available options? Or is it too much/not enough of a change?

If anyone thinks the invocations I mentioned are fine as they are, I would love to hear your reasoning as well, in case I missed a core point!

I'm asking if this change would be balanced in a non-homebrewed version of 5e. To clarify, my group generally has about two short rests per adventuring day.

Best Answer

All of the spells you're looking at are powerful but situational. A warlock should incur a cost (1 spell slot) for casting them, but shouldn't plan on casting them once per day, just because they can.

For example, Sign of Ill Omen comes with some situationally great utility -- it's a "customizable" (within reason) curse that can last 8 hours and doesn't require concentration when cast with a 5th level spell slot. By removing the spell slot cost of this spell, you're giving the Warlock an incredible benefit: allowing them to cast a spell that scales extremely well with a resource without having to expend it. This invocation becomes incredibly strong when you remove that cost.

I would recommend not adjusting these invocations; they might be less useful for your specific campaign, but they're not worse invocations just because their applications are more niche.


One different homebrew solution that would be far easier to manage is to give the Warlock one extra invocation at level 9 (for example) that gets locked in forever; call it a Mystic Invocation.

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