Warlocks gain access to abilities collectively called Mystic Arcanum. Each mystic arcanum is a supernatural ability that is always active, unless specified otherwise. This means that their effects are suppressed in an antimagic field, including those effects that would not normally be considered supernatural (such as bonus feats).
If a mystic arcanum has a prerequisite, then that prerequisite must be met before a character can select that mystic arcanum.
Mystic Arcanum
Corporeal Blast
As a swift action, you can modify the damage type of your eldritch blast to deal bludgeoning, piercing, or slashing damage, which is affected by damage reduction. If you can create more than one beam with your eldritch blast, each beam can be a different damage type.
Deceiver
You can take 10 on Deception skill checks and on skill checks to activate magic items, even when rushed or threatened.
Eldritch Artifice
When you select this mystic arcanum, you gain a bonus Item Creation Feat of your choice as a bonus feat. You must meet the prerequisites for the selected feat. You can select this mystic arcanum multiple times, gaining a new item creation feat each time.
In addition, while crafting items with the selected feat, you don’t need to meet the spell prerequisites; however, the DC to create the magic item increases by 10 for each spell prerequisite you do not meet. You cannot use this ability to create scrolls, wands, staves, or similar items that cast a specific spell, though you may create such items for warlock invocations, including invocations you don’t know.
Eldritch Understanding
Prerequisite: Eldritch Sight invocation.
You may choose to cast your eldritch sight invocation as the identify spell.
Eldritch Warrior
Prerequisite: Eldritch Blade invocation.
You gain a Combat Feat of your choice as a bonus feat. You must meet the prerequisites for the selected feat. You can select this mystic arcanum multiple times, gaining a new combat feat each time.
In addition, you gain a +1 insight bonus on attack rolls made with your eldritch blade.
Elemental Blast
As a swift action, you can modify the damage type of your eldritch blast to deal acid, cold, electricity, or fire damage. If you can create more than one beam with your eldritch blast, each beam can be a different energy type.
Energy Resistance
You gain resistance to one energy type of your choice equal to twice your Charisma bonus (minimum 1). You can select this mystic arcanum multiple times, it’s benefits stack. So, if you select it three times, you would have energy resistance to the selected energy type equal to 3 × your Charisma bonus. This energy resistance stacks with that granted by the fiendish resistance invocation.
Enlarged Blast
Your eldritch blast deals 2d6 damage per beam rather than 1d10.
Extra Invocation
You learn one additional warlock invocation. You can select this mystic arcanum multiple times, gaining a different invocation each time.
Familiar Invocation
Prerequisite: Chain Familiar invocation.
When you cast an invocation, you can designate your familiar as the origin point of that invocation. This can allow you to cast invocations into an area you cannot see but your familiar can. You must have line of effect to your familiar to use this ability, and your familiar must use a standard action to channel the invocation.
Float as the Feather
Prerequisite: Otherworldly Leap invocation.
While under the effects of otherworldly leap, you can choose to slow your fall as though you had the benefit of the feather fall spell. This requires no action, but you must be conscious and able to perform actions to make this choice; otherwise, you fall as normal.
Healing
With a touch, you can cast cure light wounds as a spell-like ability, using your caster level. Once a creature has benefited from the healing, it cannot benefit from it again until after you complete a long rest. At 7th level, this acts like cure moderate wounds and at 10th level, this acts like cure serious wounds. You can select this mystic arcanum multiple times, allowing you to heal a creature one additional time per day.
Imbue Weapon
Prerequisite: Eldritch Blade invocation.
You can add a weapon special ability with a +1 bonus value to your eldritch blade. You may change the special ability after completing a long rest. You can select this mystic arcanum up to 5 times, each time gaining an additional +1 bonus to apply to special abilities. You may select any weapon special ability by assigning the appropriate amount of bonus from this ability to it. For example, if you gained this mystic arcanum three times, you could apply three +1 abilities, a +1 and a +2 ability, or a +3 ability. You may use this ability to increase a magic weapon beyond the normal +10 bonus maximum.
Improved Eldritch Grace
You can apply your eldritch grace to an additional type of saving throw. You can select this mystic arcanum twice, allowing you to apply eldritch grace to all three types of saving throws.
Improved Resistance
Prerequisite: Fiendish Resistance invocation.
When you cast the fiendish resilience invocation, you may select two different energy types, gaining resistance to both.
Misty Misdirection
Prerequisite: Misty Visions or Misty Mirage invocation.
When you teleport (such as with the dimension door spell or misty step invocation), you can leave behind an illusion of yourself. If you also possess the one with shadows or vanish in shadow invocation, you can spend a move action to cast one of these two invocations before arriving at the destination.
Overdraw Power
Prerequisite: Soulburn ability.
When you use your soulburn ability, you can take a second point of Constitution burn to add an additional die of damage, increasing the soulburn damage to 2d4, 2d6, 2d8, or 2d10, depending on your warlock level.
This stacks with the benefit of Eldritch Master but the increased Constitution burn increases the eldritch point cost instead.
Piercing the Darkness
Prerequisite: Devil’s Sight invocation.
The darkvision granted by devil’s sight increases by 30 feet. You can select this mystic arcanum multiple times, and its benefits stack.
Reinforced Shadows
Prerequisite: Armor of Shadows invocation.
When you cast armor of shadows, you increase the granted armor bonus to AC by an amount equal to your Charisma bonus (minimum 1).
Serpentine Seduction
Prerequisite: Dark Charm invocation.
You can use dark charm to charm a number of creatures equal to your Charisma bonus (minimum 2), and you add +2 to the save DC of that invocation.
Toughened Flesh
You gain damage reduction equal to your Charisma bonus (minimum 1). This damage reduction is overcome by Good-aligned weapons. This is an esoteric effect which stacks with the benefits of the fiendish resilience invocation.
Uncanny Step
Prerequisite: Quick Step invocation.
While under the effect of the quick step invocation, you gain Uncanny Dodge.
Voice of the Master
Prerequisite: Chain Familiar invocation.
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.