A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to 1d10 plus your Charisma modifier.
You gain proficiency in the Deception and Persuasion skills.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
You can read all writing.
If you know Eldritch Blast, you can craft a spear of crackling energy that streaks toward a creature within 300 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
If you know Eldritch Blast, you can create a beam of crackling energy that streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage and can be pushed up to 10 feet away from you in a straight line.
If you aren't wearing armor, you can touch yourself at will, without expending a spell slot, to don a protective magical force that surrounds you until the spell ends. Your base AC becomes 13 + your Dexterity modifier. The spell ends if you don other armor or if you dismiss the spell as an action.
At will, you can gain the ability to comprehend and verbally communicate with beasts for the duration without expending a spell slot. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
At will, and without expending a spell slot, 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.
The invocation can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
At will, and without expending any spell slots, you make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
At will, and without expending any spell slots, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
You can cast this once using a warlock spell slot. You can't do so again until you finish a long rest.