(Pact of the Chain feature) 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.
You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.
Bane:
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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
(eldritch blast cantrip) When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Eldritch Blast:
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 1d10 force damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
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.
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.
You can cast silent image at will, without expending a spell slot or material components.
Silent Image:
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.
You can cast disguise self at will, without expending a spell slot.
Disguise Self:
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.
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. If you use this spell to appear thinner than you are, the hand of someone touches 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.
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
False Life:
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
You can read all writing.
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit
Eldritch Blast
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 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
(eldritch blast cantrip) When you cast eldritch blast, its range is 300 feet.
Eldritch Blast:
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 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
You can cast detect magic at will, without expending a spell slot.
Detect Magic:
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.
The spell can penetrate most barriers, but it 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 see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
You can cast speak with animals at will, without expending a spell slot.
Speak with Animals:
You gain the ability to comprehend and verbally communicate with beasts for the duration.
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 GM's discretion.
You can cast mage armour on yourself at will, without expending a spell slot or material components.
Mage Armour:
You touch a willing creature who isn't wearing armor.
The target's base AC becomes 13 + its Dexterity modifier.
The spell ends if the target dons armor or if you dismiss the spell as an action.
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 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.