As an action, you can create a pact weapon in your hand (you choose the form, you're proficient with it, and it counts as magical). You can also transform a magic weapon into your pact weapon by performing a special ritual.
Agonizing Blast
When you cast eldritch blast, add +4 to the damage it deals on a hit.
Eldritch Spear
When you cast eldritch blast, its range is 300 ft.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Thirsting Blade
You can attack with your pact weapon twice whenever you take the Attack action on your turn.
You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
Once per short rest, when you take damage, you can use your reaction to turn invisible and teleport up to 60 ft. to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
When you fail a DEX saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.
As a bonus action, you can jump 15 ft. without provoking opportunity attacks. You can only use this trait if your speed is greater than 0. You can use it 3 times and regain all expended uses when you finish a long rest
Once per short rest, as an action, you can cause each creature in a 10-ft. cube from you to make a WIS saving throw (DC 15) or become charmed or frightened by you (your choice) until the end of your next turn.
As an action, you can create a pact weapon in your hand (you choose the form, you're proficient with it, and it counts as magical). You can also transform a magic weapon into your pact weapon by performing a special ritual.
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. 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.
You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.
As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.