You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
When you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may summon,dismiss, or call back/regenerate a thrown pact weapon once per attack. You can transform one magic weapon into your pact weapon.,
When wielding a non-heavy melee pact weapon, your AC increases by 2 against melee attacks.
1d8, Range (150/600), 2-hand
1d10, Range (100/400), 2-hand
1d6, Range (30/120), light
1d10, Range (30/90), loading
Battleaxe, Longsword, Warhammer
Greataxe, Greatsword, Maul
1d12, heavy, 2-hand
Glaive, Halberd, Pike
1d10, heavy, 2-hand, reach
1d6, light, throw (20/60)