Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Prerequisite: Pact of the Chain feature
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
• The familiar gains either a flying speed or a     swimming speed (your choice) of 40 feet.
• As a bonus action, you can command the     familiar to take the Attack action.
• The familiar's weapon attacks are considered     magical for the purpose of overcoming     immunity and resistance to nonmagical     attacks.
• If the familiar forces a creature to make a     saving throw, it uses your spell save DC.
• When the familiar takes damage, you can use     your reaction to grant it resistance against that     damage.
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can't use it again until you finish a short or long rest.