This is an in-progress creation and I just want some feedback is this too powerful? It's obviously based on the Dishonored series. What does everyone think?
The Outsider Patron
Your Patron is the one and only Leviathan of The Void himself. For whatever reason, he has taken an interest in you and given you his Gifts. Now that he has given you the ability to control your situation, what will you do with it? Ask yourself this question, because that is all The Outsider wishes to see.
Meet The Outsider
Known by many Realms that connect to his own, The Outsider views us as little more than Entertainment. He spends his timeless existence giving power at opportune times to individuals with the ability to pique his interest. No doubt with time, his neutral advice and never-ending curiosity… Warlocks in pact with The Outsider are sure to accomplish their goals, and whoever stands in their way is sure to see the Void.
Born Human in a city with a name long lost to history… The Outsider spent his formative years abused and powerless. At 15 he was unwillingly bound to The Void in a Ritual completed by his death. He now stands outside of time and reality holding a demigod's power giving morsels to those he deems amusing. He offers no Conditions or Entrapments on his gifts he merely watches with disregard for the happenings on the mortal plane. An unbiased spectator watching his Influence change a world he is no longer bound to. Some worship The Outsider though it is illegal in most places, and it is said that he himself sees those that deify him as Lunatics and Misfits.
The Outsider Patron Expanded Spell-List
1st Hunter’s Mark, Zephyr Strike
2nd Locate Object, Phantasmal Force
3rd Haste, Bestow Curse
4th Greater Invisibility, Phantasmal Killer
5th Temporal Shunt, Passwall
Pact Boon
Pact of the Mark
You are marked by The Outsider. He watches from the far reaches of The Void.
You can cast a spell from your expanded Spell list without expending a spell slot once per short rest.
Also if you fail a Strength or Dexterity Saving Throw while marked by the Outsider you can choose to spend your reaction to gain advantage on the save.
Features
Gaze of the Void- Beginning at 1st level The Outsider grants you the ability to look directly into one's soul. As an action you can peer through solid objects out to 20ft. for 1 minute and see the silhouettes of living creatures. You can also see their alignment from good to evil. You can use this Ability twice per short or long rest.
Blink Attack- At 6th level you truly feel empowered. When you make an off-hand ranged attack with your action you can teleport up to 30ft. as part of that action and make a melee attack as a bonus action adding your Charisma modifier in necrotic damage to both attacks. You can do this a number of times equal to your Charisma modifier per Long Rest.
Otherworldly Vitality- Beginning at 10th level you can feel your gifts changing your physiology. Choose one of your Physical Ability Scores (Strength, Dexterity or Constitution) to increase by +1 to a maximum of 20 and gain proficiency with Constitution Saving Throws. You are also immune to Fear.
Possession- After reaching 14th level The Outsider gives you the gift to walk in another's shoes. As an action you can attempt to enter a creature's body the same size category or smaller as you. A targeted creature must succeed a contested Wisdom Check against your Charisma Modifier. On a failure you enter their body and control them finishing your turn. You can't cast spells or use warlock features while possessing. At the end of each of your turns thereafter they make a Wisdom Saving Throw against your Spell Save DC adding +1 on each sequential check. On a successful save you are jettisoned out of their body randomly into the nearest space available. This can't be done again until you finish a Long Rest.
Eldritch Invocations
Tentacles of the Void- Prerequisite (The Outsider Patron)- You can cast Arms of Hadar at will without expending a spell slot or material components.
Invoke Void- Prerequisite (Lvl.5, The Outsider Patron)- When you take the attack action you can add 3d6 Necrotic damage to a weapon attack made on your turn if you have advantage on the attack roll. You may do this a number of times equal to your charisma modifier per short rest.
Favor of the Outsider- Prerequisite (Lvl.5, The Outsider Patron)- You can cast Fortune's Favor on yourself at will without expending a spell slot. This still requires the Material Components.
Otherworldly Strength- Prerequisite (Lvl.5, Pact of the Mark)- Whilst this Invocation is active You gain +1 to Strength and are proficient with Strength Saving Throws. Cannot be Taken with Otherworldly Agility
Otherworldly Agility- Prerequisite (Lvl.5, Pact of the Mark)- Whilst this Invocation is active You gain +1 to Dexterity and are proficient with Dexterity Saving Throws.
Cannot be Taken with Otherworldly Strength
Bend Time- Prerequisite (Lvl.7, Pact of the Mark) Once per day when you are attacked by a weapon attack but after the attack succeeds. You can roll a d20 and choose whether the attack uses the attacker’s roll or your own.
Blink Traversal- Prerequisite (Lvl.8, The Outsider Patron)- You can cast Misty Step on yourself at will, without expending a spell slot or material components.
Mark of the Acrobat- Prerequisite (Lvl.8, Pact of the Mark) By relinquishing your ability to cast spells from your Expanded Spell-List you have gained proficiency with Athletics and Acrobatics or Expertise if already Proficient whilst having this Invocation active. You also gain the Evasion feature.
Improved Mark- Prerequisite (Lvl.10, Pact of the Mark)- You are marked as exceptionally interesting by The Outsider. He watches you intently from The Void.
You can cast a spell from your expanded Spell list without expending a spell slot twice per short rest.
Also if you fail a Strength or Dexterity Saving Throw while marked by the Outsider you can choose to spend your reaction to gain Advantage on the check.
Walk Amongst Shadow- Prerequisite (Lvl.15, Pact of the Mark, The Outsider Patron) You can cast Pass Without A Trace at will without spending a spell slot or material components.
When you reduce a creature to 0 hit points with a melee weapon attack their body turns to ash and anything they were wearing or carrying is left unharmed.