Invocations fit for a superhero:
Grappling Blast (lesser eldritch essence invocation)Equivalent Level: 4th
Description: You can turn your eldritch blast into a tough, sticky strand. Upon hitting a target the blast wraps around it, entangling it instead of dealing damage. An entangled creature suffers a -2 penalty to attack rolls, suffers a -4 penalty to effective Dexterity and must make a concentration check (DC 15) to cast a spell. Failure means the spell is lost. The target can only move at half speed and cannot charge or run. If you control the strand by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the cord allows.
The entangled creature can escape with an Escape Artist check (DC 25) that is a full round action. The cord has 3 hp per warlock level and can be burst with a Strength check (DC 30).
Grappling blast can be used to grab to pull them toward you or used as a rope to climb or swing over obstacles just as a normal rope would be. If you hold onto the blast it lasts until dismissed. If you let go of the blast it dissolves in 1 round/warlock level if it is not dismissed.
Faerie Steps (lesser invocation)
Equivalent Level: 4th
Description: For 24 hours you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. You leave no trail in natural surroundings and cannot be tracked unless you allow it. You gain a +5 bonus on Hide and Move Silenty checks in forest, swamp, and jungle environments.
Phantom Passage (lesser invocaion)
Equivalent Level: 4th
Description: For 24 hours you can move through any non-living barrier by making a portion of it incorporeal just long enough for you to slip through it. You can also ignore opponent's shields and armour as you bypass them when you attack with a melee, reach, or unarmed attack. If you move your whole body through a barrier, instead of just a hand or weapon, you leave the barrier a little worse for wear, so it loses 1d6 points of hardness. You cannot reduce an object to a hardness of less than 1.