As an action, you can detach one of your eyes, which leaves
your head and sprouts spidery legs. When you do so, your
current hit points and hit point maximum are reduced by 1.
You can direct the eye to crawl back into your eye socket (no
action required), returning to normal function.
You can see through the eye as if it was still in your head. The
eye cannot move of its own volition, but you can expend up to
20 feet of your movement to allow the eye to move that
distance.
The eye is considered a Tiny creature with AC equal to 10
+ your Charisma modifier and 1 hit point. Its Dexterity
(Stealth) modifier is equal to half your warlock level. For all
other purposes, its statistics are equal to yours.
You cannot cast spells through the eye, but any spell or
invocation which affects your sense of sight - such as devil's
sight or detect magic - functions through the eye as though it
was still attached.
If your crawling eye is destroyed, it regrows in its socket
after 1d4 hours. If the crawling eye was your only eye, you are
blinded for this duration.
Once the eye has regrown in its socket after being
destroyed or has crawled back into its socket at your
direction, you regain the 1 lost point to your hit point
maximum.
Only one of your eyes can be used for crawling eye at a
time. If your crawling eye is destroyed, you can't use this
invocation again until your eye regrows.