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Combine that with Hex and you can pump some major damage, you also get access to the ability to throw 6 Fireballs as a Fiend Patron before needing to Long Rest since your spell slots recharge on short rest and you get two of them per short rest plus the 2 you start with post long rest.
Somebody else might be better at outlining which other Invocations to chose (you get 2 of them them at level 2, make sure one is Agonizing Blast), but depending on your race Devil's Sight might be a good choice (unless you're playing a race with Darkvision) and Repelling Blast is good for knocking enemies back, sometimes off cliffs.
Once the 1.0 release comes out, there will hopefully be more viable options for different ways to build them. Tabletop 5e warlocks can function well as warriors, control casters, blasters, even healers, and they have a ton of fantastic out-of-combat utility options as well.
Combat-wise a Warlock can be very powerful, if built properly, the Eldritch blast can easily get to do 20 damage, which is fairly powerful for a Cantrip. Furthermore, if you go down the road of the Fiend, it can further enhance your Eldritch Blast.
Currently the Old One Warlock cannot reach a high enough level yet for any of their special features to be unlocked, but from Level 10 and forward and Old One Warlock becomes immune to all forms of mind reading, and near immune to most psionic damage.
Personally, I also teach my Warlock proficiency with Medium Armor, allowing him to do some close-range combat, which he does excellently, especially with "Armour of Agathys"
You can also cheese most encounters with a Warlock, simply summon a Imp, turn it invisible, run in, ambush the enemy, wait for them to kill your imp. Summon a new imp, rinse and repeat.
What makes warlocks so unique is not only the patron but also the invocations as they level up. We only have Pact of the Chain warlocks so far for level 3 but there is also Pact of the Tome and Pact of the Sword as well, both of which are incredibly useful in their own way and will influence how your warlock fights.
From being able to do mage armor on yourself at will without a spell slot, see perfectly in the dark, giving yourself proficiency in persuasion/deception, pushing enemies with eldritch blast, pulling enemies with eldritch blast, being able to speak to animals at will without using any spell slots, warlocks get more and more versatile as they level up.
Warlocks are the effective build-a-bear class in D&D.
1) Eldritch Blaster. Take Agonizing Blast and Repelling Blast Invocations.
2) Devil's Sight/Darkness. This is the stealth combo for Warlocks. Devil's Sight let's you see through darkness, including magical, and at level 3 you get access to the Darkness spell. If you hide inside your own Darkness spell, many enemies won't react to you at all and you can pick them off at your leisure. The mechanics underlying Darkness and Devil's Sight are often bugged, however.
3) Summon Imp. Currently, Pact of the Chain is the only Pact available, so you're forced into this one by default, and it can be combined with the other two. Basically, just send your Imp in solo to either thin out the herd or completely ckean up. If the Imp dies, you can resummon it as many times as you like for free.
And then you can tailor any and all of the above with other items and spells.
The Staff of Crones is an interesting combo with the Ring of Poison Resistance, Poisoner's Robe and either take Fiend as your patron or take Fiendish Vigor as an Invocation. The staff will deal damage to you, but the ring halves this damage and either your patronage or invocation allows you to replenish temp hp so you might not take any permanent damage at all if you're careful. I like combining this combo with the Deil's Sight/Darkness combo.
Eldritch invocations gives you special abilities even if limited in use on top of your class features.
Its up to you to find what you like and to build your own Warlock.
Warlocks can also be used for some shenanigans.
-Darkness + Devil's Sight is a classic (Devil's sight invocation lets you see NORMALY even in complete darkness, be it magical or not)
Hexblade!
As for my second invocation, I tend to choose it more on role play value, rather than optimization. I'm rather fond of the one that gives you infinite uses of Speak With Animals.
I wish. But hey! the mod that adds Hexblade finally got updated to patch 9. Its *chef kiss*
Will wait for release.
But now we may only 'enjoy' Master-Blaster warlock :D
https://www.youtube.com/watch?v=kwU1_plW3L0
Upcasting isn't that great, when you realize that even at level 20, Warlocks have a grand total of... 4... spell slots.
So they can upcast spells to 9th level 4 times before they have to take a short rest. Big friggin whoop.
Meanwhile, you've got Wizards and Sorcerers who can upcast spells as many times as they have spell slots available. That means a level 20 Wizard can cast Fireball a total of 15 times before they need to rest.
Sorcerers can do the same thing, but also modify the spell effects with Sorcery Points!
Never mind the fact they get an upgradable free cantrip spell that can be potent.