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Warlock Adjustments

A few mostly optional adjustments for the Warlock Class:  

Spellcasting Ability

Warlocks main theme is how they would make pacts, often secretly, with otherworldly patrons. While this could be seen as something that could be achieved with Charisma, the concept of pouring through secret rituals on documents and devising a contract that works in your favor against the patron is much more to do with Intelligence. You could argue that having a magical pact gives the character an arcane aura of sorts, which would be a signifier of Charisma, but you could argue the same sort of thing with Wizards if that was the case. Charisma could be a factor in characters that are essentially charlatans, but does every Warlock need to be this? Moreover, having sneaky, immoral and unlikable characters - with a low Charisma - is still a worthy Warlock concept in my view.
  Also, Jeremy Crawford (one of the developers) confirmed that Warlock was supposed to be an intelligence based class, but old farts from 4e wanted it to be Charisma because TRADITION. Jeremy Crawford's Tweet  

Pact of the Blade and Hexblade Patron

A lot of people look at Pact of the Blade with disgust because it requires too many stats and because of that it's sort of relegated to "only" Hexblade patrons. Meanwhile, Hexblade is a little front loaded so we're moving part of Hex Warrior over to Pact of the Blade.  

Pact of the Blade

  You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see Weapons for weapon options). This weapon counts as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Additionally, when you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
   

Hex Warrior

  At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
  The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
   

Eldritch Invocations

  The following Eldritch Invocations no longer require a spell slot to use. They are still, however, once per day.
  • Bewitching Whispers
  • Dreadful Word
  • Minions of Chaos
  • Mire the Mind
  • Sculptor of Flesh
  • Thief of Five Fates
  • Trickster's Escape
"Once on each of your turns" added to Repelling Blast to bring it in line with Grasp of Hadar and Lance of Lethargy