First a Rant:
I can't decide which is more upsetting, the absolute gut-punch that the Lore Wizard is for those of us who've been asking for a better sorcerer or that most everyone seems perfectly content with it.
It is abominable to see this after the sorcerer UA left me with little hope for improvements upon the sorcerer class. In part because if these are things the wizard is getting first, it will never feel like the sorcerer catches up, or is doing more than stealing big brothers toys. For example, elemental substitution, for free whenever you want. How long have people who play dragon sorcerers wanted this? How many different versions of metamagics costing points have been posted. Wizard just do that, whenever they want, as many times as they want.
But the rest of it is really aggravating.
When we bring up sorcerers maybe being underpowered because they don't have many spells, the first thing people say is "you don;t have a lot of spells, but you can adjust them to fit the situation. You're more versatile with them."
Let's compare then. Big nasty demon. Our brave sorcerer throws a, let's say his spell of choice is Cone of Cold. He figures the demon will have a high con, so he throws heighten on it. Demon rolls at disadvantage, but with a +8 Con save, is still likely to make it. And turns out he has a amulet of cold protection.
The Wizard, also throws Cone of Cold, changes it to target dexterity (big tough demon is slow, only a +3 save), makes it a lightning spell, and burns a 3rd level slot to increase the DC even more. Or a 1st level slot to give it +2d10 damage.
Who is the master of magic, capable of altering spells to fit any situation?
Oh, but the poor wizard still needs more to truly show he's the best a magic for all time and beyond, so let's let him cast any #$%@%^*&# spell he wants once per day in addition to all that, and give him an out to switch spells mid-day, because he wasn't good enough with rituals and a massive list of prepared spells and spells known.
Oh, and lest we forget. Arcane Recovery. Those slots you burnt to use your abilities, just get them back, maybe not all of them, but more than enough. Sorcerer wants their points back? Too bad, that stuff is limited because it's so amazingly powerful to play second fiddle.
I can't even look and see if these abilities just need a little tuning or are absolutely bonkers, because all I can see is the type of abilities the sorcerer should have had, being given to the wizard.
Guess if you always wanted to play a sorcerer, but found it too limiting, just play a Lore Wizard and be a better sorcerer.
/ End Rant
On the Other Hand, I really like some of the stuff for Warlock. In fact, I really really want to play a Hexblade Pact of the Blade now.
Hexblade makes sense thematically in a few ways. But I admit, I love twisting Warlock patrons into new and interesting things.
1) These weapons feed on souls, you don't find a powerful one, you find one that has been starved. It joins you, granting you what little of it's power is left, so that you may feed it souls, restore it. And who knows what happens after you do that.
2) A bound weapon, a weapon that was sealed and can not act as it wants, but it found you or you found it, and you made a deal. You're seeking to free it, or perhaps just using it for your own ends. It isn't in your possession, but it is connected to you through your bond.
3) What to reiterate the awesome idea of a giant machine or flying castle as weapon. You are simply it's Scion to the world, serving it.
I ignored the spell list, generally isn't worth it with Warlocks.
Hex Warrior is really great, but you still need Dex and Con anyways. I can see why some people don't like it, but this is the Warlocks Melee class, so I'm cool with allowing this for now, though multi-classing is always to be watched out for.
The Curse is pretty powerful, but 1 creature, 1 fight and it is fascinating that it increase damage based on Proficiency. That gives is a much more limited curve, but also stacks it with everything.
Interesting Question: Hex and curse a target, hit them with longsword 1d8+1d6+cha+prof or 1d8+cha+prof+1d6+prof? I'm not sure how to interpret "damage rolls" when a single attack deals damage from multiple effects.
I don't like the name for Shadow Hound. This ability only does two things, neither of which require this to be a dog. You attach this to any creature within 60 ft. 1) They don't benefit from cover. 2) You always know where they are, as long as they stay on the plane. For a melee focused character, #1 is of limited use. #2 is golden for exploration and social things. Makes Hexblades great "assassin" style characters, get in close once, then follow them until the time is right. Bounty Hunter, Private Eye, woodsman, smuggler.
Oh wow, how useful is this for following the guard's rotation. No need to guess when they are coming back, you just know.
So, change the name, the name doesn't fit well, and you can attach your shadow as a GPS tracking device to anybody you want.
These next two might be too powerful. Making one enemy have a 50% miss chance is brutal. I like the mechanical implementation, but it is a really powerful ability, especially since Curse gets no save. Then, curse all day every day against everyone. I like it, but man does it make this subclass incredibly powerful, I think. It does have sysnergy issues with Hex though, you want bonus actions to move hex and bonus actions to move the curse, but it gives you something for the second bonus and can let you layer enemies, which players always enjoy.
I'm not sure what I think about the Raven Queen. Great utility and exploration, but so many passive abilities. I could see an amazing character built with this, but I don't know if I would personally enjoy it. It is weird to have it with the pact of the Chain, but if someone insisted I might allow the abilities to stack.
Important things to remember: you can see what it sees and hear what it hears, no mention of being deaf and blind in your own body while doing so, which is a massive improvement. It doesn't sleep, and can wake you up as a bonus action. It doesn't have special senses, but a constant sentinel pair of eyes is worth it.
The invocations
Some of them I agree, could be expanded into more than one patron. But others I really like.
The Blade invocations, 2d8 per level is a big burst. But, let's remember Warlocks only have 2 spell slots until 10th level, and never more than 4. Your paladin may do less damage per smite, but they get a lot more of them, and can use any weapon they want. This is essentially a big spell for the Warlock.
Kiss of Mephistophles is bonkers good. Loving it. Eldritch Exploding sphere. Repelling blast pushes a target hit with Eldritch Blast. Then you explode them, lets you manuever the spell a little more. Repelling Blast is optional too, you don't have to activate it.
Green Lords Gift is amazing, especially if you decided to try an Archfey Blade pact. But it works for spending hit dice, drinking potions, anything.
Seeker's Speech is really cool and interesting, become a polyglot without the spells.
Tomb of Levistus is potentially incredibly powerful A max of 200 hp for one turn for enemies to try and chew through. You keep your AC, any spells that were making you harder t hit. This is an immensely powerful and useful "oh crap" reaction
Yeah, I think the Warlock is looking a lot better than it used to. Just for fun, let me throw together a quick rough Hexblade Blade.
I'm a sucker for swords, so Longsword or Rapier and shield. Let's assume 18 Cha. Thirsting Blade, Life Drinker, Relentless Hex, Fiendish Vigor perhaps, everything else goes into deciding what fun things you like doing, stealth and disguise perhaps. Let's say we just hit level 12.
AC probably 19 (half-plate, +2 dex, shield)
Two attacks for a base of +8, dealing 1d8+4 (cha from Hex Warrior)+4 (cha from Life Drinker)
Curse brings you to 1d8+8+4(proficiency) per hit and improved critting, plus that enemy has 50% miss
Hex adds at least 2d6. You can teleport next to the enemy. And if you decided to go with Burning Hex, you can bonus action for 1d6+8 (4 from the fire, activates Hex, which is a damage roll and activates curse)
Sure, there are more powerful builds, but that sounds like a lot of fun to me.