So, I want to create a Warlock pc for the first time. I've looked over the class in the PHB, read some comments on the forums, and looked at the pertinent Unearthed Arcana. I'm not a power gamer or min/maxer, and my preference is not to multi-class, even if it means I don't max out my potential damage output. I do expect to contribute some offense, though, as this seems to be at least part of the point of the class.
Any suggestions? What spells/cantrips/pacts/invocations have you liked/disliked? Thanks in advance for your input!
As you can see from this thread, there are lots of ways to build a Warlock. So think about the type of character you want to be, look at the various abilities each type of Patron offers, and get a picture in your head of who your Warlock is, who their Patron is, and what the relationship with their Patron is like. Some can be friendly, some can be purely about mutual gain, some can be adversarial, you have lots of options.
When it comes to Eldritch Blast, I'm of the opinion that it's better to have it and not use it, than to skip it and regret doing so. Yes, it can be a little monotonous using it all the time in combat, but it's just SO darn effective for an at-will spell. Just make sure you have an alternate source of reliable damage in case your DM throws a Helmed Horror at you.
As for which Pact to choose, again look at what each one offers. Chain gives you a familiar, with a few extra goodies associated with it. Blade gives you some additional combat capability, but it means investing more in either Strength or Dexterity(and keep in mind that Warlocks only get light armor, you'll need to use multiclassing or feats for medium/heavy, or play a Mountain Dwarf). Tome is my favorite, as it's the most versatile. You can grab three cantrips from ANY class to round out your repertoire, and you can take an Invocation which will let you learn Ritual spells that you come upon in your journeys. Tomelocks can also crib partial benefits of the other two Pacts. Taking Shillelagh as one of your cantrips lets you use a quarterstaff as a melee weapon with Charisma as your attack stat. Combine it with Booming and/or Green-Flame Blade and you can be a pretty decent melee fighter. Taking the Ritual invocation lets you grab Find Familiar, you just won't have the extra bennies that the Chain Pact adds.
For Invocations, I'm partial to the ones that let you cast specific spells at-will, like Detect Magic, Levitate, Speak With Dead, etc. as they feel like your Warlock is simply gaining superpowers, not additional spells.

Agonizing Blast is eventually a must-grab, but you can hold off in the early levels if you want, when you're only throwing one beam and the bonus is likely just +3. When you hit Level 5 and you're throwing multiple beams, likely with a +4 from the invocation, then it's definitely worth it. Repelling Blast can be fun, but isn't as essential. It works on ANY size creature, with no save to resist, which is definitely nice. Eldritch Spear is pretty meh, it's rare you'll be attacking someone that far away. Ascendant Step(Levitate at-will) can really come in handy. There's never a ledge out of reach, it's easier to post-up and play sniper during combat, plus you can use it like Feather Fall, assuming you have time and wherewithal to cast it before landing. But there are lots of choices for you, depending on how your adventures are going and what you want your character to be like.
For your actual spells, I've found Hex to be a bit overrated but it still has uses. Hold/Dominate/Invisibility/Fly/etc will compete for your Concentration. I will say I've had good luck with the 2nd-level Shatter. You don't get much in the way of AoE, and thunder damage is rarely resisted. And if you get your Warlock to a high enough level that you get your 7th-level Mystic Arcanum, I've got just one word for you. FORCECAGE. When you absolutely positively have to wreck the DM's day. Though to be fair, Finger Of Death and Plane Shift can be quite useful too, but Forcecage is just so fun.
And if you want to emphasize the RP elements of your character, make sure to grab one or more cantrips like Mage Hand, Minor Illusion, Prestidigitation, Thaumaturgy, Druidcraft(if going Tome for the last two) that can add flavor to situations. Plus don't forget the Invocations to Disguise/Alter Self at-will. All of those can make for some interesting and fun social encounters.
Check with your DM if Unearthed Arcana content is going to be allowed, because some of the stuff in the recent Warlock/Wizard article is awesome, and may influence your decision about your Pact & Patron. I for one am dying to play an Archfey Bladelock and use that Moon Bow invocation.
If you're rolling up a Warlock for a campaign that will include character arcs for the party members, make sure to talk with your DM about your Warlock's backstory, their Patron etc. There is a TON of RP-potential when it comes to Warlocks, so dive in
