Yay! Warlocks! You know, it's weird. As much as I like warlocks, I've only played one once, and I'm still only at second level. Oh well. Let's read:
First off: "Inconspicuous Civilian Kit."
Eldritch Blast: I see that you're making Eldritch Blast into a class ability, which, good. However, it's now more annoying because you still lose a cantrip to it. Maybe give warlocks a choice of Prestidigitation, Druidcraft, or Thaumaturgy for free as well.
Suggestion 1: Scythe can do 1d10 damage to one person or 1d6 to two people.
Suggestion 2: how about an Eldritch Whip, low-ish damage but with an grapple and pull-closer/move around ability?
Also: Eldritch Spasm?
Neat.
Spell Points: So you're not required to cast spells at their highest level anymore? That was one of the warlock's
things. Personally, I'm not a huge fan of spell points in general--too much math (I'm lazy). I'm not entirely sure how I feel about these changes yet. I don't hate them; I'm just not sure.
OTOH, It does make pact magic quite a bit different from regular magic, which helps to differentiate the classes well.
Spellcasting Ability: We aren't locked into Charisma anymore! Yes! Approve.
Pact of the Chain: A suggestion: instead of saying that you can pick from those options, create a standard creature statblock with a few different abilities and let the warlock make their own. Maybe like the new Summon spells from Tasha. If your familiar is fey, it has ability A or B. If your familiar is a fiend, it has ability C or D. If your familiar is an aberration, it has ability E or F. And so on.
I may make up a statblock like that anyway for my games.
Invocations: So far, I'm liking the new invocations quite a bit. I'm eager to see those patron tokens, and Spellbinding Contract fills me with evil glee. But I'd like to make a suggestion: an invocation that lets you change the damage type of your EBs to something else, or lets you switch it between force and something else at will.
Basically, one of the biggest beefs with EB I've seen is that you get locked into doing the same thing each round. At least a fighter can change weapons! But if you could instead use the same ability to create a fiery/freezing/corrosive/etc. ability, that would give a lot of freedom, even if it's mechanically the same (and even though force is technically better because very little resists it).
Knacks: Not entirely sure I like that some of the knacks were once invocations. That doesn't feel very exploration-y to me.
Whiff of the Beyond: This seems awfully powerful. Other classes that have had similar abilities have limited it (IIRC) to one of those types and let you take the knack repeatedly for other types. You might want to tone it down. As it is, it's more useful than
detect evil and good.
Which, by the way, does this now only detect Evil- and Good-tagged creatures and places? Is there a
detect law and chaos now as well?
So far, pretty good. I'll make up a character or two and do the survey.