Neonchameleon
Legend
Just thought I'd do a bit of work breaking the Playtest 7 Warlock's Invocations down into groups to see what could be built. And there seem to be some pretty clear groups and themes. Ignoring the starting two pacts and Witch Sight (because of the level 15 prerequisite) there seem to be half a dozen subgroups to make warlocks out of and three or four invocations per subgroup.
- Blade (Thirsting Blade, Lifedrinker, Smite) - all necessary for the path
- Blast (Agonizing Blast, Range, Push) - only Agonizing is necessary for this path (and Acid Splash or True Strike is arguably better before level 5)
- Defense (Mage Armour At Will, False Life At Will, Advantage to Concentration) - frankly this is an awful selection; Mage Armour for your invocation on light armour is bad, and 5thp are great at L1 but get out-scaled fast
- Divination (120' super-darkvision, Gaze of Two Minds, Speak With Dead At Will, Arcane Eye At Will). A nice collection here - although missing the old speak with animals, detect magic and read magic (no, rituals that take 10 minutes don't cover it)
- Illusion (Disguise Self, Silent Image, limited self Invisibility, arguably Alter Self at will). This is a nice theme but very concentration-heavy. Disguise Self and Alter Self are a surprisingly good pair on their own, and the Invisibility fits anywhere. I'd like something that's better than L5
- Movement ([new] Jump At Will, Levitiation At Will, aquatic and help others water breathe, and arguably Alter Self for swimming). I like - but would like some higher level stuff here. Something to do with Spiderclimb also fits the theme.
- Other - Pact of the Chain (plus upgrade), Alter Self At Will (fits multiple categories), Level 1 feat, and the lifesaving page in the Tome