So, because I like spewing rules, here are some.
Greater Hex:
Starting at level 1, Warlock can cast a Greater Hex on a creature without expending a spell slot. Before you transfer it to a 2nd target it does not require concentration and the damage hex deals is increased by your proficiency bonus. A Warlock can do this once before completing a long or short rest.
Eldritch Blast: This cantrip now does 1d10 damage, increasing to 2d10 at level 5, 3d10 at level 11 and 4d10 at level 17. (yes, one attack. But see below.)
Agonizing Blast: Gone. Replaced with a new class feature:
Eldritch Agony: Starting at level 2, you can add your Charisma damage whenever you hit a creature with a spell attack that comes from a cantrip.
Pact Boon: All 3 are made more substantial before invocations.
Pact of the Chain: You can expend a bonus action to order your familiar to attack with its reaction. Your familiar gains 3 HP for every warlock class level, and gets a bonus to its attack, damage rolls, AC and Saves equal to your proficiency bonus.
Pact of of the Tome: You gain all spells from your patron's expanded spell list as extra spells known. Once per day you can cast a warlock spell from your spell list of 5th level or below while holding and reading from your tome of secrets as if you had cast it using a spell slot of half your level (round down, no higher than 9).
Pact of the Blade: When you would make an ranged spell attack while holding your Pact Weapon, you can instead make a melee spell attack. If you do so you may add 1/2 of your strength modifier (round up) to the damage; if your Pact Weapon is a finesse weapon, you can instead add 1/2 of your dexterity modifier (round up). This counts as hitting a creature with your pact weapon for the purpose of invocations.
Eldritch Conduit: Starting at level 5, when a warlock makes a spell attack from a cantip as an action, they can instead make multiple spell attacks. Split the dice from the cantrip; at least 1 die must be assigned to each attack. The attacks can be on one creature or multiple. If they instead cast a cantrip that targets a single creature and requires a save, they can add new targets to the cantrip. Again, split the dice; each target must be assigned at least 1 die. In this case, you cannot target the same creature more than once.
Hexblade's Curse: No longer adds your proficiency modifier to damage.
Hex Warrior: The weapon you touch gains a bonus to damage rolls in your hand equal to 1/2 of your charisma bonus, round up. If the weapon was not magical, it gains a bonus to attack rolls equal to 1/2 of your charisma bonus, round up; if it was magical, it gains a +1 bonus to attack rolls.
Master of Hexes: Hexblades starting at 14th level they can transfer both Greater Hex and Hexblade's Curse to a new creature they can see within 30' whenever the old target dies. For Greater Hex, this only applies to the first minute of its use. In addition, during the first minute of hits use, Greater Hex always deals the proficiency bonus damage and does not require concentration, regardless of it being on the first target or not.
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The goal here is a few fold.
1) The Pact Boons give you a substantial meaty ability from the get go. Chain gets a combat-capable familiar, Tome gets an extra spell slot per day (from the entire Warlock spell list) and an expanded spell list, Blade gets the ability effectively attack in melee.
2) I let the Warlock do the "split beams" thing with any attack cantrip, but you have to have 5 warlock levels to do it. I also granted the +cha to damage for free at level 2, instead of an invocation tax. Warlocks are balanced presuming they take it honestly, I'd rather not have a trap.
3) I moved the +proficiency to hit from Hexblade to a baseline feature. This opens up non-Hexblade dips yes, but it also weakens Hexblade's curse.
4) Hex Warrior no longer lets you completely dump Str/Dex. It does, however, give you competence.
So a fiend pact can use fire bolt instead of EB.
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Dips are still strong, but no longer make your str/dex irrelevant. A 5 level Warlock dip lets you split cantrip attacks to your heart's content; instead of a 2 level dip.
At melee range, Warlock cantrip damage outpaces ranged damage with pact of the blade. So being in melee range no longer feels pointless.