Warlocks, Pact Magic, and a Proposal (now updated)

Edit: I've made a more detailed and interesting proposal later in the thread - short version: Recharge and even casting are subclass dependent and only kick in at level 3 at all.

If recent discussions of the Warlock have made one thing clear, it's that a lot of people have a lot of very different experiences of the warlock. And that is largely due to the fact that the Warlock's spellcasting is so incredibly dependent on short rests. Using the standard "spell point equivalence" below (suggested in the DMG and used in sorcerers converting metamagic to slots) we can see just how much warlock experience is going to vary by whether the warlock is getting zero, one, two, or even more short rests per day. With no short rests the Pact Magic is worth about as much as an Eldritch Knight's casting, with one it's equivalent to a ranger or paladin, and with two it's pretty close to a full caster (ignoring other class features)

I've been what is, in hindsight, lucky when I've been a player. Long exploration areas and adventuring days where a single short rest represents a lunch break; I'm used to a consistent one and occasional two which is I think the sweet spot. But it is ridiculous to design a class where depending on circumstance their spellcasting power varies between that of an Eldritch Knight and that of a Sorcerer or possibly even higher. I've excluded the level 6+ slots from the casters for multiple reasons including that classic warlocks get Mystic Arcana, which does not remotely provide the flexibility but does the power and aren't using Pact Magic for those slots.

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(The level 1 Paladin/Ranger Spellcasting is highlighted in red because this is the OneD&D value, not the classic value. In Classic 5e the Paladin gets no spell slots at first level, in One D&D they get as many as a first level wizard; I consider this an overcorrection but either 4 points or 0 is an appropriate value).

I believe that the intended power level of the warlock's casting is somewhere between that of a half caster and that of a full caster. I mean warlocks aren't exactly able to beat up paladins in melee and the ranger in my experience out-shoots the warlock when not casting thanks to things like fighting styles, feats, and magic weapons. But the warlock has a fair amount going on beyond straight spells so if they can outcast the primary casters that's going too far.

I'm therefore proposing a change. Instead of refilling their entire pact magic on a short rest an unlimited number of times per day a Warlock has a short ritual (somewhere between one minute and ten) that they can use to recharge a single pact magic slot a number of times per day equal to their proficiency modifier. (Use it twice to recharge both slots). This massively eases back the swinginess of the warlock, keeps them with only a single level of spell to worry about so they remain easier to use in play, and means that primary casters can out-burst them, while their total magic remains roughly half way between "half casters" and primary casters at all levels except 1, 2, and 17 - and at 1 and 2 the problem appears to be the primary casters not being strong enough (L1 they can't outcast a paladin).

The other changes the Warlock of course needs are overhauling the defensive invocations (Mage Armour at will is useless if you wear armour, False Life at will is great at low level but 5 temp hp are worth a lot less at level 10 than 2 so this ability needs a slight rewrite to scale), dumping all the "trap invocations" (turning them all into Mystic Arcana did that), Pact of the Blade (almost right in One D&D but still vulnerable to paladin dips), and a suggested list of "Warlock-friendly" spells from levels 1-3 that actually do scale decently with spell level to be printed in a sidebar in the PHB.
 
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Reef

Hero
Very thorough! I actually suggested something similar in another thread. Push back was due to it being 2-rest warlocks coming up short, and the issues with Prof bonus and multi-classing.

But speaking for myself, I'd be happy with something like this.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Why refill one slot prof times per day instead of all slots twice per day? The latter would stay closer to the Warlock’s power level under the “expected” two short rests per day. Plus the sidebar on the change to Channel makes it clear that they’re considering moving away from tying class features to prof bonus, since that’s abusable with multiclassing.
 
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Reef

Hero
Why refill one slot prof times per day instead of all slots twice per day? The latter would stay closer to the Warlock’s power level under the “expected” two short rests per day. Plus the sidebar on the change to Channel makes it clear that they’re considering moving away from tying class features to prof bonus, since that’s abusable with multiclassing.
I'm not the OP, but if I had to make a guess, it's because the Prof version smooths out the progression. With twice a day (equivalent to 2 rests), the Warlock is behind full casters in the mid-levels, and ahead of full casters at the end (if I'm reading the chart correctly).

But really, either way (Prof to slot/ or twice Short Rest equivalent) would be an improvement from my experiences, and I'd be fine if either make it.
 

Why refill one slot prof times per day instead of all slots twice per day? The latter would stay closer to the Warlock’s power level under the “expected” two short tests per day. Plus the sidebar on the change to Channel makes it clear that they’re considering moving away from tying class features to prof bonus, since that’s abusable with multiclassing.
All slots twice per day is, as illustrated, far too close to primary caster for my comfort and actively ahead from levels 1-5. I'm trying to get somewhere between the two and not have the "I have to dump this last slot" problem.

And on thinking about it the warlock starting level 1 with two spell slots but only getting to refil their slots at level 3 would both sort out the problems at levels 1-2 and mean that someone needed to dip three levels to get the prof times per long rest ability, which would make it much harder to abuse.

Edit @Reef and that was another part of it.
 

So, before I begin, let me state that I like Half-Caster Warlock with Mystic Arcana as invocations. I think it provides the sweet spot between half-caster and full-caster, but lets people who want more non-spell powers have things to do, making the Warlock the most customizable class of the 11 we've seen so far.

That being said, I think the proposed idea @Charlaquin has is a comparably elegant alternative. Basically, keeping pact magic slots, but letting there be a 1-minute ritual you do to regain your pact magic slots and having it doable twice per day. However, my issue with this is that I now have to keep up with another feature, so I have two resources gatekeeping my spells: my limited spell slots + the limit to how many times I can regain them. It isn't that much, but it is another decision point, and it isn't a decision point I find particularly valuable. Keep in mind I say this with Warlock being my absolutely favorite class from 2014 that I have played many, many, many times in many different games.

With the half-caster, you get less combat power but a decent amount of bonus utility from the Pact Boon Cantrips + the increased number of spell slots. You aren't casting fireball at 5th level (without an invocation), but you can cast a bunch of 1st and 2nd level spells a lot more.

The new model allows the warlock to achieve a broader range of character fantasies as well. Instead of having limited but potent magical powers, I have a range of weaker but more diverse powers that I can use to better fulfill my character's fantasy. You can then choose to have even more ever-usable magic tricks via invocations, or use Mystic Arcana to be capable of occasional hyper-potent effects, manifestations of your Patron's power, etc etc.

Keep in mind you can also fuel the warlock subclass capstone with your new spell slots. That's super naughty word rad. Being able to Hurl Through Hell more than once by spending a 4th level slot isn't really possible in the old model. The new model would allow for that, but small #'s of spell slots have a curious psychological effect on me, they are more precious, meaning spending them on non-spell things doesn't feel good.

TLDR; The half-caster model feels better to me, but Charlaquin's model is a decent compromise if one has to be made.
 

Reef

Hero
Funny, I was just about to post that the added decision point was actually a big plus for me. I like the active nature of it, versus the passiveness of a Rest. Choosing to regain the slots. The narrative just feels right for me.

"I'm a warlock. I wasn't born with the power. I didn't lock myself in a school for years begging for scraps. I went out and found it myself. And damned if I'm going to sit around and nap when I need more. I will focus, and once again, I will claim it!"

(Heh....Forgive me...an author I ain't...)
 

Charlaquin

Goblin Queen (She/Her/Hers)
That being said, I think the proposed idea @Charlaquin has is a comparably elegant alternative. Basically, keeping pact magic slots, but letting there be a 1-minute ritual you do to regain your pact magic slots and having it doable twice per day. However, my issue with this is that I now have to keep up with another feature, so I have two resources gatekeeping my spells: my limited spell slots + the limit to how many times I can regain them. It isn't that much, but it is another decision point, and it isn't a decision point I find particularly valuable. Keep in mind I say this with Warlock being my absolutely favorite class from 2014 that I have played many, many, many times in many different games.
It’s no different from Arcane Recovery really
 

Remathilis

Legend
It’s no different from Arcane Recovery really
I know it doesn't fix the high-level spell slot problem, but has anyone tried half-caster + arcane recovery?

A 7th level warlock knows 4 first level and 3 second (17 SP). plus 4 spell levels worth of recovery with AR (6-8 additional points, let's be conservative and say 6). 17+ 6 = 23, which points them far closer to PM+1rest. At 20th, they have 64 points + and additional 10 levels (best case 14) for 64 + 14 = 78 points (almost akin to PM+2).

I actually think giving warlocks Arcane Recovery 1/day on an SR would even out the gap a bit more. I can't verify until I run some numbers on it, but it interestingly makes the warlock run opposite (very wide bottom, but not as much on top).
 

Remathilis

Legend
If recent discussions of the Warlock have made one thing clear, it's that a lot of people have a lot of very different experiences of the warlock. And that is largely due to the fact that the Warlock's spellcasting is so incredibly dependent on short rests. Using the standard "spell point equivalence" below (suggested in the DMG and used in sorcerers converting metamagic to slots) we can see just how much warlock experience is going to vary by whether the warlock is getting zero, one, two, or even more short rests per day. With no short rests the Pact Magic is worth about as much as an Eldritch Knight's casting, with one it's equivalent to a ranger or paladin, and with two it's pretty close to a full caster (ignoring other class features)

I'm glad to see my analysis from the warlock poll confirmed. :)
 


I've been thinking about this further and come up with a proposal (in addition to the observation that 2 first level spells at level 1 is too much for the half-casters and they should get only one).

Warlock recharge other than on a long rest should only kick in at third level and be a feature of the subclass. This also allows you to actually transform the warlock's magic and have them give up pact magic for more orthodox casting while keeping the character entirely coherent even if the class looks a little odd; the character never actually gives up anything. And as can be seen from the above this (other than the first level slot) keeps the warlock in the sweet spot.

Suggested styles:

"Default" one slot proficiency times per day on a minute long ritual - example: Fiend Patron. This is intended to be a "middle of the road" warlock who's sacrificed for power. The Infernal Warlock has a ritual that takes a minute, and takes having either had Dark One's Blessing trigger since the last time you did this, sacrificing a tiny animal, or sacrificing 1d6 hit points to recover a spell slot. (The cost is meant to be trivial but thematic).

No slot recharge, but extra invocation-style magic - example: Great Old One Patron. This is for the warlock that wants to go all in to the invocations. They do weird things - for example an At Will Arms of Hadar (that scales). Your patron allows you to channel a bit of the Far Realms, and it's only the really big bits that take slots.

1-2 Full Recharges - example: Celestial Patron. You need more meditation - for example five minutes for a full recharge and your recharge takes concentration (purposely to interfere with Hex). It's a contrast to the Fiend and gives you less granular casting, for the old school but may be unnecessary.

Additional partial casting - example: Genie patron. You're a magical cheat who gets by with your sugar daddy's help. You don't actually do the foundations but throw your credit card at problems so you've the big stuff but are shaky with the little stuff, and you don't get a recharge. You get your low level slots on the Arcane Trickster progression (which flows naturally when you hit level 3, moving from 2 first level to 2 second level and 2 first). This can get pretty close to the 3.5 Warlock where just about everything was invocations and Eldritch Blast.

Transformative Full Casting - example: Archfey patron. What you traded for was knowledge and a teacher. You could never have found a wizard in the mortal realm to teach you, but you were able to take a risk and decipher enough of a ritual to have one of the Archfey to teach you (probably with the help of your Pact Boon). Your pact magic and arcane casting get rolled into your new full caster progression, and your other abilities from your pact boons are notably weak because full casting plus Invocations and Eldritch Blast is a really effective combination.

Transformative Partial Casting - example: Hexblade. You didn't want to become a caster. You wanted to become a Gish. You wanted your body empowered and the sweet magic weapons or blasts. This again doesn't feel disjoint because at level 3 you move from 2 first level spells to 3 first level spells. It basically puts you somewhere near the current playtest warlock but you can then work in more buffs so it gets either to a ranger level baseline and/or the spikes it needs (I'd suggest starting with shields and two handed weapons). And possibly a minor tweak to Mystic Arcana.

So everyone gets something of everything. I'd be excited to play the Fiend and Great Old One in this model. I'm not sure both Genie and Archfey are needed; whether the thematic difference I'm creating here feels meaningful enough. It also feels as if the old Vestige warlock can return under this model.

Also re: Mystic Arcanum as an invocation I don't hate it if and only if the warlock gets four more high level invocations to compensate. As it stands this is a savage nerf to the high level warlock and spell-locked Mystic Arcana slots aren't a match for the flexibility of high level casting. (And I would be more than fine with the Archfey having to spend four invocations to unlock their 6th-9th slots).
 

Tessarael

Explorer
If I was redesigning the Vancian spellcasting system, I'd go with an either/or option for the DM:
  1. All spell casters get spell points, which refresh on a short rest or long rest. (Two short rests per long rest, ~6 encounters.)
    • Spell points for full casters follow that for Warlocks in A5E:
      • 2 at level 1 (1x 1st level spell), 4 at level 2 (2x 1st level spell), 6 at level 3 (2x 2nd level spell, or 3x 1st level spell), etc.
    • Half-casters get half the progression of a full caster, determined by level/2.
    • 6th, 7th, 8th, and 9th level spell slots fresh only on a long rest. Spell points cannot be used to cast spells of this level.
  2. All spell casters get spell slots with the standard 5E D&D progression, including Warlock which gets full spellcasting progression, and spell slots refresh on a long rest as normal.
    • A variant Warlock or gish could have half spellcaster progression, but then they need martial capabilities to replace the spellcasting, not the crappy version proposed in One D&D.
For multi-classing, all spellcasting levels stack, half-casters get level/2, Arcane Trickster and Eldritch Knight get level/3, etc.

The key point is that Warlock works like other spellcasters. So multi-classing works properly. DM determines whether he wants the mechanic of spellcasting points/slots refreshing on a short/long rest.

Option 2 is simpler and best for players new to the game. Option 1 provides significantly more flexibility to spellcasters, at the cost of being resource-limited between short rests - for example, you've only got two spells that you can cast before a short rest until level 4, whereas standard spellcaster slots permit you to burn through all your spell slots at the cost of not refreshing until a long rest. In that sense, option 2 has the problem/benefit of allowing spellcasters to nova but then be out of spellcasting other than cantrips.

I'd also like to see at high levels the option of being able to cast 1st or later 2nd level spells without (easily) running out of spell slots. Spell points handles this nicely, spell slots does too in the sense that you could just cast them at higher level ... And you really shouldn't run out of spell slots at high levels anyway, but you can run out of spell points if you use them to cast say four 5th level spells - that may be a good thing, if you still want spell resources to matter late in the campaign, with short rest refresh such that it is not too painful.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I've been thinking about this further and come up with a proposal (in addition to the observation that 2 first level spells at level 1 is too much for the half-casters and they should get only one).

Warlock recharge other than on a long rest should only kick in at third level and be a feature of the subclass. This also allows you to actually transform the warlock's magic and have them give up pact magic for more orthodox casting while keeping the character entirely coherent even if the class looks a little odd; the character never actually gives up anything. And as can be seen from the above this (other than the first level slot) keeps the warlock in the sweet spot.

Suggested styles:

"Default" one slot proficiency times per day on a minute long ritual - example: Fiend Patron. This is intended to be a "middle of the road" warlock who's sacrificed for power. The Infernal Warlock has a ritual that takes a minute, and takes having either had Dark One's Blessing trigger since the last time you did this, sacrificing a tiny animal, or sacrificing 1d6 hit points to recover a spell slot. (The cost is meant to be trivial but thematic).

No slot recharge, but extra invocation-style magic - example: Great Old One Patron. This is for the warlock that wants to go all in to the invocations. They do weird things - for example an At Will Arms of Hadar (that scales). Your patron allows you to channel a bit of the Far Realms, and it's only the really big bits that take slots.

1-2 Full Recharges - example: Celestial Patron. You need more meditation - for example five minutes for a full recharge and your recharge takes concentration (purposely to interfere with Hex). It's a contrast to the Fiend and gives you less granular casting, for the old school but may be unnecessary.

Additional partial casting - example: Genie patron. You're a magical cheat who gets by with your sugar daddy's help. You don't actually do the foundations but throw your credit card at problems so you've the big stuff but are shaky with the little stuff, and you don't get a recharge. You get your low level slots on the Arcane Trickster progression (which flows naturally when you hit level 3, moving from 2 first level to 2 second level and 2 first). This can get pretty close to the 3.5 Warlock where just about everything was invocations and Eldritch Blast.

Transformative Full Casting - example: Archfey patron. What you traded for was knowledge and a teacher. You could never have found a wizard in the mortal realm to teach you, but you were able to take a risk and decipher enough of a ritual to have one of the Archfey to teach you (probably with the help of your Pact Boon). Your pact magic and arcane casting get rolled into your new full caster progression, and your other abilities from your pact boons are notably weak because full casting plus Invocations and Eldritch Blast is a really effective combination.

Transformative Partial Casting - example: Hexblade. You didn't want to become a caster. You wanted to become a Gish. You wanted your body empowered and the sweet magic weapons or blasts. This again doesn't feel disjoint because at level 3 you move from 2 first level spells to 3 first level spells. It basically puts you somewhere near the current playtest warlock but you can then work in more buffs so it gets either to a ranger level baseline and/or the spikes it needs (I'd suggest starting with shields and two handed weapons). And possibly a minor tweak to Mystic Arcana.

So everyone gets something of everything. I'd be excited to play the Fiend and Great Old One in this model. I'm not sure both Genie and Archfey are needed; whether the thematic difference I'm creating here feels meaningful enough. It also feels as if the old Vestige warlock can return under this model.

Also re: Mystic Arcanum as an invocation I don't hate it if and only if the warlock gets four more high level invocations to compensate. As it stands this is a savage nerf to the high level warlock and spell-locked Mystic Arcana slots aren't a match for the flexibility of high level casting. (And I would be more than fine with the Archfey having to spend four invocations to unlock their 6th-9th slots).
I’d accept the method of casting being based on subclass, but not if subclass is still based on patron. I should be able to play a Warlock with an Archfey patron without having to go full Vancian if I want to.
 

Remathilis

Legend
I've been thinking about this further and come up with a proposal (in addition to the observation that 2 first level spells at level 1 is too much for the half-casters and they should get only one).

Warlock recharge other than on a long rest should only kick in at third level and be a feature of the subclass. This also allows you to actually transform the warlock's magic and have them give up pact magic for more orthodox casting while keeping the character entirely coherent even if the class looks a little odd; the character never actually gives up anything. And as can be seen from the above this (other than the first level slot) keeps the warlock in the sweet spot.

Suggested styles:

"Default" one slot proficiency times per day on a minute long ritual - example: Fiend Patron. This is intended to be a "middle of the road" warlock who's sacrificed for power. The Infernal Warlock has a ritual that takes a minute, and takes having either had Dark One's Blessing trigger since the last time you did this, sacrificing a tiny animal, or sacrificing 1d6 hit points to recover a spell slot. (The cost is meant to be trivial but thematic).

No slot recharge, but extra invocation-style magic - example: Great Old One Patron. This is for the warlock that wants to go all in to the invocations. They do weird things - for example an At Will Arms of Hadar (that scales). Your patron allows you to channel a bit of the Far Realms, and it's only the really big bits that take slots.

1-2 Full Recharges - example: Celestial Patron. You need more meditation - for example five minutes for a full recharge and your recharge takes concentration (purposely to interfere with Hex). It's a contrast to the Fiend and gives you less granular casting, for the old school but may be unnecessary.

Additional partial casting - example: Genie patron. You're a magical cheat who gets by with your sugar daddy's help. You don't actually do the foundations but throw your credit card at problems so you've the big stuff but are shaky with the little stuff, and you don't get a recharge. You get your low level slots on the Arcane Trickster progression (which flows naturally when you hit level 3, moving from 2 first level to 2 second level and 2 first). This can get pretty close to the 3.5 Warlock where just about everything was invocations and Eldritch Blast.

Transformative Full Casting - example: Archfey patron. What you traded for was knowledge and a teacher. You could never have found a wizard in the mortal realm to teach you, but you were able to take a risk and decipher enough of a ritual to have one of the Archfey to teach you (probably with the help of your Pact Boon). Your pact magic and arcane casting get rolled into your new full caster progression, and your other abilities from your pact boons are notably weak because full casting plus Invocations and Eldritch Blast is a really effective combination.

Transformative Partial Casting - example: Hexblade. You didn't want to become a caster. You wanted to become a Gish. You wanted your body empowered and the sweet magic weapons or blasts. This again doesn't feel disjoint because at level 3 you move from 2 first level spells to 3 first level spells. It basically puts you somewhere near the current playtest warlock but you can then work in more buffs so it gets either to a ranger level baseline and/or the spikes it needs (I'd suggest starting with shields and two handed weapons). And possibly a minor tweak to Mystic Arcana.

So everyone gets something of everything. I'd be excited to play the Fiend and Great Old One in this model. I'm not sure both Genie and Archfey are needed; whether the thematic difference I'm creating here feels meaningful enough. It also feels as if the old Vestige warlock can return under this model.

Also re: Mystic Arcanum as an invocation I don't hate it if and only if the warlock gets four more high level invocations to compensate. As it stands this is a savage nerf to the high level warlock and spell-locked Mystic Arcana slots aren't a match for the flexibility of high level casting. (And I would be more than fine with the Archfey having to spend four invocations to unlock their 6th-9th slots).

Please do not tie this to subclass.

Mostly because I don't want to limit my patron choice to the recharge method I like or dislike. I may have a cool idea for a fiend patron warlock, but I want full casting rather than recharge, so I'm stuck choosing either a patron I don't want to a casting method I don't want. (Think of it like this: imagine if a fiend warlock could only choose a chain, fey only choose a sword, and GOO only choose a tome pact. Same idea.)
 

I’d accept the method of casting being based on subclass, but not if subclass is still based on patron. I should be able to play a Warlock with an Archfey patron without having to go full Vancian if I want to.
Please do not tie this to subclass.

Mostly because I don't want to limit my patron choice to the recharge method I like or dislike. I may have a cool idea for a fiend patron warlock, but I want full casting rather than recharge, so I'm stuck choosing either a patron I don't want to a casting method I don't want. (Think of it like this: imagine if a fiend warlock could only choose a chain, fey only choose a sword, and GOO only choose a tome pact. Same idea.)
Hmm... I don't think my idea is wrong - but I can see that it will be unpopular.

The only other place to fit in a division of spellcasting is at second level; at first you get (and need) the Pact Boon, and at third you get the actual subclass. And who your patron is is absolutely an important enough part of your character to be a subclass. So what we need to do is lean on the Invocations system hard.

The first thing to do if we're starting casting at second is start casting at second level. You get no spell slots at first level but instead get an Invocation. (Power level difference: It's near enough).

This of course enables us to have multiple tiers of casting that seem to be roughly equidistant in terms of spell points
  • Caster level zero: Now open. No pact magic, just Invocations and you can never gain a spell slot.
  • Caster level one: Non-recharge pact magic. Roughly equivalent to: Eldritch Knight, Arcane Trickster
  • Caster level two: Paladin/Ranger Casting. Or Playtest Warlock Casting. Or Single Refill Pact Magic
  • Caster level 2.5: Prof Slot Recharge. Note: Although I'm convinced this is technically the best solution for single recharge model it's clunky in the middle of this range.
  • Caster level 3: Full casting or two full recharges (probably bringing down the third slot to level 9
So how do we balance this? Simple. You gain or lose invocations. More accurately the Just Invocations option gives you some specific anti-magic bonus (I'm thinking Advantage on all saving throws and a reaction to hit any spellcaster that casts a spell in your range). You gain a free invocation if you choose no recharges. Your second recharge costs an invocation as do your third and fourth slots.

Going half-caster is cost-neutral (like single recharge) L 1-10. But you're two invocations ahead by level 20. So unlocking level 3 and 5 spells costs an invocation. It's worth noting that you don't have to spend these invocations before level 10. Or you might have gone Mystic Arcanum for a level 3 slot then trade it out for the unlock.

Going full caster costs you your second level invocation to unlock and again costs one invocation to unlock your third level slot and one for your fifth. And you need to spend the Invocation you get for Mystic Arcanum to unlock spells into each spell level 6+ (You can still use these slots for upcasting even without spending the Invocation).
 

Horwath

Legend
Or, keep them as half casters,

Add 1 eldritch invocation per warlock level, add Mystic arcanum invocations from 1st level. Make them give one spell of specific level and one spell slot of that level. Open spell slots can be used by all warlock spells known for that warlock and gives option of upcasting your spells if selected spell for Arcanum does not fit the situation.

I.E. 5th level warlock can take Arcanum of 3rd level, pick Fireball, but can use that 3rd level slot on any spells known, upcasted to 3rd level(if possible for upcast)

That way you can somewhat keep full caster progression at a cost, or leave casting at half casting level and spend invocations on something else.
 

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