Why play a Blade Pact Warlock?
The Polelocke - Level 5 Human Warlock:
-Blade Pact: Form a Glaive/Halberd/Pike (congrats, you're proficient with it)
-War Caster Feat (Human Variant): Adv on Conc Checks, Cast while Wielding Weapons, Replace an opportunity attack with a spell that targets a single creature.
-Polearm Master Feat (Level 4): Can use the haft as a 1d4 melee weapon as a bonus action, enemies who enter your reach grant an opportunity attack.
-Invocations: Agonizing Blast (Cha to Eldritch Blast); Repelling Blast (Eldritch Blast knocks target 10 feet away); Thirsting Blade (two attacks);
Now you have a character with reach attacks who can also hit with the Haft of his Polearm for a 1d4 weapon damage melee attack (nothing says that attack doesn't get your strength bonus).
And now for the juicy part, when someone enters your reach (in addition to leaving your reach) you get to make an Opportunity Attack against them. With Warcaster you can instead cast a spell that takes a single action - which will likely be Eldritch Blast (this is a Reach weapon, so when he enters your range he isn't within 5 feet of you, so no disadvantage). So you get to hit him up to twice for 1d10+Cha and potentially knock him back 20 feet away from you. The enemy is now hurting, up to 25 feet away, and may not be able to even get to you without using his action to dash. And this isn't even on your turn.
Technically you can do this from level 4, but only with 1 Blast/Attack. And it just gets better at higher levels. Once you get Thirsting Blade to add your Cha to your pact weapon's damage that means that you're attacking 2x for 1d10+cha+str and 1x for 1d4+cha+str in addition to having devastating opportunity attacks.
Pick whatever Patron you wish, they all give you additional decent options for your opportunity attack spell. Fiend is nice for the extra staying power it's features provide and it gives you some much needed AoE options with your spells.
To answer the OP: at level 5 you can get an invocation that gives you Extra Attack, and at level 12 or so yo get another invocation that lets you add charisma to damage.
Here's a simple damage breakdown at level 15, assuming +4 str and +4 Cha:
Greatsword blade lock: (2d6+8)x2=30 average damage on a hit, not counting crits.
Eldritch Blast (with agonizing invocation): 3d10+4=20.5 average damage on a hit
(28.5 if you add charisma three times, which seems unlikely.)
So the blade lock does more damage on a hit. The blaster can get invocations to do half damage on a miss, which raises his DPR probably ahead of the blade lock, but then the blade lock can take great weapon master to knock it out of the park. Plus, as others have said, you get disadvantage casting ranged spells into melee.
One thing I think 4Ed got absolutely right- or at least, substantially improved- was Warlocks. The Warlock I played was a dwarf Starlock who wound up in combat quite frequently. I loved playing that character.
If/when our group tries 5th*, I may have to revisit the class with all that in mind.
* I plan on buying the initial core 3 books, but who knows if anyone will run it or want to play it