In a separate thread it was discussed that with each new set of origin feats we get new invocations via Lessons of the First ones. Arcana Unleashed gives us 10 new origin feats. Here are the 4 I find worth considering taking via Lessons of the First Ones. Of these I think Arcane Omens and Familiar Friend are the most interesting. Let me know if you find any others of note and why.
Arcane Omens: Guidance cantrip. 1d4 to a failed save for someone within 30 ft with your reaction PB/LR. This will come up rarely, but when it does and works its a big deal. Guidance is also a great cantrip. (I think I prefer this to Transmuted Anatomy, it is just more usable in more ways).
Familiar Friend: Free casting without material components is nice on the wallet. 2 HP per characer level to the familiar does a nice job boosting them up (like always having aid cast on them). Advantage on skill checks when the familiar is within 5 ft PB/LR. This is very good for a Chain pact warlock. Also opens up access to the chained general feats.
Portal Jumper: Resistance to an uncommon energy type and the ability to no action teleport 15 ft using 15 ft of move (PB/LR). The teleport is interesting and getting resistance to psychic, radiant, or necrotic is great in the right campaign.
Transmuted Anatomy: +5 move, Advantage against shape shifting saves, PB/LR uses of a reaction to add 1d4 to your failed Con saves. Another way to boost Con saves that isn't a feat. Somewhat redundant with Eldritch Mind, but also usable on actual Con saves instead of just concentration.
Arcane Omens is fine, but if the main thing you want out of it is Guidance, Pact of the Tome might be more worth spending a whole Invocation on.
Arcane Eloquence is also worth looking at if you're the main social "face" of the party. Taken as an Invocation, it can kinda fill the same niche as the old "Beguiling Influence" Invocation from 5e, with the benefit that it stacks with proficiency in the relevant skills as well as other boosts.
Probably how I wrote it, but the main pull of Arcane Omens to me is the saving throw feature. Its just nice to get Guidance as well. Interestingly Arcane Omens because it is based on PB becomes a better feat as your character levels. You might not take it at level 2, but it could be worth it later on.
I agree on Arcane Eloquence for those who want to be the face. It can allow a warlock to approach the power of the stronger skill builds.
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In a separate thread it was discussed that with each new set of origin feats we get new invocations via Lessons of the First ones. Arcana Unleashed gives us 10 new origin feats. Here are the 4 I find worth considering taking via Lessons of the First Ones. Of these I think Arcane Omens and Familiar Friend are the most interesting. Let me know if you find any others of note and why.
Arcane Omens: Guidance cantrip. 1d4 to a failed save for someone within 30 ft with your reaction PB/LR. This will come up rarely, but when it does and works its a big deal. Guidance is also a great cantrip. (I think I prefer this to Transmuted Anatomy, it is just more usable in more ways).
Familiar Friend: Free casting without material components is nice on the wallet. 2 HP per characer level to the familiar does a nice job boosting them up (like always having aid cast on them). Advantage on skill checks when the familiar is within 5 ft PB/LR. This is very good for a Chain pact warlock. Also opens up access to the chained general feats.
Portal Jumper: Resistance to an uncommon energy type and the ability to no action teleport 15 ft using 15 ft of move (PB/LR). The teleport is interesting and getting resistance to psychic, radiant, or necrotic is great in the right campaign.
Transmuted Anatomy: +5 move, Advantage against shape shifting saves, PB/LR uses of a reaction to add 1d4 to your failed Con saves. Another way to boost Con saves that isn't a feat. Somewhat redundant with Eldritch Mind, but also usable on actual Con saves instead of just concentration.
Arcane Omens is fine, but if the main thing you want out of it is Guidance, Pact of the Tome might be more worth spending a whole Invocation on.
Arcane Eloquence is also worth looking at if you're the main social "face" of the party. Taken as an Invocation, it can kinda fill the same niche as the old "Beguiling Influence" Invocation from 5e, with the benefit that it stacks with proficiency in the relevant skills as well as other boosts.
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Probably how I wrote it, but the main pull of Arcane Omens to me is the saving throw feature. Its just nice to get Guidance as well. Interestingly Arcane Omens because it is based on PB becomes a better feat as your character levels. You might not take it at level 2, but it could be worth it later on.
I agree on Arcane Eloquence for those who want to be the face. It can allow a warlock to approach the power of the stronger skill builds.