It only lasts an hour, so either you're wasting over a sixth of your time just casting it, or you're burning through 3rd level spell slots. Anyways, the fairly marginal extra speed is rarely useful in practice, except in combat (which the steed cannot last more than 2 seconds in). If you really want that, just get a normal-ass horse and prepare the vastly more versatile longstrider.
It's quite a lot faster for overland travel; up to 80 miles per day, though if you're casting ritually it's more likely 70. In practice most games don't really care about overland travel speed, though.
And, again, unless the whole group can get them somehow, it's rarely helpful for progression in any way a normal horse is not.
Again, skills are skills, and martial or non-martial is not a way to set how are learnt.
It's really a question of "what's your budget for Kewl Tricks". For a primary spellcaster, that's mostly consumed by being a primary spellcaster, martial characters generally don't have a lot so they should have lots of budget left over (in practice D&D classes aren't designed like that, but they probably should be).
Again, skills are skills, and martial or non-martial is not a way to set how are learnt.
It's really a question of "what's your budget for Kewl Tricks". For a primary spellcaster, that's mostly consumed by being a primary spellcaster, martial characters generally don't have a lot so they should have lots of budget left over (in practice D&D classes aren't designed like that, but they probably should be).
Their "kewl tricks" are extra attacks, moderate to high AC, and things like Rage, Fighting Styles, Second Wind, Action Surge, the entire Monk pool of Ki abilities, the two extra feats of Fighters, etc. And that's before we get into subclass features.
Again, skills are skills, and martial or non-martial is not a way to set how are learnt.
It's really a question of "what's your budget for Kewl Tricks". For a primary spellcaster, that's mostly consumed by being a primary spellcaster, martial characters generally don't have a lot so they should have lots of budget left over (in practice D&D classes aren't designed like that, but they probably should be).
Their "kewl tricks" are extra attacks, moderate to high AC, and things like Rage, Fighting Styles, Second Wind, Action Surge, the entire Monk pool of Ki abilities, the two extra feats of Fighters, etc. And that's before we get into subclass features.
In the latest playtest, Fighter gets 24 features over the course of 20 levels. For this argument we're going to assume each one of those is a new, unique thing the Fighter can do, rather than a numerical upgrade on a previous one, even though that isn't true.
Wizard has 24 features by level 7.
Edit: Barbarians? 24 by level 20. Sorcerers are harder to pin down, but but level 20 I think it's fair to say they have 50. Warlocks also have 50. Wizards are actually falling behind with only 46, which is still nearly twice what any of the martial classes have.
Edit: So it would make sense that the martial features must, on average, be roughly twice as good as the caster features/spells, right? Do you think that's true though?
Forgive me if I find the likes of Jump, Darkvision, Rope Trick, Phantom Steed, etc. to be underwhelming returns for things like Heroism, Heat Metal, Bestow Curse, and Speak with Dead. A good half of what they got are the kinds of spells people rarely bother to take, and they lost a lot of thematically on point utility. Plus I'm not sure I'd bank on them staying list prep casters, and it's hardly a worthwhile trade-off if they're only prepping off of half the list.
Yeah a 100' of movement sucks, especially as a ritual.
It only lasts an hour, so either you're wasting over a sixth of your time just casting it, or you're burning through 3rd level spell slots. Anyways, the fairly marginal extra speed is rarely useful in practice, except in combat (which the steed cannot last more than 2 seconds in). If you really want that, just get a normal-ass horse and prepare the vastly more versatile longstrider.
Our of combat its a lot faster, in combat its absurd while outdoors. It is only moving so it can move 100 and dash one hundred on your turn placing you in range on your attack and out of range when your turn is done. That is going to come into play more often than speak with dead for example.
Edit to add, I'd generally cast this for another player a ranged specialist of some kind it does not help the bard much in general, though charm effects have really bad ranges so maybe if you were focusing on that it would be worth it. Drop powerful 30 foot range spell. get out of dodge and in cover. Normal horses can do it but to a lesser extent, and its disposable a riding horse isn't so in the time or two you still lose a horse the tactic still is alive.
Again, skills are skills, and martial or non-martial is not a way to set how are learnt.
It's really a question of "what's your budget for Kewl Tricks". For a primary spellcaster, that's mostly consumed by being a primary spellcaster, martial characters generally don't have a lot so they should have lots of budget left over (in practice D&D classes aren't designed like that, but they probably should be).
Their "kewl tricks" are extra attacks, moderate to high AC, and things like Rage, Fighting Styles, Second Wind, Action Surge, the entire Monk pool of Ki abilities, the two extra feats of Fighters, etc. And that's before we get into subclass features.
In the latest playtest, Fighter gets 24 features over the course of 20 levels. For this argument we're going to assume each one of those is a new, unique thing the Fighter can do, rather than a numerical upgrade on a previous one, even though that isn't true.
Wizard has 24 features by level 7.
Edit: Barbarians? 24 by level 20. Sorcerers are harder to pin down, but but level 20 I think it's fair to say they have 50. Warlocks also have 50. Wizards are actually falling behind with only 46, which is still nearly twice what any of the martial classes have.
Edit: So it would make sense that the martial features must, on average, be roughly twice as good as the caster features/spells, right? Do you think that's true though?
If they were even as good we would be making some progress. But sadly spells are generally more effective than martial abilities.
If I wanted to be like a caster, I'd be playing a caster.
Sorry, I could have phrased that better. It gives them nonmagical limited resources called martial exploits. Like battle master but broader and for all martials.
If I wanted to be like a caster, I'd be playing a caster.
Sorry, I could have phrased that better. It gives them nonmagical limited resources called martial exploits. Like battle master but broader and for all martials.
Spellcasting Martial Exploits
As a student of arcane magic martial skills and techniques, you have learn a few basic maneuvers. See Spells Rules for the general rules of spellcasting Martial Exploits and the Spells Maneuver List for your class maneuver list.
Cantrips Weapon Mastery
At 1st level, you have proficiency with three weapon masteries cantrips of your choice from the wizard spell weapon list. You learn additional wizard cantrips weapon masteries of your choice at higher levels, as shown in the Cantrips Known Weapon Mastery column of the Wizard Fighter table.
Spellbook Learning Martial Exploits
At 1st level, you learn two 1st-level wizard spells martial exploits of your choice. The Spells Martial Exploits Known column of the Sorcerer Fighter table shows when you learn more sorcerer spells martial exploits of your choice. Each of these spells maneuvers must be of a level less than or equal to your half your Fighter level rounded up spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell maneuver of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells maneuvers you know and replace it with another spell from the sorcerer spell maneuver from the Fighter list, which also must be of a level of a level less than or equal to your half your Fighter level rounded up.
Spellcasting Ability
Intelligence Strength or Dexterity is your spellcasting ability for your wizard spells martial exploits, since you learn your spells through dedicated training and physical exertion. You use your Strength or Dexterity whenever a spell refers martial exploit refers to your spellcasting ability. In addition, you use your Strength or Dexterity modifier when setting the saving throw DC for a wizard spell martial exploit you cast use and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
Spell attack modifier = your proficiency bonus + your Strength or Dexterity modifier
Spell Slots Adrenaline Shots
The Fighter table shows how many Adrenaline shots you have to use martial exploits of 1st level and higher. To use one of these martial exploits, you must expend a shot of the maneuvers’s level or higher. You regain all expended adrenaline shots when you finish a long rest.
For example, if you know the 1st-level maneuver burning hands and have a 1st-level and a 2nd-level adrenaline shots available, you can use burning hands using either shot.
----------------------------------------------------------------------------------- Let's face it this is what you guys want, and all it is, is spellcasting but with non-magical words glued on top of it so it can pretend to not be spellcasting.
Their "kewl tricks" are extra attacks, moderate to high AC, and things like Rage, Fighting Styles, Second Wind, Action Surge, the entire Monk pool of Ki abilities, the two extra feats of Fighters, etc. And that's before we get into subclass features.
None of which are applicable outside of combat. Expertise is one of the very few non-combat tricks that non-casters get, which is why there's an argument to make it both more common among them and more exclusive to them.
If I wanted to be like a caster, I'd be playing a caster.
Sorry, I could have phrased that better. It gives them nonmagical limited resources called martial exploits. Like battle master but broader and for all martials.
Spellcasting Martial Exploits
As a student of arcane magic martial skills and techniques, you have learn a few basic maneuvers. See Spells Rules for the general rules of spellcasting Martial Exploits and the Spells Maneuver List for your class maneuver list.
Cantrips Weapon Mastery
At 1st level, you have proficiency with three weapon masteries cantrips of your choice from the wizard spell weapon list. You learn additional wizard cantrips weapon masteries of your choice at higher levels, as shown in the Cantrips Known Weapon Mastery column of the Wizard Fighter table.
Spellbook Learning Martial Exploits
At 1st level, you learn two 1st-level wizard spells martial exploits of your choice. The Spells Martial Exploits Known column of the Sorcerer Fighter table shows when you learn more sorcerer spells martial exploits of your choice. Each of these spells maneuvers must be of a level less than or equal to your half your Fighter level rounded up spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell maneuver of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells maneuvers you know and replace it with another spell from the sorcerer spell maneuver from the Fighter list, which also must be of a level of a level less than or equal to your half your Fighter level rounded up.
Spellcasting Ability
Intelligence Strength or Dexterity is your spellcasting ability for your wizard spells martial exploits, since you learn your spells through dedicated training and physical exertion. You use your Strength or Dexterity whenever a spell refers martial exploit refers to your spellcasting ability. In addition, you use your Strength or Dexterity modifier when setting the saving throw DC for a wizard spell martial exploit you cast use and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
Spell attack modifier = your proficiency bonus + your Strength or Dexterity modifier
Spell Slots Adrenaline Shots
The Fighter table shows how many Adrenaline shots you have to use martial exploits of 1st level and higher. To use one of these martial exploits, you must expend a shot of the maneuvers’s level or higher. You regain all expended adrenaline shots when you finish a long rest.
For example, if you know the 1st-level maneuver burning hands and have a 1st-level and a 2nd-level adrenaline shots available, you can use burning hands using either shot.
----------------------------------------------------------------------------------- Let's face it this is what you guys want, and all it is, is spellcasting but with non-magical words glued on top of it so it can pretend to not be spellcasting.
If I wanted to be like a caster, I'd be playing a caster.
Sorry, I could have phrased that better. It gives them nonmagical limited resources called martial exploits. Like battle master but broader and for all martials.
[Incredible sass, cut for space]
Let's face it this is what you guys want, and all it is, is spellcasting but with non-magical words glued on top of it so it can pretend to not be spellcasting.
Hey, neat idea! We could go the other way, too:
Fighting Casting Style
You adopt a particular style of fighting casting as your specialty. Choose one of the following options. You can’t take a Fighting Casting Style option more than once, even if you later get to choose again.
Archery Agonizing Blast
You gain a +2 bonus to attack damage rolls you make with ranged weapons blasts.
Defense Armor of Shadows
While you are wearing armor, you gain a magical +1 bonus to AC.
Dueling Improved Pact Weapon
When you are wielding a melee weapon spell in one hand and no other weapons spells, you gain a +2 bonus to damage rolls with that weapon spell.
Great Weapon Fighting Whatever the Metamagic Is Called. Empowered Spell?
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon spell that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon spell must have the two-handed or versatile property for you to gain this benefit.
Protection Something about a talisman...? Silvery Barbs? Idk.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield defensive spell.
Two-Weapon Fighting Quickened Spell
When you engage in two-weapon two-spell fighting, you can add your ability modifier to the damage of the second attack.
----
Since this class will be LOCKED into battle (having no special out-of-combat features beyond skills), we could call it... BATTLELOCK. Eh, that doesn't sound great. How about SKIRMISHLOCK. Yes...
Honestly, a significant part of the martial/caster divide has the same problem as the pact magic problem: having one class dependent on long rests for most of their power, and another class not, is inevitably going to create problems. Most solutions to this problem wind up with the "doesn't feel like D&D any more" problem (e.g. 4th edition).
The other part of the divide is that if you have a bunch of abilities that are exclusive to one half of the divide, and no abilities that are exclusive to the other, unless the exclusive abilities are garbage, or the classes without access to those abilities are much much better at the non-exclusive abilities, you have an issue.
I think the closest I can come while still feeling like D&D is some combination of
Change magic item mechanics so the non-casters have more and better magic items than the casters.
Add some sort of luck mechanic, on a daily recharge, that actually makes the non-casters much much better.
Honestly, a significant part of the martial/caster divide has the same problem as the pact magic problem: having one class dependent on long rests for most of their power, and another class not, is inevitably going to create problems. Most solutions to this problem wind up with the "doesn't feel like D&D any more" problem (e.g. 4th edition).
The other part of the divide is that if you have a bunch of abilities that are exclusive to one half of the divide, and no abilities that are exclusive to the other, unless the exclusive abilities are garbage, or the classes without access to those abilities are much much better at the non-exclusive abilities, you have an issue.
I think the closest I can come while still feeling like D&D is some combination of
Change magic item mechanics so the non-casters have more and better magic items than the casters.
Add some sort of luck mechanic, on a daily recharge, that actually makes the non-casters much much better.
You mean... like there being twice as many magic items usable by non-caster than casters? Which is already the case. Or for non-casters to get more feats like Lucky than caster (as it already the case for Fighter)....
Twice as many magic items in the books means nothing if it's the same number in your game. And most people would agree that it should be, because that seems the most fair: give everybody one, or someone will feel left out.
Edit: And there's only one feat like Lucky, it's called Lucky. Anyone can get it at level 1 if they pick Variant Human or 4 if they don't, and after you have it, the remaining feats don't do anything to make you more lucky. I see your point though. Giving more feats to classes that don't have spells could work.
In the olden days, I've heard that Fighters got to raise armies and build castles, while Wizards simply could not. Why? What logic propelled this restriction? Only that the classes were reflecting a particular and specific fantasy each. With the broadening of possibilities for each class comes the gradual loss of unique elements to hold back for just one class. Wizards can be suave socialites, or battle-hardened soldiers. They don't have to be mad hermits scrying the future for the local lord and conducting dangerous experiments in their towers. That's cool, but notice that they no longer have towers, and they no longer have the ability to work for the local lord, and they no longer can conduct experiments. These all used to be unique Wizard features, with rules. Not just things any class can do if the player persuades the DM. And these features aren't as strong as an army and a castle or two, which is what the Fighter lost. The Fighter lost more than the Wizard did, in the transition.
Their "kewl tricks" are extra attacks, moderate to high AC, and things like Rage, Fighting Styles, Second Wind, Action Surge, the entire Monk pool of Ki abilities, the two extra feats of Fighters, etc. And that's before we get into subclass features.
None of which are applicable outside of combat.
Gee, I wonder why we call them "martials" or "warriors"? It's almost like they're combat focused classes or something.
Their "kewl tricks" are extra attacks, moderate to high AC, and things like Rage, Fighting Styles, Second Wind, Action Surge, the entire Monk pool of Ki abilities, the two extra feats of Fighters, etc. And that's before we get into subclass features.
None of which are applicable outside of combat.
Gee, I wonder why we call them "martials" or "warriors"? It's almost like they're combat focused classes or something.
If what you want is to go in circles, here's the counter: Then they should be way better at combat than casters, and they're not. Arguably they're significantly worse in fact. Then you respond with: They're better if you use the right number of fights, and I counter with: But nobody does, and we should be designing for the way people play in reality. Then you say: Okay, so you want to nerf casters into the dirt? I say, no, I want to buff martials, you say there's nothing wrong with martials, we're back to square one.
Hey, this is a thread about the Warlock UA.
The Warlock isn't a martial.
Here's the conflict that I see in the Warlock design. They're supposed to be able to use a weapon if you want to make your Warlock that way. But they can't be as good at it as a dedicated weapon user because, well, they have magic. It'd be too much. So you hold back some aspect of weapon use. Right now they don't get the best armor or HP, and they don't get the third attack, and they don't get the special abilities of the weapons. But Blade Warlock players will always say, "this is bogus, how can you say you're letting me use a weapon when I can't even do X," and it'll keep getting the green light. Until pretty soon they're just as good at weapons as the weapon users, plus they get magic. Either that, or the Blade players will just not get what they want, and they'll be upset, and the Pact of the Blade is garbage in the eyes of the players.
Get the Blade Pact out of here and you solve a lot of the Warlock's problems. Leave the cursed or sentient swords to, y'know, the actual cursed or sentient swords that already exist in the game. Leave the Charisma-based weapon attack multiclass cheese in the dumpster where it belongs and stop crippling the class to make up for it. Make the Warlock a damn caster already.
Okay, so you want to nerf casters into the dirt? I say, no, I want to buff martials, you say there's nothing wrong with martials, we're back to square one.
Hey, this is a thread about the Warlock UA.
The Warlock isn't a martial.
Here's the conflict that I see in the Warlock design. They're supposed to be able to use a weapon if you want to make your Warlock that way. But they can't be as good at it as a dedicated weapon user because, well, they have magic. It'd be too much.
And here's where the linkage is: the reason it's 'too much' is because weapon users don't have anything else beyond weapon use.
The big thing about weapon users is that they're fine in tier 1, but they just don't scale as much as casters. Giving them more and/or better high level features would make dips less interesting, and make granting basic martial capabilities to gish designs not a balance problem.
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And, again, unless the whole group can get them somehow, it's rarely helpful for progression in any way a normal horse is not.
It's really a question of "what's your budget for Kewl Tricks". For a primary spellcaster, that's mostly consumed by being a primary spellcaster, martial characters generally don't have a lot so they should have lots of budget left over (in practice D&D classes aren't designed like that, but they probably should be).
Their "kewl tricks" are extra attacks, moderate to high AC, and things like Rage, Fighting Styles, Second Wind, Action Surge, the entire Monk pool of Ki abilities, the two extra feats of Fighters, etc. And that's before we get into subclass features.
Again, I just want to point out laserllama’s alternate martial classes. It makes them like casters.
If I wanted to be like a caster, I'd be playing a caster.
In the latest playtest, Fighter gets 24 features over the course of 20 levels. For this argument we're going to assume each one of those is a new, unique thing the Fighter can do, rather than a numerical upgrade on a previous one, even though that isn't true.
Wizard has 24 features by level 7.
Edit: Barbarians? 24 by level 20. Sorcerers are harder to pin down, but but level 20 I think it's fair to say they have 50. Warlocks also have 50. Wizards are actually falling behind with only 46, which is still nearly twice what any of the martial classes have.
Edit: So it would make sense that the martial features must, on average, be roughly twice as good as the caster features/spells, right? Do you think that's true though?
Our of combat its a lot faster, in combat its absurd while outdoors. It is only moving so it can move 100 and dash one hundred on your turn placing you in range on your attack and out of range when your turn is done. That is going to come into play more often than speak with dead for example.
Edit to add, I'd generally cast this for another player a ranged specialist of some kind it does not help the bard much in general, though charm effects have really bad ranges so maybe if you were focusing on that it would be worth it. Drop powerful 30 foot range spell. get out of dodge and in cover. Normal horses can do it but to a lesser extent, and its disposable a riding horse isn't so in the time or two you still lose a horse the tactic still is alive.
If they were even as good we would be making some progress. But sadly spells are generally more effective than martial abilities.
Sorry, I could have phrased that better. It gives them nonmagical limited resources called martial exploits. Like battle master but broader and for all martials.
SpellcastingMartial ExploitsAs a student of
arcane magicmartial skills and techniques, you have learn a few basic maneuvers. See Spells Rules for the general rules ofspellcastingMartial Exploits and theSpellsManeuver List for your class maneuver list.CantripsWeapon MasteryAt 1st level, you have proficiency with three weapon masteries
cantripsof your choice from thewizard spellweapon list. You learn additionalwizard cantripsweapon masteries of your choice at higher levels, as shown in theCantrips KnownWeapon Mastery column of theWizardFighter table.SpellbookLearning Martial ExploitsAt 1st level, you learn two 1st-level
wizard spellsmartial exploits of your choice. TheSpellsMartial Exploits Known column of theSorcererFighter table shows when you learn moresorcerer spellsmartial exploits of your choice. Each of thesespellsmaneuvers must be of a level less than or equal to your half your Fighter level rounded upspell slots. For instance, when you reach 3rd level in this class, you can learn one newspellmaneuver of 1st or 2nd level.Additionally, when you gain a level in this class, you can choose one of the
sorcerer spellsmaneuvers you know and replace it with anotherspell from the sorcerer spellmaneuver from the Fighter list, which also must be of a level of a level less than or equal to your half your Fighter level rounded up.Spellcasting Ability
IntelligenceStrength or Dexterity is your spellcasting ability for yourwizard spellsmartial exploits, since you learn your spells through dedicated training and physical exertion. You use your Strength or Dexterity whenever aspell refersmartial exploit refers to your spellcasting ability. In addition, you use your Strength or Dexterity modifier when setting the saving throw DC for awizard spellmartial exploit youcastuse and when making an attack roll with one.Spell save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
Spell attack modifier = your proficiency bonus + your Strength or Dexterity modifier
Spell SlotsAdrenaline ShotsThe Fighter table shows how many Adrenaline shots you have to use martial exploits of 1st level and higher. To use one of these martial exploits, you must expend a shot of the maneuvers’s level or higher. You regain all expended adrenaline shots when you finish a long rest.
For example, if you know the 1st-level maneuver burning hands and have a 1st-level and a 2nd-level adrenaline shots available, you can use burning hands using either shot.
-----------------------------------------------------------------------------------
Let's face it this is what you guys want, and all it is, is spellcasting but with non-magical words glued on top of it so it can pretend to not be spellcasting.
None of which are applicable outside of combat. Expertise is one of the very few non-combat tricks that non-casters get, which is why there's an argument to make it both more common among them and more exclusive to them.
https://www.gmbinder.com/share/-MSfA82gv8V69JAoqFVq
Hey, neat idea! We could go the other way, too:
FightingCasting StyleYou adopt a particular style of
fightingcasting as your specialty. Choose one of the following options. You can’t take aFightingCasting Style option more than once, even if you later get to choose again.ArcheryAgonizing BlastYou gain a +2 bonus to
attackdamage rolls you make with rangedweaponsblasts.DefenseArmor of ShadowsWhile you are wearing armor, you gain a magical +1 bonus to AC.
DuelingImproved Pact WeaponWhen you are wielding a melee
weaponspell in one hand and no otherweaponsspells, you gain a +2 bonus to damage rolls with thatweaponspell.Great Weapon FightingWhatever the Metamagic Is Called. Empowered Spell?When you roll a 1 or 2 on a damage die for an attack you make with a melee
weaponspell that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Theweaponspell must have the two-handed or versatile property for you to gain this benefit.ProtectionSomething about a talisman...? Silvery Barbs? Idk.When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a
shielddefensive spell.Two-Weapon FightingQuickened SpellWhen you engage in
two-weapontwo-spell fighting, you can add your ability modifier to the damage of the second attack.----
Since this class will be LOCKED into battle (having no special out-of-combat features beyond skills), we could call it... BATTLELOCK. Eh, that doesn't sound great. How about SKIRMISHLOCK. Yes...
Honestly, a significant part of the martial/caster divide has the same problem as the pact magic problem: having one class dependent on long rests for most of their power, and another class not, is inevitably going to create problems. Most solutions to this problem wind up with the "doesn't feel like D&D any more" problem (e.g. 4th edition).
The other part of the divide is that if you have a bunch of abilities that are exclusive to one half of the divide, and no abilities that are exclusive to the other, unless the exclusive abilities are garbage, or the classes without access to those abilities are much much better at the non-exclusive abilities, you have an issue.
I think the closest I can come while still feeling like D&D is some combination of
You mean... like there being twice as many magic items usable by non-caster than casters? Which is already the case. Or for non-casters to get more feats like Lucky than caster (as it already the case for Fighter)....
Twice as many magic items in the books means nothing if it's the same number in your game. And most people would agree that it should be, because that seems the most fair: give everybody one, or someone will feel left out.
Edit: And there's only one feat like Lucky, it's called Lucky. Anyone can get it at level 1 if they pick Variant Human or 4 if they don't, and after you have it, the remaining feats don't do anything to make you more lucky. I see your point though. Giving more feats to classes that don't have spells could work.
In the olden days, I've heard that Fighters got to raise armies and build castles, while Wizards simply could not. Why? What logic propelled this restriction? Only that the classes were reflecting a particular and specific fantasy each. With the broadening of possibilities for each class comes the gradual loss of unique elements to hold back for just one class. Wizards can be suave socialites, or battle-hardened soldiers. They don't have to be mad hermits scrying the future for the local lord and conducting dangerous experiments in their towers. That's cool, but notice that they no longer have towers, and they no longer have the ability to work for the local lord, and they no longer can conduct experiments. These all used to be unique Wizard features, with rules. Not just things any class can do if the player persuades the DM. And these features aren't as strong as an army and a castle or two, which is what the Fighter lost. The Fighter lost more than the Wizard did, in the transition.
That's one angle on it, anyway.
No, I mean things like 'casters get 1 attunement slot, martials get 5'. Or 'martials get automatic bonus magic items'.
Gee, I wonder why we call them "martials" or "warriors"? It's almost like they're combat focused classes or something.
If what you want is to go in circles, here's the counter: Then they should be way better at combat than casters, and they're not. Arguably they're significantly worse in fact. Then you respond with: They're better if you use the right number of fights, and I counter with: But nobody does, and we should be designing for the way people play in reality. Then you say: Okay, so you want to nerf casters into the dirt? I say, no, I want to buff martials, you say there's nothing wrong with martials, we're back to square one.
Hey, this is a thread about the Warlock UA.
The Warlock isn't a martial.
Here's the conflict that I see in the Warlock design. They're supposed to be able to use a weapon if you want to make your Warlock that way. But they can't be as good at it as a dedicated weapon user because, well, they have magic. It'd be too much. So you hold back some aspect of weapon use. Right now they don't get the best armor or HP, and they don't get the third attack, and they don't get the special abilities of the weapons. But Blade Warlock players will always say, "this is bogus, how can you say you're letting me use a weapon when I can't even do X," and it'll keep getting the green light. Until pretty soon they're just as good at weapons as the weapon users, plus they get magic. Either that, or the Blade players will just not get what they want, and they'll be upset, and the Pact of the Blade is garbage in the eyes of the players.
Get the Blade Pact out of here and you solve a lot of the Warlock's problems. Leave the cursed or sentient swords to, y'know, the actual cursed or sentient swords that already exist in the game. Leave the Charisma-based weapon attack multiclass cheese in the dumpster where it belongs and stop crippling the class to make up for it. Make the Warlock a damn caster already.
And here's where the linkage is: the reason it's 'too much' is because weapon users don't have anything else beyond weapon use.
The big thing about weapon users is that they're fine in tier 1, but they just don't scale as much as casters. Giving them more and/or better high level features would make dips less interesting, and make granting basic martial capabilities to gish designs not a balance problem.