There has been much discussion on how to design the warlock with a major division between those whose tables play long adventuring days with many short rests (prefer 2014 warlock) and those tables that play short adventuring days with few short rests (prefer UA warlock). So here I propose several alternative designs for the warlock to see if it is possible to reach a compromise between these two camps.
So please rank your design preferences from the options above. Clarification of what is meant by each option is below:
2014 Warlock (2 spellslots that recharge on a SR) : Full caster spell progression 2 spellslots of the highest level that both recharge on a SR + mystic arcanum as in the 2014 PHB. Additional 5th level slots starting at level 11 as per the 2014 Warlock spell table.
2014 Warlock but 1 quick recharge per day (like UA6 monk) instead of more slots at higher levels: Full caster spell progression, 2 spellslots of the highest level that both recharge on a SR, 1x 1 minute short rest per day starting at 7th level. + mystic arcanum as in the 2014 PHB
UA5 Warlock (Half-caster + expanded Mystic Arcanum): Warlock as presented in UA5 with normal half-caster spellslots, plus 1 free pact spell cast, plus expanded mystic arcanum as in UA5 for additional free casts per day.
Channel Divinity (2014 spell progression but slots scale & recharge like UA6 cleric CD): Full caster spell level & spells known progression, with spell slots of only the highest level, however a number of spell slots equal to the number of Channel Divinities shown in the UA6 cleric table, and one spell slots recharged each SR. + mystic arcanum as in the 2014 PHB
Spread slots (one slot of each spell level instead of 2 highest level slots, slots recharge on a SR)) : Rather than pact slots increasing in slot level, you gain 1 additional pact slot at each spell slot level as you unlock it following full caster spell progression. All pact slots recharge on a SR. + mystic arcanum as in the 2014 PHB
Personally I'd like pact magic to be changed to have lower levelled slots and that pact magic doesn't recover all slots, but a X number of slots during a short rest. Put the below table in to show how I think it could work.
I'll wait to see what JC meant by "more options" for Arcane Invocations. Did he mean the Warlock gets to choose more of them? Or did he mean there will be more from which to choose? Or both? Because more Invocations could mean more at-will lower level utility-type spells, and that would make Pact Magic with Mystic Arcanum more appealing. Also, JC alluded to some kind of boost to the number of spell slots for Pact Magic. I think an increase to Pact slots, along with more Invocations & more Invocations from which to choose, plus Mystic Arcanum... that's a decent Warlock. And Warlock was already pretty popular.
I'd like to see their spell list include more spells that scale well, in order to make full use of their uniquely scaling spell slots. The non-scaling spells could be made into Invocation options, either free to cast, or able to cast a limited number of times per day, depending upon power of the spell. Like an Invocation that grants limited Flight or Invisibility. Or perhaps other, more powerful spells as Invocations- like a summon spell- but limited to once per day casting. The "this spell gets added to your spell list" Invocations are not very appealing.
I'm not completely against a half-caster Warlock, either. I'd mostly worry about them losing their unique mechanical flavor. Would exclusive Eldritch Blast & Hex, along with Eldritch Invocations (that mostly would end up as Mystic Arcanums) be enough to make Warlock feel unique? Would it be more appealing than a full caster, like Sorcerer, Wizard, Druid, Bard, or Cleric? Would the half caster slow spell progression become the new source of complaint about the Warlock? I don't really know the answers, but I'd worry about them.
And of course, much of this all depends on if and how spells are amended. Look at how much changing Hex and Hunter's Mark affected the Warlock and the Ranger. And that's just 2 spells. At this point, there are still too many unknowns and what-ifs. And after all the playtests are done, they could still pull a 180 at publication, like they did with the 2014 Sorcerer. So who knows?
I like the Channel Divinity version. Add a free casting of a patron spell. Mystic Arcanum like 2014 warlock. Add a new type of invocation called Eldritch Magic that allows the warlock to select any spell of equal or lower level max 5th level spell and cast it once without expanding a pact-slot. For example you take it at 5th level and select any 3rd level or below spell. Can cast it with pact-slots if you have any left. Can be taken multiple times. Make the number of spells known 15.
I am close to CD, but you already know what I think it should be. 1 at 1, 2 at 2, 3 at 3 and 4 at 4 to 9 and 5 at 10+ Recovering 1 slot each short rest maybe getting to 6 at level 18. Half caster is fine, 2014 with a monk like ability is probably fine, bounded slots like the PF 2e magus is also probably fine. 2014 as is, no.
To explain why.... At level 1 if the warlock has 2 slots and recovers 1 on each short rest than his spell casting would be =/> the Wizards spell casting as both would have 2 first level slots and recover 1 on the first short rest, the warlock would just recover an additional every short rest after. At level 3 if the Warlock only had 2 second level slots and only recovered 1 on a short rest this would be an outright nerf to where the warlock is right now. It would have the same number of spells with no rests and after 1 short rest would have 1 less spell than current and 2 less spells after 2. It would, however, match the other full casters who focus on casting after the first short rest in number of highest level slots all while not having any of the lower level slots, until level 4 at which point the full casters would just outright surpass. Only by level 6 and having 3 slots do we have a power trade off with having 1 more with no short rests the same with 1 and 1 less with 2 but STILL matching the full casters in top casts while sacrificing ALL lower level casts, and this dynamic changes at 11, where again the CD warlock is outright worse than the current 2014 warlock.
With my suggestion at 1 the warlock is 1 spell behind the Wizard with no short rests or 1 short rests and only catches up after the second short rest (which is much rarer at level 1) Same at level 2. At level 3 the Warlock has half the total spells of a full caster but a single more second level spell than them without a short rest, after the first short rest it keeps that dynamic and after the second it has an total of 2 more 2nd level spells, at this level it also has 1 more cast than current lock with no rests, equal casts after 1 short and 1 less with 2 rests. Level 4 going to 4 keeps the level 3 dynamic of half the total number of casts but a single cast of the highest slot over, and compared to current lock it has 2 more casts with no rests, 1 more cast with 1 and = casts with 2 making its power more reliable, but not "stronger". From this point it basically stays the same till level 10.
Compared to other full casters at 5 it will have 2 more casts of a 3rd with no or 1 rest and 3 more with a 2nd rest, It will have 4 slots to a full casters 9, Compared to a sorcerer that converted all slots and SP to 3rd level slots it would be 4 slots to the sorc 5, only matching the sorc after 1 short rest and passing it after 2. And this is typically considered an inefficient use of SP. At 7 the full casters are up to 11 vs the locks 4, the sorc matches that 4 4th and still has a 3rd level and a second level spell left over, at 8 this changes to 5 4th level slots with 2 3rd level over (12 slots to 4 without conversion), at 9 it is 5 5th and a 4th left over (14 slots to 4 without conversion)....... again very inefficient use of SP, but the Warlock is usually only matching the Sorc after 1 short rest, and only passing it after the second with the sorc doing the least optimal thing it can do. At 10 sorc is 6 5th and a 4th and a 1st (15 slots to 5 without conversion) , and just gets better from there. By 18 The sorc is up to 8 5th level casts if it wants to be and still has a 4th left over and a second 6th level slot.
In addition, compared to 2014 warlock, my suggestion at 11 is 2 casts ahead after no rests, = at 1 rest and 2 casts behind after 2. At 18 it is 2 casts ahead with no rests, 1 cast BEHIND after 1 rest and 4 casts behind after 2. Ultimately, it allows more reliable casting, but reigns in the crazy power at higher levels AND reigns in the power of rest abuse.
Half-caster spell slot progression, but Mystic Arcanum progression matching regular caster progression. To cast your Arcanums, you sacrifice spell slots totalling the level of the arcanum. 1st- to 5th-level Arcanums refresh on a short rest; 6th- to 9th-level Arcanums refresh on long rest. Hm?
so cross out, for example, seven 1st spell-level slots to cast the long-rest refreshing 'arcanum of the 7th seal' or whatnot? i'm with you conceptually but i'm not sure it maths out if you translate spell slots to spell cost values. for instance, the spell points variant in the DMG gives 1st-level spells a value of 2 but 7th-level spells a value of 10. might have to provide a table, but that's nothing new.
as for the 1st-5th spell-level arcanums, just call those pact slots and treat them as such. if you don't, you'd quickly run into the issue of the 'arcanum of the 3nd seal' or whatnot refreshing on short rest but not having enough spell slots to cast it with. that might be confusing or easy to mistake in a fast paced game.
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I think my choice would probably be the 2014 Pact Magic spell level progression, with the number of spell slots and their recharge working similar to the new Channel Divinity. A set number of Pact Magic slots per Long Rest, with a subset of them recharged on each Short Rest. You wouldn't need the Long Rest total to be that much more than the Short Rest recharge amount, just enough so that the Warlock has some extra oomph for that one Big Fight each day. I would also increase the number of free castings from your Patron's bonus spell list, because I like the idea of incentivizing Warlocks to be more "on brand" with their spellcasting. I liked the idea of using Invocations to let Warlocks take 6th- through 9th-level spells, my beef was that even with the extra Invocations we got, and the extra Pact Boon benefit being about one Invocation's worth, having to spend 4 Invocations to get the old amount of Mystic Arcana was a net negative compared to the 2014 Warlock.
Having the 3rd pact slot appear a few levels sooner is almost enough - maybe bring out the Baldur's Gate rules where a short rest takes far less time (5-15 minutes) but there is a limit to how many you can take before needing a long rest. In the video game it's limited to 2, but in the TTRPG I'd think 3 is the proper number - you need sometimes when the power rests with the short rest class to balance out the times where there is a 15 minute workday and the long rest class is king. The only way to get that "4th" short rest without a long rest would be if the long rest was interrupted. Maybe after some testing the limit should be 2, but then, that's what playtest is for.
In my opinion, give them the 2014 spell progression (5th level spells by character level 9 and mythic Arcanum for higher level spells) and number of spells known, BUT make them spell point casters with Half Caster spell points. That would make casting more flexible and you could choose if you want to upcast or use the spell points for additional lower level spells. The rules for spell points are in the DMG page 288. It is actually the same system that sorcerers use for creating additional spell slots from their sorcery points.
Warlocks could roll their hit dice to regain spell points instead of hit points during short rests (or as a special feature with a shorter time cost). That would represent that the warlocks sacrifices their health/life force in exchange for additional magical powers from their patron.
I would keep the one free casting of a spell from the patrons expanded spell list from UA5 too.
I'd like them to take the 2014 PHB warlock spell table and convert that into that many Spell Points for spellcasting. That is to say, something like this:
Warlock Level
Spell Level
Spell slots
Spell Points
1
1
1
1
2
1
2
2
3
2
2
4
4
2
2
4
5
3
2
6
6
3
2
6
7
4
2
8
8
4
2
8
9
5
2
10
10
5
2
10
11
5
3
15
12
5
3
15
13
5
3
15
14
5
3
15
15
5
3
15
16
5
3
15
17
5
4
20
18
5
4
20
19
5
4
20
20
5
4
20
Maybe smooth out the progression a little if they like, but still end up at 20 Spell Points. The max level of a spell you can cast at a given level would be the Spell Level column from the 2014 PHB. Their pool of spell points replenishes on a long rest.
I prefer almost anything other than 2014's pact magic. After playing several warlocks, its usefulness depends entirely on something as circumstantial as being able to take a lot of short rests. Additionally, by not having low-level spell slots, it lacks utility magic. I liked the half caster proposal. I really enjoyed the playtest booklock. But it seems like people didn't like it, which is fine. What bothers me is that WoTC's lazy response to that seems like it's going to be to go back to the 2014 design (something they always do, and it's a terrible design philosophy). I would like them to be brave, and try to give that idea a twist. Or that they propose something new. But they're not going to do it. They are going to return to what was in 2014, with some small changes.
I prefer almost anything other than 2014's pact magic. After playing several warlocks, its usefulness depends entirely on something as circumstantial as being able to take a lot of short rests. Additionally, by not having low-level spell slots, it lacks utility magic. I liked the half caster proposal. I really enjoyed the playtest booklock. But it seems like people didn't like it, which is fine. What bothers me is that WoTC's lazy response to that seems like it's going to be to go back to the 2014 design (something they always do, and it's a terrible design philosophy). I would like them to be brave, and try to give that idea a twist. Or that they propose something new. But they're not going to do it. They are going to return to what was in 2014, with some small changes.
They know that players had issues with the 2014 design as-is, which is why they tried the half-caster idea in the first place. What they seemed to underestimate was the support for the "concept" of Pact Magic, even if the implementation had issues. My guess is the changes to Pact Magic in the next version won't be quite as small as you're implying, but they won't be huge. Hopefully we'll know very soon since it looks like UA7 is almost here.
If we are going to guess, my bet is that it will be more or less the same system but you will be able to recover a spell slot by spending an action. And you can do that as many times as your PB per long rest.
That, or a few more Spell slots and Arcane Recovery or something similar. But be careful with that. Giving more Spell slots to a caster who always goes to the highest level is dangerous. So I would expect 1 additional spell slot at most.
I would have liked one more pact slot granted somewhere around level 5 or 6, or even the subclass option of one spell from the subclass list once per long rest (provided the character can cast the spell in question, no 3rd level warlocks casting 5th level spells).
The designers also need to get over their addiction to the phrase "if there are none remaining". The issue with resource hoarding isn't not having enough, it's the fear of being caught with zero.
Warlocks are back to having effectively and practically zero ability to cast leveled spells, and players will constantly be forced to hoard their precious and irreplaceable spell resources to the point of never feeling like they're allowed to use their Pact Magic slots again, yes.
I'd like them to take the 2014 PHB warlock spell table and convert that into that many Spell Points for spellcasting. That is to say, something like this:
Warlock Level
Spell Level
Spell slots
Spell Points
1
1
1
1
2
1
2
2
3
2
2
4
4
2
2
4
5
3
2
6
6
3
2
6
7
4
2
8
8
4
2
8
9
5
2
10
10
5
2
10
11
5
3
15
12
5
3
15
13
5
3
15
14
5
3
15
15
5
3
15
16
5
3
15
17
5
4
20
18
5
4
20
19
5
4
20
20
5
4
20
Maybe smooth out the progression a little if they like, but still end up at 20 Spell Points. The max level of a spell you can cast at a given level would be the Spell Level column from the 2014 PHB. Their pool of spell points replenishes on a long rest.
I think this is a perfect solution (though your numbers are a bit off - 1st level spells require 2 spell points). This way, spells like Hex remain useful throughout the Warlock's life (no one is going to spend a 3rd level or higher slot to cast Hex). Why would you switch the recovery to long rest, though? I don't think switching to spell points ups the power level or anything.
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There has been much discussion on how to design the warlock with a major division between those whose tables play long adventuring days with many short rests (prefer 2014 warlock) and those tables that play short adventuring days with few short rests (prefer UA warlock). So here I propose several alternative designs for the warlock to see if it is possible to reach a compromise between these two camps.
So please rank your design preferences from the options above. Clarification of what is meant by each option is below:
2014 Warlock (2 spellslots that recharge on a SR) :
Full caster spell progression 2 spellslots of the highest level that both recharge on a SR + mystic arcanum as in the 2014 PHB. Additional 5th level slots starting at level 11 as per the 2014 Warlock spell table.
2014 Warlock but 1 quick recharge per day (like UA6 monk) instead of more slots at higher levels:
Full caster spell progression, 2 spellslots of the highest level that both recharge on a SR, 1x 1 minute short rest per day starting at 7th level. + mystic arcanum as in the 2014 PHB
UA5 Warlock (Half-caster + expanded Mystic Arcanum):
Warlock as presented in UA5 with normal half-caster spellslots, plus 1 free pact spell cast, plus expanded mystic arcanum as in UA5 for additional free casts per day.
Channel Divinity (2014 spell progression but slots scale & recharge like UA6 cleric CD):
Full caster spell level & spells known progression, with spell slots of only the highest level, however a number of spell slots equal to the number of Channel Divinities shown in the UA6 cleric table, and one spell slots recharged each SR. + mystic arcanum as in the 2014 PHB
Spread slots (one slot of each spell level instead of 2 highest level slots, slots recharge on a SR)) :
Rather than pact slots increasing in slot level, you gain 1 additional pact slot at each spell slot level as you unlock it following full caster spell progression. All pact slots recharge on a SR. + mystic arcanum as in the 2014 PHB
Personally I'd like pact magic to be changed to have lower levelled slots and that pact magic doesn't recover all slots, but a X number of slots during a short rest. Put the below table in to show how I think it could work.
Warlock Level
Short Rest Slots
1st level slots
2nd level slots
3rd level slots
4th level slots
5th level slots
1
1
1
2
1
2
3
1
1
1
4
1
1
2
5
1
1
1
1
6
2
1
1
2
7
2
1
1
1
1
8
2
1
1
1
2
9
2
1
1
1
1
1
10
2
1
1
1
1
2
11
3
1
1
1
1
2
12
3
2
1
1
1
2
13
3
2
1
1
1
3
14
3
2
2
1
1
3
15
3
2
2
1
1
3
16
4
2
2
2
1
3
17
4
2
2
2
1
4
18
4
2
2
2
2
4
19
4
2
2
2
2
4
20
4
2
2
2
2
4
I'll wait to see what JC meant by "more options" for Arcane Invocations. Did he mean the Warlock gets to choose more of them? Or did he mean there will be more from which to choose? Or both? Because more Invocations could mean more at-will lower level utility-type spells, and that would make Pact Magic with Mystic Arcanum more appealing. Also, JC alluded to some kind of boost to the number of spell slots for Pact Magic. I think an increase to Pact slots, along with more Invocations & more Invocations from which to choose, plus Mystic Arcanum... that's a decent Warlock. And Warlock was already pretty popular.
I'd like to see their spell list include more spells that scale well, in order to make full use of their uniquely scaling spell slots. The non-scaling spells could be made into Invocation options, either free to cast, or able to cast a limited number of times per day, depending upon power of the spell. Like an Invocation that grants limited Flight or Invisibility. Or perhaps other, more powerful spells as Invocations- like a summon spell- but limited to once per day casting. The "this spell gets added to your spell list" Invocations are not very appealing.
I'm not completely against a half-caster Warlock, either. I'd mostly worry about them losing their unique mechanical flavor. Would exclusive Eldritch Blast & Hex, along with Eldritch Invocations (that mostly would end up as Mystic Arcanums) be enough to make Warlock feel unique? Would it be more appealing than a full caster, like Sorcerer, Wizard, Druid, Bard, or Cleric? Would the half caster slow spell progression become the new source of complaint about the Warlock? I don't really know the answers, but I'd worry about them.
And of course, much of this all depends on if and how spells are amended. Look at how much changing Hex and Hunter's Mark affected the Warlock and the Ranger. And that's just 2 spells. At this point, there are still too many unknowns and what-ifs. And after all the playtests are done, they could still pull a 180 at publication, like they did with the 2014 Sorcerer. So who knows?
I like the Channel Divinity version. Add a free casting of a patron spell. Mystic Arcanum like 2014 warlock. Add a new type of invocation called Eldritch Magic that allows the warlock to select any spell of equal or lower level max 5th level spell and cast it once without expanding a pact-slot. For example you take it at 5th level and select any 3rd level or below spell. Can cast it with pact-slots if you have any left. Can be taken multiple times. Make the number of spells known 15.
I am close to CD, but you already know what I think it should be. 1 at 1, 2 at 2, 3 at 3 and 4 at 4 to 9 and 5 at 10+ Recovering 1 slot each short rest maybe getting to 6 at level 18. Half caster is fine, 2014 with a monk like ability is probably fine, bounded slots like the PF 2e magus is also probably fine. 2014 as is, no.
To explain why.... At level 1 if the warlock has 2 slots and recovers 1 on each short rest than his spell casting would be =/> the Wizards spell casting as both would have 2 first level slots and recover 1 on the first short rest, the warlock would just recover an additional every short rest after. At level 3 if the Warlock only had 2 second level slots and only recovered 1 on a short rest this would be an outright nerf to where the warlock is right now. It would have the same number of spells with no rests and after 1 short rest would have 1 less spell than current and 2 less spells after 2. It would, however, match the other full casters who focus on casting after the first short rest in number of highest level slots all while not having any of the lower level slots, until level 4 at which point the full casters would just outright surpass. Only by level 6 and having 3 slots do we have a power trade off with having 1 more with no short rests the same with 1 and 1 less with 2 but STILL matching the full casters in top casts while sacrificing ALL lower level casts, and this dynamic changes at 11, where again the CD warlock is outright worse than the current 2014 warlock.
With my suggestion at 1 the warlock is 1 spell behind the Wizard with no short rests or 1 short rests and only catches up after the second short rest (which is much rarer at level 1) Same at level 2. At level 3 the Warlock has half the total spells of a full caster but a single more second level spell than them without a short rest, after the first short rest it keeps that dynamic and after the second it has an total of 2 more 2nd level spells, at this level it also has 1 more cast than current lock with no rests, equal casts after 1 short and 1 less with 2 rests. Level 4 going to 4 keeps the level 3 dynamic of half the total number of casts but a single cast of the highest slot over, and compared to current lock it has 2 more casts with no rests, 1 more cast with 1 and = casts with 2 making its power more reliable, but not "stronger". From this point it basically stays the same till level 10.
Compared to other full casters at 5 it will have 2 more casts of a 3rd with no or 1 rest and 3 more with a 2nd rest, It will have 4 slots to a full casters 9, Compared to a sorcerer that converted all slots and SP to 3rd level slots it would be 4 slots to the sorc 5, only matching the sorc after 1 short rest and passing it after 2. And this is typically considered an inefficient use of SP. At 7 the full casters are up to 11 vs the locks 4, the sorc matches that 4 4th and still has a 3rd level and a second level spell left over, at 8 this changes to 5 4th level slots with 2 3rd level over (12 slots to 4 without conversion), at 9 it is 5 5th and a 4th left over (14 slots to 4 without conversion)....... again very inefficient use of SP, but the Warlock is usually only matching the Sorc after 1 short rest, and only passing it after the second with the sorc doing the least optimal thing it can do. At 10 sorc is 6 5th and a 4th and a 1st (15 slots to 5 without conversion) , and just gets better from there. By 18 The sorc is up to 8 5th level casts if it wants to be and still has a 4th left over and a second 6th level slot.
In addition, compared to 2014 warlock, my suggestion at 11 is 2 casts ahead after no rests, = at 1 rest and 2 casts behind after 2. At 18 it is 2 casts ahead with no rests, 1 cast BEHIND after 1 rest and 4 casts behind after 2. Ultimately, it allows more reliable casting, but reigns in the crazy power at higher levels AND reigns in the power of rest abuse.
so cross out, for example, seven 1st spell-level slots to cast the long-rest refreshing 'arcanum of the 7th seal' or whatnot? i'm with you conceptually but i'm not sure it maths out if you translate spell slots to spell cost values. for instance, the spell points variant in the DMG gives 1st-level spells a value of 2 but 7th-level spells a value of 10. might have to provide a table, but that's nothing new.
as for the 1st-5th spell-level arcanums, just call those pact slots and treat them as such. if you don't, you'd quickly run into the issue of the 'arcanum of the 3nd seal' or whatnot refreshing on short rest but not having enough spell slots to cast it with. that might be confusing or easy to mistake in a fast paced game.
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I think my choice would probably be the 2014 Pact Magic spell level progression, with the number of spell slots and their recharge working similar to the new Channel Divinity. A set number of Pact Magic slots per Long Rest, with a subset of them recharged on each Short Rest. You wouldn't need the Long Rest total to be that much more than the Short Rest recharge amount, just enough so that the Warlock has some extra oomph for that one Big Fight each day. I would also increase the number of free castings from your Patron's bonus spell list, because I like the idea of incentivizing Warlocks to be more "on brand" with their spellcasting. I liked the idea of using Invocations to let Warlocks take 6th- through 9th-level spells, my beef was that even with the extra Invocations we got, and the extra Pact Boon benefit being about one Invocation's worth, having to spend 4 Invocations to get the old amount of Mystic Arcana was a net negative compared to the 2014 Warlock.
Having the 3rd pact slot appear a few levels sooner is almost enough - maybe bring out the Baldur's Gate rules where a short rest takes far less time (5-15 minutes) but there is a limit to how many you can take before needing a long rest. In the video game it's limited to 2, but in the TTRPG I'd think 3 is the proper number - you need sometimes when the power rests with the short rest class to balance out the times where there is a 15 minute workday and the long rest class is king. The only way to get that "4th" short rest without a long rest would be if the long rest was interrupted. Maybe after some testing the limit should be 2, but then, that's what playtest is for.
We won't have to guess if they'd just release the damn UA 7 like they teased over two weeks ago! *grrr*
They said September, it's still August...
Well clearly I missed the part when he explicitly said "September" - but, even, so I call baloney. It should be out already. Get it done.
In my opinion, give them the 2014 spell progression (5th level spells by character level 9 and mythic Arcanum for higher level spells) and number of spells known, BUT make them spell point casters with Half Caster spell points. That would make casting more flexible and you could choose if you want to upcast or use the spell points for additional lower level spells. The rules for spell points are in the DMG page 288. It is actually the same system that sorcerers use for creating additional spell slots from their sorcery points.
Warlocks could roll their hit dice to regain spell points instead of hit points during short rests (or as a special feature with a shorter time cost). That would represent that the warlocks sacrifices their health/life force in exchange for additional magical powers from their patron.
I would keep the one free casting of a spell from the patrons expanded spell list from UA5 too.
I'd like them to take the 2014 PHB warlock spell table and convert that into that many Spell Points for spellcasting. That is to say, something like this:
Maybe smooth out the progression a little if they like, but still end up at 20 Spell Points. The max level of a spell you can cast at a given level would be the Spell Level column from the 2014 PHB. Their pool of spell points replenishes on a long rest.
"Not all those who wander are lost"
I prefer almost anything other than 2014's pact magic. After playing several warlocks, its usefulness depends entirely on something as circumstantial as being able to take a lot of short rests. Additionally, by not having low-level spell slots, it lacks utility magic.
I liked the half caster proposal. I really enjoyed the playtest booklock. But it seems like people didn't like it, which is fine. What bothers me is that WoTC's lazy response to that seems like it's going to be to go back to the 2014 design (something they always do, and it's a terrible design philosophy). I would like them to be brave, and try to give that idea a twist. Or that they propose something new. But they're not going to do it. They are going to return to what was in 2014, with some small changes.
They know that players had issues with the 2014 design as-is, which is why they tried the half-caster idea in the first place. What they seemed to underestimate was the support for the "concept" of Pact Magic, even if the implementation had issues. My guess is the changes to Pact Magic in the next version won't be quite as small as you're implying, but they won't be huge. Hopefully we'll know very soon since it looks like UA7 is almost here.
If we are going to guess, my bet is that it will be more or less the same system but you will be able to recover a spell slot by spending an action. And you can do that as many times as your PB per long rest.
That, or a few more Spell slots and Arcane Recovery or something similar. But be careful with that. Giving more Spell slots to a caster who always goes to the highest level is dangerous. So I would expect 1 additional spell slot at most.
Looks like option #2 (2014 Warlock with a quick recharge option 1/LR) is what they're going with.
I would have liked one more pact slot granted somewhere around level 5 or 6, or even the subclass option of one spell from the subclass list once per long rest (provided the character can cast the spell in question, no 3rd level warlocks casting 5th level spells).
The designers also need to get over their addiction to the phrase "if there are none remaining". The issue with resource hoarding isn't not having enough, it's the fear of being caught with zero.
Warlocks are back to having effectively and practically zero ability to cast leveled spells, and players will constantly be forced to hoard their precious and irreplaceable spell resources to the point of never feeling like they're allowed to use their Pact Magic slots again, yes.
Hurray Internet. Well ******* done.
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I think this is a perfect solution (though your numbers are a bit off - 1st level spells require 2 spell points). This way, spells like Hex remain useful throughout the Warlock's life (no one is going to spend a 3rd level or higher slot to cast Hex). Why would you switch the recovery to long rest, though? I don't think switching to spell points ups the power level or anything.