In 5e, when it comes to making your character class, there is essentially one choice you make for most classes: what subclass do I take. Even if you're a preparation caster, you have a "typical load" that you carry, although you can change that, and you probably change it a bit as you level up and might change it a bit in response to specific situations. One of the original classes stands out from this: the Warlock. In cast you haven't played one you choose a pact (subclass) at first level, an oath at third, and Eldritch Invocations all the way from second to eighteenth. You make active choices about your character at just about every level. With your pacts, oaths and invocations you can tweak your warlock to be anything from a front-rank fighter, piling out good damage, to a fey illusion-based magic to a heavy blaster, to the party face. While your core class limits your spell-casting (rising to at most four fifth spells per short rest plus one each of sixth to ni...
This blog is written with the assumption that Wizards of the Coast lose their marbles and appoint me to be the lead designer for 6e D&D! It's not going to start as a serious play-test build, more outlining the ideas I'd like to see but if there is enough interest it might build up to more.