Verbal component of spells is flavored as saying the name of the spell, in any language or order for the duration. Fireball can be Llaberif, or Narlab in elvish or if you reflavor it to be ice damage, calling the spell Icebomb. For rituals, it is enchanting the same word for the duration. This is for flavor. If you thought of something else, tell it to the DM.
The somatic component of spells are the intricate hand/s movements or arcane focus movement that facilitates the manifestation of the spell. With this, a visual of arcane circles, sigils or runes are seen (Kinda like in Dr. Strange).
Main casters get the Cantrip sub feature at level 1:
You know the X cantrip (this cantrip does not count against your cantrips known).
X is:
Artificer - Mending
Bard - Friends or Minor Illusion or Thaumaturgy
Cleric - Thaumaturgy
Druid - Druidcraft
Sorcerer - Prestidigitation
Warlock - Eldritch Blast
Wizard - Prestidigitation
At 3rd level, you learn the eldritch blast cantrip if you don't know it already. It does not count against your maximum number of cantrips known. In addition, you add your Charisma modifier to the damage it deals on a hit. [WITH THIS, AGONIZING BLAST INVOCATION IS REMOVED]
Eldritch Master. [Revised] At 20th level, you have completely transcended the pact you initially swore, and thus draw on your own eldritch power in a display of profane power. As an action you can regain all expended warlock spell slots, and can create one of the following effects of your choice:
Apotheosis. You become a creature type the same type as your patron, gain a flying speed equal to your walking speed, and become immune to the frightened and charmed conditions. This transformation lasts for 1 minute.
Eldritch Barrage. The next eldritch blast you cast instead creates 10 beams instead of the normal number of beams you can create.
Supernatural Recovery. You regain 10d8 hit points.
Surge of Possibility. You can take another action this turn.
Transcended Step. You grant yourself a teleport speed of 60 feet for 1 minute.
Unchained Destruction. You can force every creature of your choice within 30 feet of you to make a Dexterity saving throw. On a failed save, a creature takes 10d10 damage, of a type appropriate based on your patron. On a successful save, a creature takes half damage. Once you use this feature, you must finish a long rest before you can do so again.
Pact of the Blade [Rewritten]
You gain proficiency in medium armor, shields, and martial weapons.
You create your pact weapon, which is any melee weapon with which you are proficient, as a bonus action.
When you attack with your pact weapon weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
If the weapon has the heavy property or a Strength requirement, you can attack as though you meet the requirements to use it without a penalty.
At 5th level in this class, you gain the thirsting blade invocation, which does not count against your number of invocations known.
Pact of the Chain [Rewritten]
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
At 3rd level in this class, you gain the investment of the chain master invocation, which does not count against your number of invocations known.
[House rule: FAMILIAR FAMILIAR - With the Find Familiar Spell you can take any Tiny sized creature that is less than and equal to CR 1/2. With Pact of the Chain, this is expanded to CR 2. This is true for creatures from official books. There is also a book of familiars in which you can browse but the DM can make it a quest to find one and make it a familiar.]
Pact of the Talisman [Rewritten]
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
At 3rd level in this class, you gain the rebuke of the talisman invocation, which does not count against your number of invocations known.
Pact of the Tome [Rewritten]
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
At 3rd level in this class, you gain the book of ancient secrets invocation, which does not count against your number of invocations known.
Optional rules for an Intelligence-based Warlock
Saving Throws Your saving throw proficiencies become Intelligence, Wisdom instead of Charisma, Wisdom when you select this class at 1st level.
Spellcasting Ability Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Class Feature and Invocation Alteration Whenever a warlock class feature or an Eldritch Invocation references your Charisma modifier, you must use your Intelligence modifier instead of your Charisma modifier.
Intelligence is an ability score that many groups find less useful than other ability scores. Wizards and subclasses based around the wizard spell list are among the only ones that rely on it for anything other than skills. There are very few spells that target Intelligence saving throws, so it isn’t very useful from a defensive standpoint. Additionally, Charisma is essential for four core classes, while Intelligence only boasts one. Shifting your warlocks to rely on Intelligence helps to shift their role away from social prowess into intellectual study, and can provide diversity in party abilities from that perspective. It should have a negligible effect on the overall strength of the class in gameplay.
Optional rules for a Wisdom-based Warlock
Class Skills The warlock class skill list is replaced with the following one: Animal Handling, Arcana, Insight, Medicine, Nature, Religion, Survival.
Spellcasting Ability Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Class Feature and Invocation Alteration Whenever a warlock class feature or an Eldritch Invocation references your Charisma modifier, you use your Wisdom modifier instead of your Charisma modifier.
The relationship between warlock and otherworldly patron varies dramatically. When a warlock casts spells using their Charisma, they are effectively saying “This is my power. It is inherent to my soul. I have purchased it, and it is now separate and distinct from any other. When I grow in power, I may learn from my patron, but even if my patron were gone, I would still be able to grow and advance.”
Wisdom implies a connection to an external force in most cases. Clerics have a direct connection to their god, and if they were rejected by their deity for some reason, then they would need to find a new one to grant them their abilities. Druids have a similar connection with nature, calling upon it and channeling its power through them. If your warlock has a similar, directly subservient relationship with their patron, it may be fitting to have them use Wisdom instead of Charisma to represent this distinctive change. Note, however, that this is not always appropriate from a gameplay perspective. Wisdom is a more valuable ability score when it comes to saving throws, which makes the warlock somewhat more powerful. While in most cases it should have a limited effect on gameplay, think carefully before allowing this rule.