Not really. It's got two attack cantrips that rely on Int saves that do psychic damage, but that's about it damage-wise. Nice for the different save and damage type, but no better than other other save/attack cantrip really. There probably are more dumb enemies than Dexxy or Forty things around though. But BBEG bosses often get 3 free saves, so they're not great against the big bads. Not for a primary blaster.
Psionics does have some nice mêlée options, but that's not really for this thread. It's also got plenty of "soft" options too, but not much that goes kaboom.
I'm sure the class will be great in the long-term (when it's finished), but for now the UA is still for power-dipping. Nice options, but what we currently have is for multi-classing.
On swarms, again, not really. Theoretically they have pretty amazing damage/HP as summons, and can stack in one spot if you use a grid for combat (AoO aplenty if a foe moves), but in practice they're not as good as they look. They're good DoT though, last ages, and are still one of the best summons from Conjure Animals there is (there's lots of types of swarms, all with different uses. Mostly it's Swarms of Ravens you use though, because they're all-round good). There's plenty of things to summon that are good though, and most play groups don't allow swarms (even if they're CR 1/4 or 1/2), mostly because they're slightly better than good from a spell that is already very good. It's not necessarily "blasty", but damage is damage. You can still cast instant non-concentration spells while your summons/swarms do things, so it's just another form of action economy. A very good one that some DMs hate (lots of rolls, lots of options, potentially a lot of adjudication needed. It can slow things down).
For a 5th level build, you really can't go wrong with Sorc 3/Warlock 2. High Char and any other stats you want. V.human or H.elf for the race.
Then level to Sorc 5, and start considering options. It gives plenty of choices and resources, E.blast +Char damage for your basic attack, Hex for damage boosting, and fireballs etc for kabooms. Scorching Ray isn't too shabby either.
Then dump two levels of Fighter in down the track somewhere if you ever feel like Quickened spells aren't quite enough damage for you (AS+Quickened is about all the action economy you'll ever get from anything). It's hard to fit in though, and slows spell progress/damage to a crawl (with a pretty reasonable payoff, but not necessary mostly). If action surge isn't a concern, then Warlock 3 is good for a nice ritual book or a pet, more lvl 2 slots to play with (font them if you don't use them), and some RP junk for fun. Sorc 17/Lock 3 is pretty much the stereotypical lvl20 blaster build, for lots of very good reasons. I'd stick to levelling Sorc for a while unless there's very good reasons to grab Lock 3 (you're the only caster, there's no party scout and you really need one, there's always long times between short rests, etc). One level of Cleric (Arcana) from SCAG is always an option for anyone with Wis13+, but it's probably least good here, because SorcLock is already so good.
A light Cleric is actually pretty funky for blasting too. I'd still want either Sorc 3 or Lock 2 in there somewhere for Quickened/font or Hex/E.blast, but you get all the basic blasting, a nicish AoE divine thingo for hordes, and the whole cleric spell list. It's not great, but it's often over-looked, and does as well as many other blaster builds (although it's not as finely tuned or regularly used as SorcLock).
I can't really recommend a Mountain Druid/Tempest Cleric mix, but in theory, they're not bad for lightning spooge with plenty of versatility on their lists from cantrips and little Wild Shape.