I'm in the process of designing a magic weapon for Hexblades and I wanted to give it a special bonus to each of the different pacts. However I can't think of why a Hexblade would pick Pact of Chain, except for RP purposes, so trying to figure out a bonus for it is being difficult. Any advice for me?
Also I'm stuck between making it a Halberd, Greataxe, or Maul. Any suggestions on this as well?
Looking at the Hexblade, it's pretty clear that it was made for the Pact of the Blade. Personally, I've never been fond of the Blade boon, as Warlocks are only a little less squishy than wizards or sorcerers. The Hexblade actually makes that boon worthwhile. Sure, you don't really get much benefit from the boon itself (other than your weapon becoming magical), but the invocations let you make a decent Gish.
I'm in the process of designing a magic weapon for Hexblades and I wanted to give it a special bonus to each of the different pacts. However I can't think of why a Hexblade would pick Pact of Chain, except for RP purposes, so trying to figure out a bonus for it is being difficult. Any advice for me?
Also I'm stuck between making it a Halberd, Greataxe, or Maul. Any suggestions on this as well?
The Chain Pact bonus could have something to do maybe with sharing a special ability from the familiar to the Warlock (I am thinking the invisibility of the Imp, for example) a certain number of times per short/long rest.
Other than that: wouldn't a two-handed weapon be only usable as Hex Warrior weapon if the Warlock chooses the Pact of the Blade? maybe using a versatile weapon as base might be preferable, as you bypass the non-two-handed limitation from the sub-class feature.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Honestly, I think the Pact Chain is kinda redundant with hexblade. See, the biggest benefit of having a familiar is having someone that can Help youduring combat, or act as a scout. The level 6 ability to summon a specter is basically just calling out a ghostly familiar instead of an imp or fae critter, and serves all the same abilities as a regular chain pact familiar. The only difference is that you can't take any of the chain pact's upgrades.
Even if someone did take chain pact, the imp, quasit, fae or dragon seem a bit out of place too? You might want to address that as well.
As for benefits? Improve their combat abilites is always a good start.
Ok, lets brake down the benefits of the Pact and the Boon.
Pact of Blade: Weapon becomes magical and you can summon it from "hammer space"
Pact of Chains: Improved Find Familiar Imp: Fly, Devil's Sight, Invisibility, and opposable thumbs Psudeodragon: Fly, limited one way telepathy, and Blindsight 10' Quasit: Invisibility, Scare 1/day, and opposable thumbs Sprite: Fly, Invisibility, Poisoned Shortbow, and opposable thumbs
Hexblades Curse & Hex Warrior (medium armor, shield, martial weapons, able to use non two handed weapons with Charisma)
Honestly the Pact of the Blade without spending invocations, doesn't get you a whole lot. What Pact of the Blade lets you have is at Thirsting Blade for 2 attacks at 5th and Life Drinker for your Cha Mod in Necrotic damage at 12th. Hex Warrior doesn't give you much for duel wield because it only applies to a single weapon. If you're willing to spend a feat on Warcaster the no two-handed doesn't matter as you can wield a shield. If they are far away Eldritch Blast, when they are close attack with your blade. You have a Shield for bonus defense.
The question is how do you make up for the lowered damage from losing an attack a turn? Answer: Your familiar and your cantrips. In my mind the two best Familiars from Chains are: Imp and Sprite. Both have Invisibility, Fly, and opposable thumbs. The Imp has Devil's Sight so it can act at 100% inside your Darkness... and you can cast Darkness ON the Invisible Imp to make it mobile. (the problem with Darkness is while it's great for you the party might be bored!) The Sprite, means giving up your 1 attack a turn, but... if they fail the DC:10 (I know super easy) save they are poisoned (A poisoned creature has disadvantage on attack rolls and ability checks.) if they fail by 5+, they are unconscious and poisoned. That single attack has a small chance to take an enemy out of the fight, almost completely. Yes, the Imp has "Sting" but it's ~10-15 damage so it's not even worth talking about.
Instead of taking 2 attacks a turn, your invisible familiar (which means it can move out of reach without taking a AoO because it's invisible) will be giving the "Help Action" every turn so you will be attacking with Advantage. Because you don't have Extra Attack, you won't have to make the "Attack Action" so instead you are free to use Green-Flame Blade and Booming Blade cantrips to your hearts content, every turn with Advantage.
To reiterarte concisely.
You'll make 1 attack a turn with Advantage. To Hit: Prof + Cha Mod. Damage: Weapon + Cha Mod + Cantrip. Come 5th lvl you should be doing "comparable" damage with a Blade Pact (given equal sized weapon, yes you can't use two handed, but you can have a shield to be less squishy) and after 11th you should be exceeding their damage. On top of this you get all the Role Playing and Scouting Advantages of a Pact of the Chains... which are AMAZING. I played in a game with a Chains Pact and I thought it was under powered... until we had an invisible scout 100 ft ahead of us reporting in. Once the familiar even made his Sleight of Hand checks and STOLE all the arrows out of the BBG's quiver so he couldn't shoot us!!!
I forgot to bring up Mephista's point, because she did have a really good one.
You will definitely become a big of a "circus" character... because you will be playing multiple character and sheets. I'd definitely check with your GM if they are OK with that, I know a lot of my GM's hate "pets" with a fiery passion.
I would argue that the Specter is *very* different from a Familiar. The Familiar's attacks are almost pointless, Sprite has a small chance of just "winning", but aside from that really nothing to give up your own attacks for. The Specter on the other-hand doesn't use up any of your attacks or actions. You command it verbally (so free action) and it does the task. It's only AC 12, but it's got 22 HP (with resistances that could be 44), fly of 50, and is Resistant to almost every possible damage type. Life Drain is a solid ability. It hits with +4+Cha Mod, which should do well till end game and 3d6 necrotic isn't anything to sneeze at... especially since this is a free use per long rest. In addition it can move through walls and has 360` of fly movement.
Cons: Must be humanoid. You have to get the killing Blow. Sun Light Sensitivity. Pros: It doesn't use up an Action of any kind. Gets it's own init and attacks.
Ah, yes, the removal of Attack restrictions. We got rid of that in our games and treated the familiar like how the Revised Beastmaster worked, so I forgot about it.
Generally, I think the weapon is cool and balanced enough, given the rarity and restrictions, but I am still unsure about the kind of weapon itself.
I understand you might just take out the "no two-handed weapon" restriction imposed by Hex Warrior unless the Warlock chooses Pact of the Blade, but I feel that would unbalance the class quite a bit.
Hex Warrior is, in my view, a particularly powerful feature, and it makes sense to have restrictions to how it can be used as a standalone "power".
Maybe you could make it some sort of "scythe" styled spear or trident (same stats, just in the shape of a scythe, no thrown and with slashing damage instead) and add to the Pact of the Blade bonuses that the weapon would increase its damage dice (1d8 1h, 1d10 2h)?
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
It's up to you and your DM/group in the end if you want to lift the weapon type limitation from Hex Warrior, my doubt is more in relation to "why would I then choose the pact of the blade if the only benefit (this weapon aside) is to be able to call the weapon at will?" (which is still awesome, but ultimately less useful compared to the other two options, imho)
Well, I don't see too much of an issue. Doesn't scale very well - like, you're getting +2 to spells and attack rolls far earlier than someone should be getting +2 Warmage Wand. Let alone as the equivalent of a Staff. It feels like you're front loading a bit too much here, which can be an issue. I'd level gate these things, personally. Not to mention the attunement slots - you've got the equivalent of two or three magic itemshere, all attunement, and that's a bit iffy compared to abilities ofothers.
Well, I don't see too much of an issue. Doesn't scale very well - like, you're getting +2 to spells and attack rolls far earlier than someone should be getting +2 Warmage Wand. Let alone as the equivalent of a Staff. It feels like you're front loading a bit too much here, which can be an issue. I'd level gate these things, personally. Not to mention the attunement slots - you've got the equivalent of two or three magic itemshere, all attunement, and that's a bit iffy compared to abilities ofothers.
+2 Rod of the Pact keeper is a rare magic item, while mine is very rare, it also give a +2 to DC save rolls. The only reason why I made it seem like three different items is because I wanted one item that could be used by all three different pacts. Now if you think that makes this item to OP for a very rare item, then I might just cut the Pact of Tome and Chain abilities. Since I'm sure the majority of Hexblades chose Pact of Blades.
I don't really see it as 3 magic items in one, as no one could use all 3 special abilities at once, if anything it's an "adaptive" magic items of sorts
Pretty much my lore for this item is that the Raven Queen created this weapon for her elite Hexblades that can be somewhat comparable to the original Hexblades, but doesn't have the potential draw backs of sentient weapons.
The Raven Queen would use a Glaive, not a Halberd! At least thats my thought :P And Glaives looks are da bomb in looks compared to Halberds.
I was thinking about doing a curved, scythe like, glaived. I ultimately decided on a Halberd because for the design of the weapon I was going to make the axe blade look like a raven's head. That and Rory from Gate.
And before you ask, no I have not dressed my Warlock in Goth Lotila.
For those talking about using a shield, remember that you can't cast spells with material components, even with War Caster, unless you you are wielding your spell focus. Improved Pact Weapon makes your weapon your focus. War Caster only let's you take care if somatic components. It assumes you have a spell focus. Otherwise, you'd need a free hand for material components.
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I'm in the process of designing a magic weapon for Hexblades and I wanted to give it a special bonus to each of the different pacts. However I can't think of why a Hexblade would pick Pact of Chain, except for RP purposes, so trying to figure out a bonus for it is being difficult. Any advice for me?
Also I'm stuck between making it a Halberd, Greataxe, or Maul. Any suggestions on this as well?
Looking at the Hexblade, it's pretty clear that it was made for the Pact of the Blade. Personally, I've never been fond of the Blade boon, as Warlocks are only a little less squishy than wizards or sorcerers. The Hexblade actually makes that boon worthwhile. Sure, you don't really get much benefit from the boon itself (other than your weapon becoming magical), but the invocations let you make a decent Gish.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
To solve the two-handed issue for non pact of blade I was thinking to allow them to use half their Charisma bonus rounded down
Honestly, I think the Pact Chain is kinda redundant with hexblade. See, the biggest benefit of having a familiar is having someone that can Help youduring combat, or act as a scout. The level 6 ability to summon a specter is basically just calling out a ghostly familiar instead of an imp or fae critter, and serves all the same abilities as a regular chain pact familiar. The only difference is that you can't take any of the chain pact's upgrades.
Even if someone did take chain pact, the imp, quasit, fae or dragon seem a bit out of place too? You might want to address that as well.
As for benefits? Improve their combat abilites is always a good start.
Ok, lets brake down the benefits of the Pact and the Boon.
Pact of Blade: Weapon becomes magical and you can summon it from "hammer space"
Pact of Chains: Improved Find Familiar
Imp: Fly, Devil's Sight, Invisibility, and opposable thumbs
Psudeodragon: Fly, limited one way telepathy, and Blindsight 10'
Quasit: Invisibility, Scare 1/day, and opposable thumbs
Sprite: Fly, Invisibility, Poisoned Shortbow, and opposable thumbs
Hexblades Curse & Hex Warrior (medium armor, shield, martial weapons, able to use non two handed weapons with Charisma)
Honestly the Pact of the Blade without spending invocations, doesn't get you a whole lot. What Pact of the Blade lets you have is at Thirsting Blade for 2 attacks at 5th and Life Drinker for your Cha Mod in Necrotic damage at 12th.
Hex Warrior doesn't give you much for duel wield because it only applies to a single weapon.
If you're willing to spend a feat on Warcaster the no two-handed doesn't matter as you can wield a shield. If they are far away Eldritch Blast, when they are close attack with your blade. You have a Shield for bonus defense.
The question is how do you make up for the lowered damage from losing an attack a turn?
Answer: Your familiar and your cantrips.
In my mind the two best Familiars from Chains are: Imp and Sprite. Both have Invisibility, Fly, and opposable thumbs. The Imp has Devil's Sight so it can act at 100% inside your Darkness... and you can cast Darkness ON the Invisible Imp to make it mobile. (the problem with Darkness is while it's great for you the party might be bored!) The Sprite, means giving up your 1 attack a turn, but... if they fail the DC:10 (I know super easy) save they are poisoned (A poisoned creature has disadvantage on attack rolls and ability checks.) if they fail by 5+, they are unconscious and poisoned. That single attack has a small chance to take an enemy out of the fight, almost completely.
Yes, the Imp has "Sting" but it's ~10-15 damage so it's not even worth talking about.
Instead of taking 2 attacks a turn, your invisible familiar (which means it can move out of reach without taking a AoO because it's invisible) will be giving the "Help Action" every turn so you will be attacking with Advantage.
Because you don't have Extra Attack, you won't have to make the "Attack Action" so instead you are free to use Green-Flame Blade and Booming Blade cantrips to your hearts content, every turn with Advantage.
To reiterarte concisely.
You'll make 1 attack a turn with Advantage. To Hit: Prof + Cha Mod. Damage: Weapon + Cha Mod + Cantrip.
Come 5th lvl you should be doing "comparable" damage with a Blade Pact (given equal sized weapon, yes you can't use two handed, but you can have a shield to be less squishy) and after 11th you should be exceeding their damage.
On top of this you get all the Role Playing and Scouting Advantages of a Pact of the Chains... which are AMAZING. I played in a game with a Chains Pact and I thought it was under powered... until we had an invisible scout 100 ft ahead of us reporting in. Once the familiar even made his Sleight of Hand checks and STOLE all the arrows out of the BBG's quiver so he couldn't shoot us!!!
This has given me alot to think about. Thanks.
I'll be sure to update this with the link of the said weapon.
I forgot to bring up Mephista's point, because she did have a really good one.
You will definitely become a big of a "circus" character... because you will be playing multiple character and sheets.
I'd definitely check with your GM if they are OK with that, I know a lot of my GM's hate "pets" with a fiery passion.
I would argue that the Specter is *very* different from a Familiar. The Familiar's attacks are almost pointless, Sprite has a small chance of just "winning", but aside from that really nothing to give up your own attacks for.
The Specter on the other-hand doesn't use up any of your attacks or actions. You command it verbally (so free action) and it does the task.
It's only AC 12, but it's got 22 HP (with resistances that could be 44), fly of 50, and is Resistant to almost every possible damage type. Life Drain is a solid ability. It hits with +4+Cha Mod, which should do well till end game and 3d6 necrotic isn't anything to sneeze at... especially since this is a free use per long rest. In addition it can move through walls and has 360` of fly movement.
Cons: Must be humanoid. You have to get the killing Blow. Sun Light Sensitivity.
Pros: It doesn't use up an Action of any kind. Gets it's own init and attacks.
Ah, yes, the removal of Attack restrictions. We got rid of that in our games and treated the familiar like how the Revised Beastmaster worked, so I forgot about it.
Ok how does this look so far for it's stats.
https://docs.google.com/document/d/1LBWYLGMOTcdjWJOtAynzKwrVyhaKSrhPUxiRpxsn_Y4/edit?usp=sharing
Wanted to get y'alls opinion before I show it to my DM.
Generally, I think the weapon is cool and balanced enough, given the rarity and restrictions, but I am still unsure about the kind of weapon itself.
I understand you might just take out the "no two-handed weapon" restriction imposed by Hex Warrior unless the Warlock chooses Pact of the Blade, but I feel that would unbalance the class quite a bit.
Hex Warrior is, in my view, a particularly powerful feature, and it makes sense to have restrictions to how it can be used as a standalone "power".
Maybe you could make it some sort of "scythe" styled spear or trident (same stats, just in the shape of a scythe, no thrown and with slashing damage instead) and add to the Pact of the Blade bonuses that the weapon would increase its damage dice (1d8 1h, 1d10 2h)?
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
What if I added to the bonuses for Pact of Tome and Chain that they get half their Charisma bonus (rounded down)
As far as the weapon type, I wanted to keep with the current official weapons as much as possible.
It's up to you and your DM/group in the end if you want to lift the weapon type limitation from Hex Warrior, my doubt is more in relation to "why would I then choose the pact of the blade if the only benefit (this weapon aside) is to be able to call the weapon at will?" (which is still awesome, but ultimately less useful compared to the other two options, imho)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Well, I don't see too much of an issue. Doesn't scale very well - like, you're getting +2 to spells and attack rolls far earlier than someone should be getting +2 Warmage Wand. Let alone as the equivalent of a Staff. It feels like you're front loading a bit too much here, which can be an issue. I'd level gate these things, personally. Not to mention the attunement slots - you've got the equivalent of two or three magic itemshere, all attunement, and that's a bit iffy compared to abilities ofothers.
I don't really see it as 3 magic items in one, as no one could use all 3 special abilities at once, if anything it's an "adaptive" magic items of sorts
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Pretty much my lore for this item is that the Raven Queen created this weapon for her elite Hexblades that can be somewhat comparable to the original Hexblades, but doesn't have the potential draw backs of sentient weapons.
The Raven Queen would use a Glaive, not a Halberd! At least thats my thought :P And Glaives looks are da bomb in looks compared to Halberds.
For those talking about using a shield, remember that you can't cast spells with material components, even with War Caster, unless you you are wielding your spell focus. Improved Pact Weapon makes your weapon your focus. War Caster only let's you take care if somatic components. It assumes you have a spell focus. Otherwise, you'd need a free hand for material components.