I am trying to boost my damage. This is a Curse of Straud only char. I just hit lvl 7 so I can retrain an invocation. Cha is 16, Dex is 14.. I took Warcaster for my first feat. Invocations are IPW, Agonizing Blast and Thirsting Blade.
I am using the Blood Spear for the Temp HP as my main weapon. Not sure what other weapons are available but I understand CoS is low magic. Using IPW it is +1 and d6 damage. I am using a shield and +1 half plate. Shadows of Moil grants advantage but uses concentration so no Hex bonuses.
Spear Mastery will give me an additional +1 and change d6 to d8 for damage. The extra attack feature seems a bit situational so basically 2 attacks at +2, 1d8+1d8. Add another 1d8 if I pick the right enemy and it moves w/in 5 feet of me as a bonus action. It will let me increase the range with a bonus action, if I have one left.
PAM will give a d10 weapon and +1 with IPW. Two attacks at d10 damage and 1 at d4 damage. Also OP once they move into 10 ft range and I can use a spell due to Warcaster. So 3 attacks at +1, 1d10+1d10+1d4. I would also lose the +2 AC.
Lastly a +2 to CHA. That increases my +3 to +4 for attacks and my spell DC to 15. I usually try to max out my main stat but I doubt we will play past level 8 or 9. So basically a +1 to attack and Dam. Spell DC will come into effect on a few spells that aren't buffs.
1.Thoughts on Feats or ASI.
2. Any thoughts on advantage vs extra 1d6 per attack (it is necrotic so may be resisted here)/Shadows vs Hex.
3. Thinking about this now so I can retrain an invocation if necessary. I need IPW for the +1 regardless of what I do and obviously Thirsting Blade. I do use Eldritch Blast often at range before engaging an enemy. Do you find Eldritch Blast wort the spell slot? I would probably swap Agonozing Blast for it if I did.
If you had taken GWM at 4 I'd say PAM, but warcaster I'd go the chr. The point of warcaster is getting your spells to stay on so should lean into that. Now if you are only using buffing your melee with concentration spells, sure go PAM.
2. Advantage is better when you go GWM, not so sure it matters just for a normal hit. I personally prefer the extra d6 but in some fights vs foes with a high AC advantage is better.
3. I'd swap agonizing if you are primarily melee. A ranged shot here and there its not worth it.
Thanks. I think I will swap Agonizing. Most spells I cast are buffs or no saves like Hex. Trying to decide if the 2d6 Temp HP from the spear (along with a +2 to hit and d8 damage die) from Spear mastery is worth the reduction in damage output opposed to all PAM's attacks hitting. But I have a whole level to decide.
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:
• You gain a +1 bonus to attack rolls you make with a spear.
• When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
• You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
• As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
I am trying to boost my damage. This is a Curse of Straud only char. I just hit lvl 7 so I can retrain an invocation. Cha is 16, Dex is 14.. I took Warcaster for my first feat. Invocations are IPW, Agonizing Blast and Thirsting Blade.
I am using the Blood Spear for the Temp HP as my main weapon. Not sure what other weapons are available but I understand CoS is low magic. Using IPW it is +1 and d6 damage. I am using a shield and +1 half plate. Shadows of Moil grants advantage but uses concentration so no Hex bonuses.
Spear Mastery will give me an additional +1 and change d6 to d8 for damage. The extra attack feature seems a bit situational so basically 2 attacks at +2, 1d8+1d8. Add another 1d8 if I pick the right enemy and it moves w/in 5 feet of me as a bonus action. It will let me increase the range with a bonus action, if I have one left.
PAM will give a d10 weapon and +1 with IPW. Two attacks at d10 damage and 1 at d4 damage. Also OP once they move into 10 ft range and I can use a spell due to Warcaster. So 3 attacks at +1, 1d10+1d10+1d4. I would also lose the +2 AC.
Lastly a +2 to CHA. That increases my +3 to +4 for attacks and my spell DC to 15. I usually try to max out my main stat but I doubt we will play past level 8 or 9. So basically a +1 to attack and Dam. Spell DC will come into effect on a few spells that aren't buffs.
1.Thoughts on Feats or ASI.
2. Any thoughts on advantage vs extra 1d6 per attack (it is necrotic so may be resisted here)/Shadows vs Hex.
3. Thinking about this now so I can retrain an invocation if necessary. I need IPW for the +1 regardless of what I do and obviously Thirsting Blade. I do use Eldritch Blast often at range before engaging an enemy. Do you find Eldritch Blast wort the spell slot? I would probably swap Agonozing Blast for it if I did.
Thanks for the help.
Are you a Hexblade? I'm guessing yes, but I want to be explicit about my guess. What's your race? Your race impacts a lot, including what feats you can legally take - particularly relevant if your DM will let you retrain War Caster.
Hex vs Shadows of Moil: Depends on other things, like do you have elven accuracy, do you have PAM, and most importantly, what's your playstyle - Shadows of Moil lets you walk out of melee without provoking OAs, which Hex does not. Meanwhile, Hex can make the target worse at Athletics, so if your party has a Shover or Grappler in it, it can be super useful. Your playstyle sounds odd, since you have both War Caster and Thirsting Blade. Generically speaking, though, Shadows of Moil is the way to go: enemies being at disadvantage to hit you is best when combined with an incredibly good AC, and you're clearly more interested in that than damage since you're wielding a shield in the first place.
Agonizing Blast isn't necessarily bad on a Hexlock, but it's weird, you know? Usually Hexlocks lean hard into weapon damage, since that's the point. I would have recommended swapping Agonizing Blast for Eldritch Mind and War Caster for another feat (if you didn't know about the spear at the time, probably GWM).
If you're locked into War Caster, may as well embrace it. Consider the following (targets are assumed to be AC 15, the assumed AC for a CR 7 monster):
Spear + Thirsting Blade + IPW + Hex for you is 2*(2d6+4) = 4d6 + 8 = 22 DPR at +7 to hit, 15 DPR net; 18 with Maddening Hex
Spear + IPW + Booming Blade + Hex = 1d8+2d6+4 plus 2d8 if the target moves = 15.5 base, 24.5 if the target moves (all at +7 to hit) = 10.65 / 16.5 DPR net; 13.65 / 19.5 with Maddening Hex
Spear + IPW + Booming Blade + Shadow of Moil = 11.31 DPR net / 19.2075 DPR net if the target moves, and you can always just walk out of melee. Works with Maddening Hex if you use your Hexblade's Curse instead of Hex as the curse, but I'd need to redo the math to account for improved crit range and pb damage bonus.
So I recommend you take Thirsting Blade + IPW + Maddening Hex and fight depending on the situation you find yourself in. Maddening Hex works fine with your Hexblade's Curse, so it's still useful even without Hex on tap. The big downside to Shadow of Moil is the short duration - Hex can be put up once and lasts 8 hours. Shadow of Moil will really encourage you to only fight twice per short rest.
For your L8 ASI, Cha +2 all the way if you're committed to War Caster. If you cast Banishment as an Opportunity Attack, you want it to stick.
Thanks for your damage breakdown. I really appreciate the effort.
I hadn't thought of maddening Hex. I will look at your reply in more detail but that extra damage can add up and looks good. We do have an NPC that knocks prone but it is not always the one on me but the negative skill aspect of Hex comes in handy.
I am a Fallen Assimar Hexblade, just hit lvl 7. I could have gotten around Warcaster but felt it followed the casting rules since I am using a shield. Also the concentration saves keep Hex up and Eldritch mind wasn't a thing at the time. We do get a good amount of OP attacks since our DM moves creatures around a lot and we get a fair number of short rests. At this point I think I am sticking with Warcaster. But I never thought of using banishment with an OP and that is a spell I am picking up.
Shadows of Moil I was looking at for the advantage to hit and disadvantage to be hit. With Hexblades Curse, It would give me a better chance for crits. I will have both and use Hex for multiple enemies and am looking at Shadows for fewer/one enemy.
This character is done at the end of the Straud campaign. That is why I was hesitant to go with the ASI's. I still need to decide if the extra +1 I get for ASI's is better than Spear Mastery or PAM. Again for only 1 or 2 more levels I am leaning toward taking a feat. Really wondering if a +2 to hit and 2 attacks with a d8 weapon damage (Speasr Mastery) is better or worse than a +1 to hit and 2 attacks with a d10 and another with a d4(PAM). With Shadows of Moil, all at advantage.
I appreciate all the answers and calculations. Thanks
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I am trying to boost my damage. This is a Curse of Straud only char. I just hit lvl 7 so I can retrain an invocation. Cha is 16, Dex is 14.. I took Warcaster for my first feat. Invocations are IPW, Agonizing Blast and Thirsting Blade.
I am using the Blood Spear for the Temp HP as my main weapon. Not sure what other weapons are available but I understand CoS is low magic. Using IPW it is +1 and d6 damage. I am using a shield and +1 half plate. Shadows of Moil grants advantage but uses concentration so no Hex bonuses.
Spear Mastery will give me an additional +1 and change d6 to d8 for damage. The extra attack feature seems a bit situational so basically 2 attacks at +2, 1d8+1d8. Add another 1d8 if I pick the right enemy and it moves w/in 5 feet of me as a bonus action. It will let me increase the range with a bonus action, if I have one left.
PAM will give a d10 weapon and +1 with IPW. Two attacks at d10 damage and 1 at d4 damage. Also OP once they move into 10 ft range and I can use a spell due to Warcaster. So 3 attacks at +1, 1d10+1d10+1d4. I would also lose the +2 AC.
Lastly a +2 to CHA. That increases my +3 to +4 for attacks and my spell DC to 15. I usually try to max out my main stat but I doubt we will play past level 8 or 9. So basically a +1 to attack and Dam. Spell DC will come into effect on a few spells that aren't buffs.
1.Thoughts on Feats or ASI.
2. Any thoughts on advantage vs extra 1d6 per attack (it is necrotic so may be resisted here)/Shadows vs Hex.
3. Thinking about this now so I can retrain an invocation if necessary. I need IPW for the +1 regardless of what I do and obviously Thirsting Blade. I do use Eldritch Blast often at range before engaging an enemy. Do you find Eldritch Blast wort the spell slot? I would probably swap Agonozing Blast for it if I did.
Thanks for the help.
If you had taken GWM at 4 I'd say PAM, but warcaster I'd go the chr. The point of warcaster is getting your spells to stay on so should lean into that. Now if you are only using buffing your melee with concentration spells, sure go PAM.
2. Advantage is better when you go GWM, not so sure it matters just for a normal hit. I personally prefer the extra d6 but in some fights vs foes with a high AC advantage is better.
3. I'd swap agonizing if you are primarily melee. A ranged shot here and there its not worth it.
Thanks. I think I will swap Agonizing. Most spells I cast are buffs or no saves like Hex. Trying to decide if the 2d6 Temp HP from the spear (along with a +2 to hit and d8 damage die) from Spear mastery is worth the reduction in damage output opposed to all PAM's attacks hitting. But I have a whole level to decide.
What’s spear mastery? Some kind of homebrew? Or am I missing something?
Spear mastery is an abandoned UA feat from UA 15:
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:
• You gain a +1 bonus to attack rolls you make with a spear.
• When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
• You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
• As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
Are you a Hexblade? I'm guessing yes, but I want to be explicit about my guess. What's your race? Your race impacts a lot, including what feats you can legally take - particularly relevant if your DM will let you retrain War Caster.
If you're locked into War Caster, may as well embrace it. Consider the following (targets are assumed to be AC 15, the assumed AC for a CR 7 monster):
Spear + Thirsting Blade + IPW + Hex for you is 2*(2d6+4) = 4d6 + 8 = 22 DPR at +7 to hit, 15 DPR net; 18 with Maddening Hex
Spear + IPW + Booming Blade + Hex = 1d8+2d6+4 plus 2d8 if the target moves = 15.5 base, 24.5 if the target moves (all at +7 to hit) = 10.65 / 16.5 DPR net; 13.65 / 19.5 with Maddening Hex
Spear + IPW + Booming Blade + Shadow of Moil = 11.31 DPR net / 19.2075 DPR net if the target moves, and you can always just walk out of melee. Works with Maddening Hex if you use your Hexblade's Curse instead of Hex as the curse, but I'd need to redo the math to account for improved crit range and pb damage bonus.
So I recommend you take Thirsting Blade + IPW + Maddening Hex and fight depending on the situation you find yourself in. Maddening Hex works fine with your Hexblade's Curse, so it's still useful even without Hex on tap. The big downside to Shadow of Moil is the short duration - Hex can be put up once and lasts 8 hours. Shadow of Moil will really encourage you to only fight twice per short rest.
For your L8 ASI, Cha +2 all the way if you're committed to War Caster. If you cast Banishment as an Opportunity Attack, you want it to stick.
Thanks for your damage breakdown. I really appreciate the effort.
I hadn't thought of maddening Hex. I will look at your reply in more detail but that extra damage can add up and looks good. We do have an NPC that knocks prone but it is not always the one on me but the negative skill aspect of Hex comes in handy.
I am a Fallen Assimar Hexblade, just hit lvl 7. I could have gotten around Warcaster but felt it followed the casting rules since I am using a shield. Also the concentration saves keep Hex up and Eldritch mind wasn't a thing at the time. We do get a good amount of OP attacks since our DM moves creatures around a lot and we get a fair number of short rests. At this point I think I am sticking with Warcaster. But I never thought of using banishment with an OP and that is a spell I am picking up.
Shadows of Moil I was looking at for the advantage to hit and disadvantage to be hit. With Hexblades Curse, It would give me a better chance for crits. I will have both and use Hex for multiple enemies and am looking at Shadows for fewer/one enemy.
This character is done at the end of the Straud campaign. That is why I was hesitant to go with the ASI's. I still need to decide if the extra +1 I get for ASI's is better than Spear Mastery or PAM. Again for only 1 or 2 more levels I am leaning toward taking a feat. Really wondering if a +2 to hit and 2 attacks with a d8 weapon damage (Speasr Mastery) is better or worse than a +1 to hit and 2 attacks with a d10 and another with a d4(PAM). With Shadows of Moil, all at advantage.
I appreciate all the answers and calculations. Thanks