This would work right? Fighter 2 for action surge, Polearm Master. Warlock 3: Hexblade, Pact of the Blade, get Eldritch blast with Agonizing Blast and Imp. Pact Weapon
Bonus Action, Hex Action, Eldritch Blast x2 Action Surge, Eldritch Blast x2 reaction if enemy closes with you; Polearm attack
This would work right? Fighter 2 for action surge, Polearm Master. Warlock 3: Hexblade, Pact of the Blade, get Eldritch blast with Agonizing Blast and Imp. Pact Weapon
Bonus Action, Hex Action, Eldritch Blast x2 Action Surge, Eldritch Blast x2 reaction if enemy closes with you; Polearm attack
You only get to use Action Surge once...that is why I suggested using Sorcerer's quickening metamagic because you can do that combo many times over.
First, take the Hexblade patron, and use Hexblade's curse. Choose these invocations:
Agonizing Blast, Maddening Hex, Relentless Hex, Sign of Ill Omen.
The Relentless Hex is to make sure you're in range to use Sign of Ill Omen, which is a touch spell. After that, it's a done deal.
1d10+1d8+11, twice per round.
There is an aspect you're missing:
When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
If you're close enough to deliver a touch spell, you're most likely (depending on your reach) within 5ft, so your spell is at disadvantage. Since you're using Relentless Hex to pursue your prey you cannot count on flanking to cancel that out. So unless you can counteract the disadvantage, I don't think this combo works as hoped.
A touch spell is a melee spell attack, not a ranged spell attack.
First, take the Hexblade patron, and use Hexblade's curse. Choose these invocations:
Agonizing Blast, Maddening Hex, Relentless Hex, Sign of Ill Omen.
The Relentless Hex is to make sure you're in range to use Sign of Ill Omen, which is a touch spell. After that, it's a done deal.
1d10+1d8+11, twice per round.
There is an aspect you're missing:
When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
If you're close enough to deliver a touch spell, you're most likely (depending on your reach) within 5ft, so your spell is at disadvantage. Since you're using Relentless Hex to pursue your prey you cannot count on flanking to cancel that out. So unless you can counteract the disadvantage, I don't think this combo works as hoped.
A touch spell is a melee spell attack, not a ranged spell attack.
Correct, the Ill Omen/Bestow Curse is a touch spell, meaning you need to be within touch range to cast it. But E Blast is a ranged spell attack which means that you're going to be at a disadvantage.
In further reading, Relentless Hex only works AFTER your target is cursed; either by Hex or Ill Omen. Which means the steps are:
Hex as a bonus action, then probably EB as action
Relentless Hex as a bonus action to get close, unknown action
Sign of Ill Omen as action (assuming still in touch range), unknown bonus if any
Either EB at a disadvantage, or run away (causing an attack of opportunity) and then EB at a distance
That's a LOT of steps just to get a extra damage. The initial Hex already gives 1d6 so spending two extra rounds to get the curse 1d8 seems like a waste.
First, take the Hexblade patron, and use Hexblade's curse. Choose these invocations:
Agonizing Blast, Maddening Hex, Relentless Hex, Sign of Ill Omen.
The Relentless Hex is to make sure you're in range to use Sign of Ill Omen, which is a touch spell. After that, it's a done deal.
1d10+1d8+11, twice per round.
There is an aspect you're missing:
When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
If you're close enough to deliver a touch spell, you're most likely (depending on your reach) within 5ft, so your spell is at disadvantage. Since you're using Relentless Hex to pursue your prey you cannot count on flanking to cancel that out. So unless you can counteract the disadvantage, I don't think this combo works as hoped.
A touch spell is a melee spell attack, not a ranged spell attack.
Correct, the Ill Omen/Bestow Curse is a touch spell, meaning you need to be within touch range to cast it. But E Blast is a ranged spell attack which means that you're going to be at a disadvantage.
In further reading, Relentless Hex only works AFTER your target is cursed; either by Hex or Ill Omen. Which means the steps are:
Hex as a bonus action, then probably EB as action
Relentless Hex as a bonus action to get close, unknown action
Sign of Ill Omen as action (assuming still in touch range), unknown bonus if any
Either EB at a disadvantage, or run away (causing an attack of opportunity) and then EB at a distance
That's a LOT of steps just to get a extra damage. The initial Hex already gives 1d6 so spending two extra rounds to get the curse 1d8 seems like a waste.
Just my opinion...
If you take 1 level into fighter, and take the Close Quarters Shooter fighting style, It'll negate that disadvantage.
Agonizing Blast, Repelling Blast and Eldritch Spear along with Spell Sniper. Using that in conjunction with a familiar and you essentially have a sniper/spotter combo that can control a field in any direction. Lance of Lethargy if you need to slow them down or if you have Repelling Blast and can take Circle of Death, a higher level Warlock can really ruin someone's day by jamming them up in a necrotic field and dealing pretty decent damage with it instantly while pelting them with EBs, so once they could possibly consider being a threat if they're a melee target, its laughable at best.
Variant Human(war caster for shield and attacks of opportunity along with maintaining concentration)
6 fighter (battle master)/2 warlock
Both ASIs into CHA - making CHA 20 which gives +2 to hit and damage over starting stats (because you should be starting at 16).
Fighting style: defense for +1 ac. Wear chain mail. With a 14 Dex you can rock a 19 ac at level 1.
Warlock invocations into Agonizing Blast and then whichever other EB invocation you like.
Battle Master maneuvers of evasive footwork, parry, and rally - commanders strike is an option too. Rally is nice because it gives you something to do with your bonus action after you setup your hexblade curse and hex. Evasive footwork and parry give you a lot of defensive ability if the enemies get to you.
Hexblade with the curse is great for helping to burst down single targets and can be recovered between battles with a short rest.
With the fighter levels you get extra attack at level 5 plus two beams each attack. So at 7th level you are rolling four attacks at +8 to hit for 1d10+5. If you add in Hex you are looking at 28-84 dmg per round without hexblade curse or 40-96 with the curse - plus the bonus to crit.
From this point, I would pump fighter to 11, taking spell sniper along the way, to get the extra extra attack - bringing your EB beams to 6. After that, sorcerer levels for quickened spell to fire off 8 beams in one round or ten if you action surge for a maximum of 100-240 damage in a single round with 19 or 20 crits.
this is not how casting EB works. You would not getting extra beams because you can make more physical attacks with the attack action. EB is still casting a spell. it's a cantrip so it doesn't matter how many physical attacks you can actually make because casting a spell is an entirely different action.
Hex blade gives you Hexblades curse, 2 levels gives you agonizing blast, the 3rd level is for a familiar that can use the help action to give you advantage if your DM allows it. Repellng blast for the 2nd invocation to try for fall damage, and to knock back anything in melee that is giving you disadvantage.
Sorc gives you Quicken spell and empower spell which can both be used on a single spell. Devine soul gives your favored by the gods to reroll one attack per short rest, and lets you use spiritual weapon if you happen to run out of sorc points to use on bonus actions.
Hex + Hex blade curse + Agonizing EB then Quickened to cast 4 bolts of EB and Empowered to reroll any low rolls. Depending on how your DM rules it you may also be able to empower your Hex.
For race you if you are using Tashas rules to move ability points: Gobilin, Hide bonus action for Advantage if you run out of sorc points Asimar protector, for the rare case you can use an action for the bonus damage and not be worse off. Halfling, to reroll 1s Arakocra + Grasp of hadar to try to pull them up into the air for fall damage (Takes a special kind of DM to allow this nonsense) Kobold for pack tactics, if you play it right with a familiar you can always have advantage or negate sunlight sensitivity.
First, take the Hexblade patron, and use Hexblade's curse. Choose these invocations:
Agonizing Blast, Maddening Hex, Relentless Hex, Sign of Ill Omen.
The Relentless Hex is to make sure you're in range to use Sign of Ill Omen, which is a touch spell. After that, it's a done deal.
1d10+1d8+11, twice per round.
How are you getting +11?
My concern with Sign of Ill Omen is that you have to get into touch range and you have to have the creature fail a Wisdom saving throw...a lot could go wrong there.
I do like the Maddening Hex idea, that is a nice touch.
I like using my Pact of the Chain familiar to cast Bestow Curse (Sign of Ill Omen). Especially at level 9 at a 5th level slot which means no concentration required
Lets have some fun! Lets say you have a character thats level 8 with 18 in charisma. How would you build your warlock to make the Eldritch Blast be as effective as possible damagewise?
Genie Warlock (Dao). Take Agonizing Blast, Grasp of Hadar, and Repelling Blast. Drag the baddies back and forth across spike growth. More damage than hex, and a much better damage type (magical slashing vs necrotic). Magical physical damage is rarely resisted, as most creatures that resist physical damage resist nonmagical physical damage.
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Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
This would work right?
Fighter 2 for action surge, Polearm Master.
Warlock 3: Hexblade, Pact of the Blade, get Eldritch blast with Agonizing Blast and Imp. Pact Weapon
Bonus Action, Hex
Action, Eldritch Blast x2
Action Surge, Eldritch Blast x2
reaction if enemy closes with you; Polearm attack
Sure, that'd work, assuming you took human for the feat and not a better race.
You only get to use Action Surge once...that is why I suggested using Sorcerer's quickening metamagic because you can do that combo many times over.
A touch spell is a melee spell attack, not a ranged spell attack
A touch spell is a melee spell attack, not a ranged spell attack.
Correct, the Ill Omen/Bestow Curse is a touch spell, meaning you need to be within touch range to cast it. But E Blast is a ranged spell attack which means that you're going to be at a disadvantage.
In further reading, Relentless Hex only works AFTER your target is cursed; either by Hex or Ill Omen. Which means the steps are:
That's a LOT of steps just to get a extra damage. The initial Hex already gives 1d6 so spending two extra rounds to get the curse 1d8 seems like a waste.
Just my opinion...
[Removed]
If you take 1 level into fighter, and take the Close Quarters Shooter fighting style, It'll negate that disadvantage.
ALL THE ELDRITCH-BLAST RELATED INVOCATIONS.
Pretty simple.
i like linguistics and, well, d&d, obviously. this bio hadn't been updated for 3 years so i figured i'd do that.
DISREGARD
Agonizing Blast, Repelling Blast and Eldritch Spear along with Spell Sniper. Using that in conjunction with a familiar and you essentially have a sniper/spotter combo that can control a field in any direction. Lance of Lethargy if you need to slow them down or if you have Repelling Blast and can take Circle of Death, a higher level Warlock can really ruin someone's day by jamming them up in a necrotic field and dealing pretty decent damage with it instantly while pelting them with EBs, so once they could possibly consider being a threat if they're a melee target, its laughable at best.
this is not how casting EB works. You would not getting extra beams because you can make more physical attacks with the attack action. EB is still casting a spell. it's a cantrip so it doesn't matter how many physical attacks you can actually make because casting a spell is an entirely different action.
Thanks for the correction, Fateless. That changes everything...
I managed to get 1d10+20 damage per eldritch blast and I have no idea how. Warlock 4 Druid 6.
Warlok Hexblade 2-3lv
Sorc Div soul for the rest.
Hex blade gives you Hexblades curse, 2 levels gives you agonizing blast, the 3rd level is for a familiar that can use the help action to give you advantage if your DM allows it. Repellng blast for the 2nd invocation to try for fall damage, and to knock back anything in melee that is giving you disadvantage.
Sorc gives you Quicken spell and empower spell which can both be used on a single spell. Devine soul gives your favored by the gods to reroll one attack per short rest, and lets you use spiritual weapon if you happen to run out of sorc points to use on bonus actions.
Hex + Hex blade curse + Agonizing EB then Quickened to cast 4 bolts of EB and Empowered to reroll any low rolls. Depending on how your DM rules it you may also be able to empower your Hex.
For race you if you are using Tashas rules to move ability points:
Gobilin, Hide bonus action for Advantage if you run out of sorc points
Asimar protector, for the rare case you can use an action for the bonus damage and not be worse off.
Halfling, to reroll 1s
Arakocra + Grasp of hadar to try to pull them up into the air for fall damage (Takes a special kind of DM to allow this nonsense)
Kobold for pack tactics, if you play it right with a familiar you can always have advantage or negate sunlight sensitivity.
Just have the barbarian or fighter grapple or shove them and then done and u have advantage
Consider getting the magic item "Illusionist Bracer". Makes the EB really great, does not need to spend the spell points on a Quicken.
House Dimir sure knows how to make a magic item. Unfortunately, we're only allowed access to rare items to bring in the fighting arena.
I like using my Pact of the Chain familiar to cast Bestow Curse (Sign of Ill Omen). Especially at level 9 at a 5th level slot which means no concentration required
Genie Warlock (Dao). Take Agonizing Blast, Grasp of Hadar, and Repelling Blast. Drag the baddies back and forth across spike growth. More damage than hex, and a much better damage type (magical slashing vs necrotic). Magical physical damage is rarely resisted, as most creatures that resist physical damage resist nonmagical physical damage.
Brains over brawn? Mind over matter? These canny warriors rightly answer, "Why not both?" - Tasha
My Homebrews: Monsters, Magic Items, Spells, Races
Rhulg- Hobgoblin Gunsmith