There is a lot of discussion about hex, but id like to put out there for consideration curse of ill omen as an invocation to get Bestow Curse.
When cast as a 5th level spell, it has no concentration requirement and still does what hex does. Sure you can only cast it once per long rest so hex could still be a backup.
Additionally, while hex is a ranged spell, bestow curse is a touch spell meaning it can be delivered stealthily by an invisible pet if you are pact of the chain.
If we are talking about useful spells, or the best spells, I would put this one in the list for sure.
My Goolock is a 16 year old Aasimar following Hastur (The king in yellow) with the acolyte background. He is a super happy go lucky kid that dresses in holy garb and passes as a priest. Given that warlocks are so limited on spells, it is a good idea to rack up cantrips with as much versatility as you can and choosing the best spells with the most punch. The damage cantrips are mainly for variety, EB is going to be the go to punch, but having the ability to drop psychic, necrotic, or holy damage can be useful. Here is my list:
C Eldritch Blast, Prestidigitation, Minor Illusion, Sacred Flame
That was my thought as well beyond cool theme - damaging a target with high AC but poor Wisdom saves.
That was how I started with Sacred Flame pre Xanathars. There is a whole discussion here for warlocks on "Why wouldn't I use Eldritch Blast " For backup cases like:
Some of these DO require either multiclassing or being Pact of the Tome of course. Some may not fit mentally thematically (for which I think reskinning can help). But all options are optional.
These are some really good tips, thanks for this!
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"A river cuts through rock, not because of its power, but because of its persistence."
Just coming into 5e & am in a similar spot w/ my Warlock as the OP (planning out 3rd level & up, kinda planning to go Pact of the Tome for my boon). This discussion has been very helpful so far since my previous stealth-lock build from 4e doesn't seem to exist any more.
Hex being good does not mean that there are times when other Concentration spells are better (like darkness with Devil's Sight).
I also think that Hex ist still very good at higher levels. It scales not only in duration but it adds a d6 damage to every hit (eg with EB). So up to 4d6 bonus damage in higher levels. Per Turn. For a whole day.
I want to also throw my support for hex. It scales with eldritch blast as pointed out before. The disadvantage applied to ability checks can really help in combat when used in conjunction with other spells like Maximilian’s Earthen Grasp, or used to hinder perception. Outside of combat it's a great RP tool.
I take it they took the scaling d6s out for Hex in the last couple years? My Warlock would very much like it if that weren't the case, but I'm not able to find any reference to the damage scaling in the source materials so far. I could see how it may have been considered ripe for nerf though too.
Does the ability to maintain concentration on Hex through encounters & short rests still apply as well? My read of the current RAW for it had me thinking it would typically be treated in a much more restrictive manner where you would essentially need to recast it when you ran out of new targets to apply it to at the end of an encounter, which had me feeling like it was maybe going to wind up swapped out for my warlock at his next level up.
I take it they took the scaling d6s out for Hex in the last couple years? My Warlock would very much like it if that weren't the case, but I'm not able to find any reference to the damage scaling in the source materials so far. I could see how it may have been considered ripe for nerf though too.
Does the ability to maintain concentration on Hex through encounters & short rests still apply as well? My read of the current RAW for it had me thinking it would typically be treated in a much more restrictive manner where you would essentially need to recast it when you ran out of new targets to apply it to at the end of an encounter, which had me feeling like it was maybe going to wind up swapped out for my warlock at his next level up.
It hasn't changed. It is a d6 per attack you hit it with. So the scaling comment is that each bolt of Eldritch Blast, gets its own d6. So when you are throwing 4 Eldritch Blast, you may get as much as 4d6 extra damage from Hex.
The Hex is maintained through short rests, but not long ones. As to moving it around, that depends specifically if you reduced your last target to 0 health during the last encounter. If you did, all you need is a bonus action to apply the curse. If you didn't and you short rested, you will get the Warlock slot back so you can recast it, but I'd understand why someone wouldn't want to do that.
I take it they took the scaling d6s out for Hex in the last couple years? My Warlock would very much like it if that weren't the case, but I'm not able to find any reference to the damage scaling in the source materials so far. I could see how it may have been considered ripe for nerf though too.
Does the ability to maintain concentration on Hex through encounters & short rests still apply as well? My read of the current RAW for it had me thinking it would typically be treated in a much more restrictive manner where you would essentially need to recast it when you ran out of new targets to apply it to at the end of an encounter, which had me feeling like it was maybe going to wind up swapped out for my warlock at his next level up.
It hasn't changed. It is a d6 per attack you hit it with. So the scaling comment is that each bolt of Eldritch Blast, gets its own d6. So when you are throwing 4 Eldritch Blast, you may get as much as 4d6 extra damage from Hex.
The Hex is maintained through short rests, but not long ones. As to moving it around, that depends specifically if you reduced your last target to 0 health during the last encounter. If you did, all you need is a bonus action to apply the curse. If you didn't and you short rested, you will get the Warlock slot back so you can recast it, but I'd understand why someone wouldn't want to do that.
OK, that makes sense. Due poor comprehension of the initial quoted comment on my part I wasn't factoring the per bolt scaling in my head , it does make it a bit more attractive to hold onto Hex.
Thanks for that & for the read on moving targets as well!
There is a lot of discussion about hex, but id like to put out there for consideration curse of ill omen as an invocation to get Bestow Curse.
When cast as a 5th level spell, it has no concentration requirement and still does what hex does. Sure you can only cast it once per long rest so hex could still be a backup.
Additionally, while hex is a ranged spell, bestow curse is a touch spell meaning it can be delivered stealthily by an invisible pet if you are pact of the chain.
If we are talking about useful spells, or the best spells, I would put this one in the list for sure.
Hellish Rebuke is a classic.
"Ah, so you choose to strike me? Very well. Now you are on fire."
Hunger of Hadar is delightfully wicked, weird, and creepy, and blinds opponents while dealing damage.
Soul Cage is quite flexible in its prolonged use...and will have your allies looking at you funny.
It's like soul-based Pokemon.
My Goolock is a 16 year old Aasimar following Hastur (The king in yellow) with the acolyte background. He is a super happy go lucky kid that dresses in holy garb and passes as a priest. Given that warlocks are so limited on spells, it is a good idea to rack up cantrips with as much versatility as you can and choosing the best spells with the most punch. The damage cantrips are mainly for variety, EB is going to be the go to punch, but having the ability to drop psychic, necrotic, or holy damage can be useful. Here is my list:
C Eldritch Blast, Prestidigitation, Minor Illusion, Sacred Flame
1 Hex, Armor of Agathys
2 Detect Thoughts, Phantasmal Force, Invisibility, Misty Step, Dragon's Breath
3 Counterspell, Hypnotic Pattern
4 Banishment, Evard's Black Tentacles, Sickening Radiance
5 Synaptic Static, Dominate Person, Telekinesis
Once per day:
6 Conjure Fey
7 Force Cage
8 Dominate Monster
9 Forsight
Then for my Tome: C Thaumaturgy, Druidcraft, Vicious Mockery
Book of Ancient Secrets: LvL 1 Rituals: Find Familiar, Identify
And then just for variety: Magic Initiate (Warlock) Hex, Mind Sliver, Toll the Dead (I need to figure out what to retrain my lvl 1 Hex as.)
And then I added these invocations:
1 Agonizing Blast (+CHR to EB)
1 Devil's Sight (Darkvision 120Ft)
5 Book of Ancient Secrets
7 Gaze of Khirad (X-ray Vision 30Ft)
9 Sculptor of Flesh (Polymorph 1/day)
12 Ascendant Step (Levitate at will)
15 Master of Myriad Forms (Alter Self at will)
18 Witch Sight (True-ish Sight at will)
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Or not.
Definitely one of my favorites, especially because there's so few good uses for your reaction.
These are some really good tips, thanks for this!
"A river cuts through rock, not because of its power, but because of its persistence."
Just coming into 5e & am in a similar spot w/ my Warlock as the OP (planning out 3rd level & up, kinda planning to go Pact of the Tome for my boon). This discussion has been very helpful so far since my previous stealth-lock build from 4e doesn't seem to exist any more.
I take it they took the scaling d6s out for Hex in the last couple years? My Warlock would very much like it if that weren't the case, but I'm not able to find any reference to the damage scaling in the source materials so far. I could see how it may have been considered ripe for nerf though too.
Does the ability to maintain concentration on Hex through encounters & short rests still apply as well? My read of the current RAW for it had me thinking it would typically be treated in a much more restrictive manner where you would essentially need to recast it when you ran out of new targets to apply it to at the end of an encounter, which had me feeling like it was maybe going to wind up swapped out for my warlock at his next level up.
It hasn't changed. It is a d6 per attack you hit it with. So the scaling comment is that each bolt of Eldritch Blast, gets its own d6. So when you are throwing 4 Eldritch Blast, you may get as much as 4d6 extra damage from Hex.
The Hex is maintained through short rests, but not long ones. As to moving it around, that depends specifically if you reduced your last target to 0 health during the last encounter. If you did, all you need is a bonus action to apply the curse. If you didn't and you short rested, you will get the Warlock slot back so you can recast it, but I'd understand why someone wouldn't want to do that.
OK, that makes sense. Due poor comprehension of the initial quoted comment on my part I wasn't factoring the per bolt scaling in my head , it does make it a bit more attractive to hold onto Hex.
Thanks for that & for the read on moving targets as well!