I am strongly considering a Celestial Warlock with a 1 or 2 level dip in divine sorcerer to pick up a couple of first level spell slots and some extra utility from things like bless. I don't particularly like hex, so I don't plan on picking that up. I know it's not optimal, but am I going to be doing my group a disservice with a broken character? On the surface, it doesn't look like I'll be hurting myself too bad, but I am curious if I am missing something obvious.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Hex is about pure damage unless you have some grapple or prone/tripping builds in the party. It’s a good use of your bonus action but Celestials can throw around heals instead so if you plan to heal I’d drop hex since they compete for your bonus action.
The key to hex is Agonizing Blast + Hex means you pretty much always optimize damage regardless of your build (or equivalent for Hexblade) and can do whatever you want with all your other options.
You are fine. Flaming Sphere from Celestial patron will fill the gap. It's a bonus action except for the first turn.
At level 5, Hex gives you 2d6 per turn on your eldritch blast if they hit, while Flaming Sphere gives you 3d6 (or more) per turn on a failed save, and half on a successful one.
At level 9, Hex still only gives you 2d6 per turn on hits (and 0 on miss), while Flaming Sphere gives you 5d6 (or more) per turn on a failed save, and half on a successful one.
Even at level 11, Hex cannot be on par with Flaming Sphere.
I actually like Darkness + Devil's sight or Shadow of Moil for advantage on all your attacks and melee defense as well as defense against "target a creature you can see spells" this includes couterspell better than hex. In the long run you likely get as much of a damage bump from missing less as you do the +1d6 for each hit against harder to hit targets where it matter more AND it provides defense that hex does not. Both are concentration but hex does nothing to prevent the hit that will cost you to lose your concentration. The only real advantage to hex is that you can activate it with a round one bonus action and still attack. So for the times when I have low AC enemies at distance and I just want do as much pure damage as possible to thin numbers before the get to melee range I took hex … and thunder step so I can extend the pain again while wiping out the first arrivals in 30ft ( I move to them and teleport away)… but that's the uncommon need. Now that I have it when combat starts I roll shadow of Moil. Then try and keep my distance.
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The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
You are fine. Flaming Sphere from Celestial patron will fill the gap. It's a bonus action except for the first turn.
At level 5, Hex gives you 2d6 per turn on your eldritch blast if they hit, while Flaming Sphere gives you 3d6 (or more) per turn on a failed save, and half on a successful one.
At level 9, Hex still only gives you 2d6 per turn on hits (and 0 on miss), while Flaming Sphere gives you 5d6 (or more) per turn on a failed save, and half on a successful one.
Even at level 11, Hex cannot be on par with Flaming Sphere.
Where do you see that Hex damage increases at level 5 and 11? I can't find that anywhere
It doesn't directly increase, but since each blast from EB is a separate attack they each get the bonus damage from hex. EB gets additional blasts at level 5 and 11.
I am strongly considering a Celestial Warlock with a 1 or 2 level dip in divine sorcerer to pick up a couple of first level spell slots and some extra utility from things like bless. I don't particularly like hex, so I don't plan on picking that up. I know it's not optimal, but am I going to be doing my group a disservice with a broken character? On the surface, it doesn't look like I'll be hurting myself too bad, but I am curious if I am missing something obvious.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Hex is about pure damage unless you have some grapple or prone/tripping builds in the party. It’s a good use of your bonus action but Celestials can throw around heals instead so if you plan to heal I’d drop hex since they compete for your bonus action.
The key to hex is Agonizing Blast + Hex means you pretty much always optimize damage regardless of your build (or equivalent for Hexblade) and can do whatever you want with all your other options.
You are fine. Flaming Sphere from Celestial patron will fill the gap. It's a bonus action except for the first turn.
At level 5, Hex gives you 2d6 per turn on your eldritch blast if they hit, while Flaming Sphere gives you 3d6 (or more) per turn on a failed save, and half on a successful one.
At level 9, Hex still only gives you 2d6 per turn on hits (and 0 on miss), while Flaming Sphere gives you 5d6 (or more) per turn on a failed save, and half on a successful one.
Even at level 11, Hex cannot be on par with Flaming Sphere.
I actually like Darkness + Devil's sight or Shadow of Moil for advantage on all your attacks and melee defense as well as defense against "target a creature you can see spells" this includes couterspell better than hex. In the long run you likely get as much of a damage bump from missing less as you do the +1d6 for each hit against harder to hit targets where it matter more AND it provides defense that hex does not. Both are concentration but hex does nothing to prevent the hit that will cost you to lose your concentration. The only real advantage to hex is that you can activate it with a round one bonus action and still attack. So for the times when I have low AC enemies at distance and I just want do as much pure damage as possible to thin numbers before the get to melee range I took hex … and thunder step so I can extend the pain again while wiping out the first arrivals in 30ft ( I move to them and teleport away)… but that's the uncommon need. Now that I have it when combat starts I roll shadow of Moil. Then try and keep my distance.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Where do you see that Hex damage increases at level 5 and 11? I can't find that anywhere
It doesn't directly increase, but since each blast from EB is a separate attack they each get the bonus damage from hex. EB gets additional blasts at level 5 and 11.
ok thanks, i didn't think about it that way.