I never had a PC warlock, but I think, depending on how the spell acts in your table, the PC could use Hex to help intimidate someone, like if some shadows surrounded that person. Dunno, just a idea.
I enjoy it. If cast early into combat, it's great. As a bonus action, you get a free d6 every attack.
Interesting that even though warlocks are the only class to natively gain Hex, and therefore always cast at the highest level slot, it has to specify using it at 3rd or 4th levels despite the same effect.
What other classes gain access to Hex though other features?
Can last all day (you don't loose concentration when you short rest), use it on a squirrel at the beginning of the day then EB it to get it online, then short rest to grab your slot back
NO SAVING THROW, always lands!
Can impose disadvantage on ability checks in social interactions by Hexing Charisma
Can impose disadvantage on strength checks in battle, help your melee fighters grapple, knockdown, etc.
Can impose disadvantage on Dex checks, AND YES, Initiative is a Dex check (read page 189 of PHB)
Unlike most early charm spells, where the target knows they were charmed or otherwise affected, the only indication Hex was cast is the verbal/somatic components of the spell, but the target wouldn't automatically know they were Hexed, correct?
Unlike most early charm spells, where the target knows they were charmed or otherwise affected, the only indication Hex was cast is the verbal/somatic components of the spell, but the target wouldn't automatically know they were Hexed, correct?
My guess is yes, the target knows since he has been damaged.
Unlike most early charm spells, where the target knows they were charmed or otherwise affected, the only indication Hex was cast is the verbal/somatic components of the spell, but the target wouldn't automatically know they were Hexed, correct?
My guess is yes, the target knows since he has been damaged.
Maybe damaged, but specifically Hexing a target to sap their ability checks might not.
If you know a target is about to perform a check, such as perception, that target not being aware they're hexed is a huge factor.
Unlike most early charm spells, where the target knows they were charmed or otherwise affected, the only indication Hex was cast is the verbal/somatic components of the spell, but the target wouldn't automatically know they were Hexed, correct?
My guess is yes, the target knows since he has been damaged.
Maybe damaged, but specifically Hexing a target to sap their ability checks might not.
If you know a target is about to perform a check, such as perception, that target not being aware they're hexed is a huge factor.
Interesting situation. Maybe the target does know after winning a contest?? Like a skill check with the spellcasting ability of the spellcaster against a perception check of the target.
I like Hex because you can cast it long before an encounter. Thus regaining your Spellslot. Directly onto the target if you see it later or curse a locust or other easily killable insect/small animal and start the battle by killing it (Free action) to change the curse to the real enemy.
That is actually really clever, never thought about all your answers, thanks for that thread!
Well, the damage bonus is always good. The fact that it's a bonus action means Hex + Eldritch Blast/Green Flameblade on the same turn.
The reason I never use this combination is because Green Flame Blade is once a round. Hex increases the damage of every attack. (sadly, "attack" requires an attack roll, so a Save Or effect or auto hit won't work (no Hex + Magic Missile!)) This scales VERY well with Eldritch Blast because you get +1 beam at 5th, 11th, and 17th. This means EACH of these beams deal an addition 1d6 Necrotic damage. If I'm using Green Flame Blade, I'm going to be in melee, so I'll cast Armor of Agathys. That gives Spell lvl * 5 in temp HP and deals Spell Lvl * 5 in cold damage to anyone who attacks in melee. The return on investment is probably a lot higher, especially given in melee there is going to be Concentration checks for getting hit.
I'm with the others... in non-combat it can be pretty useful. As the target doesn't know they've been Hexed. IN combat.... if you have a Rogue Wisdom checks to make it easier for them to Hide and gain Adv in combat. or if you have a Grappler/Shield Master then Strength or Dexerity (you have to guess here) to make it an easy fight for them to knock em over.
I like to use Hex for disadvantage on dex if they seem to be sneaky, wis if we are trying to be, str is good for the grappling method mentioned earlier, and if you are against a spellcaster and can identify whether they are a sorcerer, bard, warlock, or wizard, if you choose their casting stat you can impose disadvantage on things like counterspell.
I actually used this on an enemy leader's charisma a few weeks ago. I had disguised myself as this leader and was trying to convince his subordinates that he was the imposter.
Running a Warlock/Bard; I'm finding tossing out a Hex and giving disadvantage on Wisdom checks followed by Vicious Mockery is pretty glorious. With disadvantage, the target is consistently failing the save, and then it's 1d4 + 1d6 (for the Hex), plus the target then he disadvantage on their next attack. Playing as a largely support/skill monkey kind of character, it's making me very effective without having to try to match the pure damage output of some of the other party members.
Running a Warlock/Bard; I'm finding tossing out a Hex and giving disadvantage on Wisdom checks followed by Vicious Mockery is pretty glorious. With disadvantage, the target is consistently failing the save, and then it's 1d4 + 1d6 (for the Hex), plus the target then he disadvantage on their next attack. Playing as a largely support/skill monkey kind of character, it's making me very effective without having to try to match the pure damage output of some of the other party members.
That doesn't work. Hex applies disadvantage on ability checks, not saving throws.
Phantasmal Force uses an Intelligence (investigation) check after initial failed save, so it's helpful for that spell as well.
I never had a PC warlock, but I think, depending on how the spell acts in your table, the PC could use Hex to help intimidate someone, like if some shadows surrounded that person. Dunno, just a idea.
Mind Flayer breakdancer.
I enjoy it. If cast early into combat, it's great. As a bonus action, you get a free d6 every attack.
Interesting that even though warlocks are the only class to natively gain Hex, and therefore always cast at the highest level slot, it has to specify using it at 3rd or 4th levels despite the same effect.
What other classes gain access to Hex though other features?
I hate forum signatures.
I think none of them, but you can get Hex using feats.
Mind Flayer breakdancer.
Hex is unique to the Warlock. Other classes gain it via Magic Initiate (Warlock) who usually pick up Eldritch Blast and another cantrip.
I love Hex for the following reasons:
Unlike most early charm spells, where the target knows they were charmed or otherwise affected, the only indication Hex was cast is the verbal/somatic components of the spell, but the target wouldn't automatically know they were Hexed, correct?
I hate forum signatures.
I hate forum signatures.
Hex then Fear...
If I'm using Green Flame Blade, I'm going to be in melee, so I'll cast Armor of Agathys. That gives Spell lvl * 5 in temp HP and deals Spell Lvl * 5 in cold damage to anyone who attacks in melee. The return on investment is probably a lot higher, especially given in melee there is going to be Concentration checks for getting hit.
IN combat.... if you have a Rogue Wisdom checks to make it easier for them to Hide and gain Adv in combat. or if you have a Grappler/Shield Master then Strength or Dexerity (you have to guess here) to make it an easy fight for them to knock em over.
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I like to use Hex for disadvantage on dex if they seem to be sneaky, wis if we are trying to be, str is good for the grappling method mentioned earlier, and if you are against a spellcaster and can identify whether they are a sorcerer, bard, warlock, or wizard, if you choose their casting stat you can impose disadvantage on things like counterspell.
Loving this thread. Thanks for all the inspiration!
I actually used this on an enemy leader's charisma a few weeks ago. I had disguised myself as this leader and was trying to convince his subordinates that he was the imposter.
Running a Warlock/Bard; I'm finding tossing out a Hex and giving disadvantage on Wisdom checks followed by Vicious Mockery is pretty glorious. With disadvantage, the target is consistently failing the save, and then it's 1d4 + 1d6 (for the Hex), plus the target then he disadvantage on their next attack. Playing as a largely support/skill monkey kind of character, it's making me very effective without having to try to match the pure damage output of some of the other party members.
Hex on an ally (PC or otherwise) along with the Rentless Hex invocation amounts to a handy at-will teleport.