So for Pact of the Blade, it says initially you can alter the form of the weapon every time you summon it. But it also says that you can bond with a magical weapon to make it your Pact Weapon. Do you lose the ability to summon another weapon? And do you need to attune to your Pact Weapon if it is a magical weapon that needs attuning, or does your bond with it now take the place of attuning.
I ask because I have an idea to make an archer based Hexblade Warlock that turns his spells into Arrows, which I thought was pretty cool, but I am concerned about if an enemy gets up close, could I summon a sword using my pact of the blade ability or would I be stuck only being able to summon the bow if I found a magical bow?
if you bond with an magical weapon, that weapon becomes your pact weapon, you can only have a single pact weapon so for as long as you are bonded with your fancy magical bow that bow is your pact weapon, you can only summon that bow as an pact weapon and you cannot change the shape of your pact weapon if it is an actual magic weapon you are attuned to. Simply put if you have bonded with an magical +3 longbow or whatever you cannot summon a sword or some other melee weapon, that +3 magical longbow is your one and ONLY pact weapon, you are stuck with it until you do the one hour long ritual to break your bond with the weapon
Turning an magic weapon into your pact weapon takes the same amount of time of 1 shot rest as it does to bond with the weapon, and both sound like very similar processes with how the players handbook describes bonding with an new pact weapon as the dungeon masters guide describes attuning to an magic weapon, so i guess you could probably do both at the same time, but your attunement to an magic weapon would still take up one of your three attunement slots, just like normal. Since you are playing an warlock i assume you are already familliar with what exactly short rests are and how they work
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You could take improved pact weapon. This allows the weapon to be a longbow, shortbow, light crossbow or heavy crossbow. It also makes the weapon a spellcasting focus and gives it +1 damage and attack rolls, unless it is already a magic weapon with that bonus.
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You can also have a Hexblade weapon, so your Pact Weapon might be a ranged weapon, but you could still attack with CHA stat with a melee weapon that you make your hexblade weapon each morning. But you can't summon and dismiss it.
I would suggest making the magic longbow your daily-attuned hex weapon instead of a pact weapon, it's your primary weapon anyway, so you'll have it in your hand more often than not, and using it as part of the somatic component of spells is still thematic, while allowing you to summon a backup melee pact weapon. Both use your CHA bonus, so it's only your profficiency with longbows that's in question.
Yes, i know this reply is 3½ years late.
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I would suggest making the magic longbow your daily-attuned hex weapon instead of a pact weapon, it's your primary weapon anyway, so you'll have it in your hand more often than not, and using it as part of the somatic component of spells is still thematic, while allowing you to summon a backup melee pact weapon. Both use your CHA bonus, so it's only your profficiency with longbows that's in question.
Yes, i know this reply is 3½ years late.
The weapon that is the target of Hex Warrior can't have the Two-Handed property.
I'm also currently playing a Hexblade using a bow, and if you're concerned about what happens if something gets in melee with you ... just melee strike them with your pact bow if you have no other escape and don't want to risk the attack of opportunity. The only thing that changes is that the damage die is 1d4 instead of the normal damage die for that weapon, and it's bludgeoning instead of piercing damage. You can still use CHA for attack and damage mods. Attack bonus from Archery still applies if you multiclassed Fighter or Ranger because Archery only requires making an attack with a ranged weapon, not specifically a ranged attack. Same goes for the power attack from Sharpshooter.
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So for Pact of the Blade, it says initially you can alter the form of the weapon every time you summon it. But it also says that you can bond with a magical weapon to make it your Pact Weapon. Do you lose the ability to summon another weapon? And do you need to attune to your Pact Weapon if it is a magical weapon that needs attuning, or does your bond with it now take the place of attuning.
I ask because I have an idea to make an archer based Hexblade Warlock that turns his spells into Arrows, which I thought was pretty cool, but I am concerned about if an enemy gets up close, could I summon a sword using my pact of the blade ability or would I be stuck only being able to summon the bow if I found a magical bow?
if you bond with an magical weapon, that weapon becomes your pact weapon, you can only have a single pact weapon so for as long as you are bonded with your fancy magical bow that bow is your pact weapon, you can only summon that bow as an pact weapon and you cannot change the shape of your pact weapon if it is an actual magic weapon you are attuned to. Simply put if you have bonded with an magical +3 longbow or whatever you cannot summon a sword or some other melee weapon, that +3 magical longbow is your one and ONLY pact weapon, you are stuck with it until you do the one hour long ritual to break your bond with the weapon
Turning an magic weapon into your pact weapon takes the same amount of time of 1 shot rest as it does to bond with the weapon, and both sound like very similar processes with how the players handbook describes bonding with an new pact weapon as the dungeon masters guide describes attuning to an magic weapon, so i guess you could probably do both at the same time, but your attunement to an magic weapon would still take up one of your three attunement slots, just like normal. Since you are playing an warlock i assume you are already familliar with what exactly short rests are and how they work
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
You could take improved pact weapon. This allows the weapon to be a longbow, shortbow, light crossbow or heavy crossbow. It also makes the weapon a spellcasting focus and gives it +1 damage and attack rolls, unless it is already a magic weapon with that bonus.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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You can also have a Hexblade weapon, so your Pact Weapon might be a ranged weapon, but you could still attack with CHA stat with a melee weapon that you make your hexblade weapon each morning. But you can't summon and dismiss it.
You have to have improved pact weapon to have a ranged pact weapon. Otherwise it has to be melee. Even for hexblade.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
I would suggest making the magic longbow your daily-attuned hex weapon instead of a pact weapon, it's your primary weapon anyway, so you'll have it in your hand more often than not, and using it as part of the somatic component of spells is still thematic, while allowing you to summon a backup melee pact weapon. Both use your CHA bonus, so it's only your profficiency with longbows that's in question.
Yes, i know this reply is 3½ years late.
I'm sorry, no eldritch horrors are currently available to take your soul. Please leave an illusory script with your true name under the tome and our Humanoid Relations team will possess you as soon as they can. We apologise for any inconvenience.
The weapon that is the target of Hex Warrior can't have the Two-Handed property.
I'm also currently playing a Hexblade using a bow, and if you're concerned about what happens if something gets in melee with you ... just melee strike them with your pact bow if you have no other escape and don't want to risk the attack of opportunity. The only thing that changes is that the damage die is 1d4 instead of the normal damage die for that weapon, and it's bludgeoning instead of piercing damage. You can still use CHA for attack and damage mods. Attack bonus from Archery still applies if you multiclassed Fighter or Ranger because Archery only requires making an attack with a ranged weapon, not specifically a ranged attack. Same goes for the power attack from Sharpshooter.