I think subclass matters here. Something like the new fey will prefer lucky as it flits in out of combat range with misty step and using blink. While some other subclasses I like the extra health.
I think subclass matters here. Something like the new fey will prefer lucky as it flits in out of combat range with misty step and using blink. While some other subclasses I like the extra health.
In the upcoming 2024 rules, there is no hexblade subclass (instead, pact of the blade is an invocation). Thus the confusion.
This is not helping reduce confusion. OP never mentioned the 2024 rules; Hexblade can be brought in to 2024 (and I believe they hinted it might be one of the first supplemental classes they revisit); and Pact of the Blade is a completely different thing than Hexblade.
To actually answer OP’s question, of those two, you have to consider what you plan to do. For a frontline tank or someone regularly taking damage, Tough is probably better for the consistent health buff; for a frontline striker, Lucky’s ability to stop nasty things is probably superior.
I would probably choose Tough of the two - I find Lucky to be a boring feat given the level of risk it mitigates.
This is assuming a hexblade wielding a melee weapon without racial flight.
Answering based on what is officially right now, as the 2024 is not yet officially released although many people did get early access.
Lucky without question. More health is nice, and as a caster your third highest stat is almost always Con, so you should have a decent health pool without needing Tough. Tough is great for tanking Subclasses and tanking builds, esp Barbarian Tanks.
As a DPR class, and the Melee focused DPR of Warlock avoidance is more efficient in your build. Avoidance as a concept... not a skill, I don't think we have that in D&D at this time. (I think it was a 3.5 feat for rogues at one time)
Having high dex as your second highest stat, with feats and leather should make you untouchable even with AOE effects. Then add Vampiric Touch when you can, and you are golden.
Now come 2024, and because the changes to warlock, I can see two amazing Tanking builds, one of which will need a few levels in Rogue, and the other will need Tough. Or the 2024 version. But until we get the book, and can read it, and theory craft it, it's a wait and see. I suspect D4 will have a video soon with a gish build that can tank using the new Warlock rules. He really loves a good gish.
Hands down statistically speaking Lucky is pretty much always better than Tough. But it does make a difference if the party has a solid healer or not. Who’s to e party healer?
Lucky is definitely better: it's useable in many situations and it makes a difference. Tough is only useful when you're low on hitpoints (which doesn't seem to happen very often in 5e).
I would note that 2024 Lucky appears to require using it before the roll, which makes it significantly worse than the 2014 version (and simultaneously, Inspiration is now usable after the roll, which make it much better than in 2014), though it does allow you to qualify for sneak attack, which the 2014 version did not.
This is assuming a hexblade wielding a melee weapon without racial flight.
I think subclass matters here. Something like the new fey will prefer lucky as it flits in out of combat range with misty step and using blink. While some other subclasses I like the extra health.
I already specifically mentioned hexblade
In the upcoming 2024 rules, there is no hexblade subclass (instead, pact of the blade is an invocation). Thus the confusion.
This is not helping reduce confusion. OP never mentioned the 2024 rules; Hexblade can be brought in to 2024 (and I believe they hinted it might be one of the first supplemental classes they revisit); and Pact of the Blade is a completely different thing than Hexblade.
To actually answer OP’s question, of those two, you have to consider what you plan to do. For a frontline tank or someone regularly taking damage, Tough is probably better for the consistent health buff; for a frontline striker, Lucky’s ability to stop nasty things is probably superior.
I would probably choose Tough of the two - I find Lucky to be a boring feat given the level of risk it mitigates.
Answering based on what is officially right now, as the 2024 is not yet officially released although many people did get early access.
Lucky without question. More health is nice, and as a caster your third highest stat is almost always Con, so you should have a decent health pool without needing Tough. Tough is great for tanking Subclasses and tanking builds, esp Barbarian Tanks.
As a DPR class, and the Melee focused DPR of Warlock avoidance is more efficient in your build. Avoidance as a concept... not a skill, I don't think we have that in D&D at this time. (I think it was a 3.5 feat for rogues at one time)
Having high dex as your second highest stat, with feats and leather should make you untouchable even with AOE effects. Then add Vampiric Touch when you can, and you are golden.
Now come 2024, and because the changes to warlock, I can see two amazing Tanking builds, one of which will need a few levels in Rogue, and the other will need Tough. Or the 2024 version. But until we get the book, and can read it, and theory craft it, it's a wait and see. I suspect D4 will have a video soon with a gish build that can tank using the new Warlock rules. He really loves a good gish.
Mobile might be useful in combat situations and out of combat situations.
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Hands down statistically speaking Lucky is pretty much always better than Tough. But it does make a difference if the party has a solid healer or not. Who’s to e party healer?
Lucky is definitely better: it's useable in many situations and it makes a difference. Tough is only useful when you're low on hitpoints (which doesn't seem to happen very often in 5e).
Statistically speaking, Tough only lets you take one additional hit. Two if it's of a damage type you're resistant to.
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I would note that 2024 Lucky appears to require using it before the roll, which makes it significantly worse than the 2014 version (and simultaneously, Inspiration is now usable after the roll, which make it much better than in 2014), though it does allow you to qualify for sneak attack, which the 2014 version did not.