The hex spell is essentially the caster's version of hunter's Mark, with a twist. As stated, "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability."
Does this mean that targets under the Hex spell that are hit by multiple strikes from say Eldritch Blast or Fire Bolt suffer the additional Hex damage for each bolt? Just checking because if it does work this way, I've been grossly underestimating Warlocks!
Does this mean that targets under the Hex spell that are hit by multiple strikes from say Eldritch Blast or Fire Bolt suffer the additional Hex damage for each bolt? Just checking because if it does work this way, I've been grossly underestimating Warlocks!
To be clear, Firebolt is only one attack even as the damage increases at higher levels, so it can only benefit from spells like Hex once. Eldritch Blast is unique among the damaging cantrips because it's the only one that makes separate attacks as it scales instead of just doing more damage, so it can benefit from the extra damage on Hex with each blast.
For example: Firebolt @ Level 5, with Hex: 2d10 + 1d6 Eldritch Blast @ Level 5, with Hex: (1d10 + 1d6) + (1d10 + 1d6)
Warlocks also have an option to add their spellcasting mod to the damage of Eldritch Blast using a Warlock Invocation, making it the de facto damage dealing cantrip for the class and the reason why Sorcerers and Bards sometimes might dip two levels into Warlock.
Hex seems to be deliberately designed to pair with Eldritch Blast, especially since they're both spells that are normally only available to Warlocks. Even the fact that Hex has such a long duration pairs amazingly with the a Warlock's limited spell slots. When you start upcasting it, as long as you can keep up concentration you can even short rest while its active and go into combat with Hex already active and still have spell slots full.
How many other spells include multiple attack rolls with a single casting? The first one that comes to mind is Scorching Ray, although you really have to go out of your way to get access to it as a warlock.
Hex seems to be deliberately designed to pair with Eldritch Blast, especially since they're both spells that are normally only available to Warlocks. Even the fact that Hex has such a long duration pairs amazingly with the a Warlock's limited spell slots. When you start upcasting it, as long as you can keep up concentration you can even short rest while its active and go into combat with Hex already active and still have spell slots full.
How many other spells include multiple attack rolls with a single casting? The first one that comes to mind is Scorching Ray, although you really have to go out of your way to get access to it as a warlock.
It is easier to get hex or hunters mark on other characters since they can be picked up with the Fey touched feat - and can be cast with any spell slots they already have. Also, hunters mark is identical to hex except for the rider effect and damage type (rider - keep track of a creature vs disadvantage on ability checks tied to a specific stat, damage type - magical type matching the weapon in use vs necrotic).
These spells also don't work with magic missile at all because it has no attack roll. (some folks miss that for some reason).
How many other spells include multiple attack rolls with a single casting? The first one that comes to mind is Scorching Ray, although you really have to go out of your way to get access to it as a warlock.
On top of that i don't know if it's really better considering cost vs damage
0 spell slot of 0 level for 2+ attacks 1d10+1d6+CHA dmg (+ any other Eldritch Invocation effect applicable)
VS
1 spell slot of 2+ level for 3+ attacks 2d6+1d6 dmg
I was wondering if the disadvantage of ability checks include saving-throws. It doesnt say that but I was really wondering what use it would be to just sabotage ability-checks. When does an enemy use that during battle?! Saving throws on the other hand would be quite the useful thing.
Thanks for your response :)
Edit: well the answer was quick: no saving-throws inculded. I just dont know too much about what ability-checks the enemies make, I m a (relatively) new player and have no idea about what goes on behind the DMs Shield. Got to find out what would make sense considering the ability-part of Hex...
I was wondering if the disadvantage of ability checks include saving-throws. It doesnt say that but I was really wondering what use it would be to just sabotage ability-checks. When does an enemy use that during battle?! Saving throws on the other hand would be quite the useful thing.
It is just ability checks, not saves. Have a look in the D20 Tests section of the rules for more info on the difference.
Ability checks during combat isn't super common but trying to hide or finding someone who is hidden does come up as does a few others. Grappling/Showing used to be an ability check in the 2014 rules but got changed to a saving throw in the 2024 rules, that was likely the most common check in combat.
Also remember that Hex (and thus its effect on ability checks) can stay active for up to 24 hours (depending on spell slot and keeping concentration) so it can be useful outside of combat too.
Ability checks aren’t really used in combat very much, but if you’re trying to hide, a wisdom hex could be good to sabotage your enemy’s perception check. Additionally, you could do a dex hex on a creature to give it disadvantage on stealth checks. Or a strength hex to give it disadvantage to grapple you. Not really universally useful but it does have situational applications. Hex is just a really good spell anyways.
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The hex spell is essentially the caster's version of hunter's Mark, with a twist. As stated, "You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability."
Does this mean that targets under the Hex spell that are hit by multiple strikes from say Eldritch Blast or Fire Bolt suffer the additional Hex damage for each bolt? Just checking because if it does work this way, I've been grossly underestimating Warlocks!
Pg. 193 of PHB
Making an Attack
Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
so, yes 'making an attak' is not 'making a weapon attack' or 'making a spell attack' so its both. warlocks are great!
https://www.dndbeyond.com/sources/phb/combat#MakinganAttack - Read the last line in the segment. its talks about whether it is or not.
Yes Hex apply whenever you hit with an attack. When a game feature is intended to be limited, it will generally say it apply to the first attack made.
To be clear, Firebolt is only one attack even as the damage increases at higher levels, so it can only benefit from spells like Hex once. Eldritch Blast is unique among the damaging cantrips because it's the only one that makes separate attacks as it scales instead of just doing more damage, so it can benefit from the extra damage on Hex with each blast.
For example:
Firebolt @ Level 5, with Hex: 2d10 + 1d6
Eldritch Blast @ Level 5, with Hex: (1d10 + 1d6) + (1d10 + 1d6)
Warlocks also have an option to add their spellcasting mod to the damage of Eldritch Blast using a Warlock Invocation, making it the de facto damage dealing cantrip for the class and the reason why Sorcerers and Bards sometimes might dip two levels into Warlock.
Hex seems to be deliberately designed to pair with Eldritch Blast, especially since they're both spells that are normally only available to Warlocks. Even the fact that Hex has such a long duration pairs amazingly with the a Warlock's limited spell slots. When you start upcasting it, as long as you can keep up concentration you can even short rest while its active and go into combat with Hex already active and still have spell slots full.
How many other spells include multiple attack rolls with a single casting? The first one that comes to mind is Scorching Ray, although you really have to go out of your way to get access to it as a warlock.
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It is easier to get hex or hunters mark on other characters since they can be picked up with the Fey touched feat - and can be cast with any spell slots they already have. Also, hunters mark is identical to hex except for the rider effect and damage type (rider - keep track of a creature vs disadvantage on ability checks tied to a specific stat, damage type - magical type matching the weapon in use vs necrotic).
These spells also don't work with magic missile at all because it has no attack roll. (some folks miss that for some reason).
On top of that i don't know if it's really better considering cost vs damage
0 spell slot of 0 level for 2+ attacks 1d10+1d6+CHA dmg (+ any other Eldritch Invocation effect applicable)
VS
1 spell slot of 2+ level for 3+ attacks 2d6+1d6 dmg
Thanks, everyone. Now, off to make up a new Warlock!
I was wondering if the disadvantage of ability checks include saving-throws.
It doesnt say that but I was really wondering what use it would be to just sabotage ability-checks. When does an enemy use that during battle?!
Saving throws on the other hand would be quite the useful thing.
Thanks for your response :)
Edit: well the answer was quick: no saving-throws inculded.
I just dont know too much about what ability-checks the enemies make, I m a (relatively) new player and have no idea about what goes on behind the DMs Shield. Got to find out what would make sense considering the ability-part of Hex...
It is just ability checks, not saves. Have a look in the D20 Tests section of the rules for more info on the difference.
Ability checks during combat isn't super common but trying to hide or finding someone who is hidden does come up as does a few others. Grappling/Showing used to be an ability check in the 2014 rules but got changed to a saving throw in the 2024 rules, that was likely the most common check in combat.
Also remember that Hex (and thus its effect on ability checks) can stay active for up to 24 hours (depending on spell slot and keeping concentration) so it can be useful outside of combat too.
Ability checks aren’t really used in combat very much, but if you’re trying to hide, a wisdom hex could be good to sabotage your enemy’s perception check. Additionally, you could do a dex hex on a creature to give it disadvantage on stealth checks. Or a strength hex to give it disadvantage to grapple you. Not really universally useful but it does have situational applications. Hex is just a really good spell anyways.
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ