It's a buffed version of hex that also affects saving throws -- which is a massive boost, frankly
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Ok, I know about the saving Throw, but the part that is bugging me is, 'Always have the Hex spell prepared' Warlock is not a caster that prepares spells, so all of their spells are already 'always prepared' What does this part of the description do? Does it mean, you can 'retrain' out of the Hex spell, choosing a different spell instead, and you STILL get Hex as a 'free' spell? Does it mean you can always cast Hex, even if you don't have a spell slot available? I am leaning toward the former, basically meaning you can swap out Hex for a different spell and still keep it.
Ok, I know about the saving Throw, but the part that is bugging me is, 'Always have the Hex spell prepared' Warlock is not a caster that prepares spells, so all of their spells are already 'always prepared' What does this part of the description do? Does it mean, you can 'retrain' out of the Hex spell, choosing a different spell instead, and you STILL get Hex as a 'free' spell? Does it mean you can always cast Hex, even if you don't have a spell slot available? I am leaning toward the former, basically meaning you can swap out Hex for a different spell and still keep it.
Being always prepared means that this text from the Pact Magic feature kicks in:
“If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you."
This means that if you had previously learned the Hex spell, then you can indeed replace it and will still be able to cast it and it will be a Warlock spell. If you only gained the Hex spell from the Eldrich Hex feature then you are not able to swap it out - since that option only exists for Pact Magic spells.
Ok, I know about the saving Throw, but the part that is bugging me is, 'Always have the Hex spell prepared' Warlock is not a caster that prepares spells, so all of their spells are already 'always prepared' What does this part of the description do? Does it mean, you can 'retrain' out of the Hex spell, choosing a different spell instead, and you STILL get Hex as a 'free' spell? Does it mean you can always cast Hex, even if you don't have a spell slot available? I am leaning toward the former, basically meaning you can swap out Hex for a different spell and still keep it.
All spellcasting classes prepare their spells now.
Eldritch Hex is a feature from the Great Old One Patron subclass, so it follows the next rule. Basically, you have the spell prepared to be cast using your spell slots, and it counts as a Warlock spell for you (EDIT: grammar fixed).
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended.
The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.
If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.
The real problem is that most warlock spells that require a save also require concentration so you can’t use them with eldritch hex. The main exceptions are charm person and monster, synaptic static, befuddlement, finger of death, blight , circle of death, dissonant whispers and arms of hadar unless I missed something…
The real problem is that most warlock spells that require a save also require concentration so you can’t use them with eldritch hex. The main exceptions are charm person and monster, synaptic static, befuddlement, finger of death, blight , circle of death, dissonant whispers and arms of hadar unless I missed something…
The real problem is that most warlock spells that require a save also require concentration so you can’t use them with eldritch hex. The main exceptions are charm person and monster, synaptic static, befuddlement, finger of death, blight , circle of death, dissonant whispers and arms of hadar unless I missed something…
That's why you have other people in your party
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
There is also another option that works for yourself. The GOOlock's Clairvoyant Combatant feature give you advantage on all attacks against an enemy, and the enemy has disadvantage on all attacks against you. This feature gives the enemy a Wisdom saving throw. So use Hex to debuff their Wisdom ability checks and saving throws, then use Clairvoyant Combatant to give yourself ongoing advantage. Really potent combo.
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Someone help me out here. 2024 Warlock, Great Old One subclass, Eldritch Hex at level 10.
It seems like all this does is add the Hex spell to your prepared spells list. I'm not missing anything here, right?
You’re missing the extremely big thing that the target has disadvantage on saving throws with the ability you select when you cast the spell.
It's a buffed version of hex that also affects saving throws -- which is a massive boost, frankly
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Ah, yes. Stupid brain. Thank you, both, for the sanity check (pun intended).
As soon as I read "choose an ability' and "disadvantage," my brain completely fuzzed out that it was affecting saving throws.
Ok, I know about the saving Throw, but the part that is bugging me is, 'Always have the Hex spell prepared' Warlock is not a caster that prepares spells, so all of their spells are already 'always prepared' What does this part of the description do? Does it mean, you can 'retrain' out of the Hex spell, choosing a different spell instead, and you STILL get Hex as a 'free' spell? Does it mean you can always cast Hex, even if you don't have a spell slot available? I am leaning toward the former, basically meaning you can swap out Hex for a different spell and still keep it.
Being always prepared means that this text from the Pact Magic feature kicks in:
“If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you."
This means that if you had previously learned the Hex spell, then you can indeed replace it and will still be able to cast it and it will be a Warlock spell. If you only gained the Hex spell from the Eldrich Hex feature then you are not able to swap it out - since that option only exists for Pact Magic spells.
All spellcasting classes prepare their spells now.
Eldritch Hex is a feature from the Great Old One Patron subclass, so it follows the next rule. Basically, you have the spell prepared to be cast using your spell slots, and it counts as a Warlock spell for you (EDIT: grammar fixed).
The real problem is that most warlock spells that require a save also require concentration so you can’t use them with eldritch hex. The main exceptions are charm person and monster, synaptic static, befuddlement, finger of death, blight , circle of death, dissonant whispers and arms of hadar unless I missed something…
I believe thunderclap, toll the dead, and mind sliver all require saving throws.
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That's why you have other people in your party
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
There is also another option that works for yourself. The GOOlock's Clairvoyant Combatant feature give you advantage on all attacks against an enemy, and the enemy has disadvantage on all attacks against you. This feature gives the enemy a Wisdom saving throw. So use Hex to debuff their Wisdom ability checks and saving throws, then use Clairvoyant Combatant to give yourself ongoing advantage. Really potent combo.