I find rangers almost always cast one spell per encounter that changes the field tactics. Which spells work will change with the build and encounter design. Fog cloud can really make a difference if you know your enemy's vision and actions. Sometimes just long strider or asharladons Stride or jump gives a tactical advantage.
Amost every ranger spell has its use and if your relying on HM your probably going to have less fun because it's only sometimes optimal.
Spells like HM and Hex (concentration spells that are always useful, even if you might do better situationally) ought to be avoided in class design. By existing, they reduce spell usage; because they're easy, you cast them round 1, and then don't use anything else because it'll ruin your damage boost. If the class needs an always-on damage boost, then just give it to them as a class feature.
That is why the no concentration version worked. I think it should have been deployed a bit later like level 5/6 but it works in the design as it does not stop you from casting other spells or dropping a spell that is signature to the class. There are other ways to do it, like just stop making them spells but bonus actions or magic actions. Or some kind of non action for them like object interact, draw weapon style action. with other limits like x times per day, they last 1 hour period.
I would not want to just give them a class future you do 1d6 more damage per attack as a class feature. it should have some limits in how its used, limits define and shape a classes personality as much as their strengths do
One thing I have always found about hex is if I am planning on using it with a warlock then I am also looking at spells that don't need concentration. With Fiends that means I am looking at fireballs and fire shield and the like. For Archfey it means I want to use blink and plant growth for a lot of other warlocks I am looking at dispel magic, counter spell, armor of agathys, the charm sweet of spells. Warlocks, in particular, feel kind of limited by concentration, but being able to concentrate on a spell through a rest does at least extend your casting a bit, even if it also finds ways to limit it at the same time.
The other Warlock option was to use lingering damage spells and then use Eldritch Blast to shove enemies back into them - the build works best when you have both repelling blast and Grasp of Hadar. Even better is a Daolock and the Crusher feat. And of course, to ignore the Hex spell 90% of the time. If you still want to use Hex, play the new version of Tomelock and grab the Shadow Touched feat if it still exists in OneD&D - at least then you'll have 2 castings per long rest (presuming you took Hex for both) that won't eat into higher level spell slots.
The other Warlock option was to use lingering damage spells and then use Eldritch Blast to shove enemies back into them - the build works best when you have both repelling blast and Grasp of Hadar. Even better is a Daolock and the Crusher feat. And of course, to ignore the Hex spell 90% of the time. If you still want to use Hex, play the new version of Tomelock and grab the Shadow Touched feat if it still exists in OneD&D - at least then you'll have 2 castings per long rest (presuming you took Hex for both) that won't eat into higher level spell slots.
After playing Baldur's Gate 3 I've become a huge fan of hungry, hungry hadar with devil's sight + repelling blast to just wreck anything inside or keep pushing them back in, though the big area makes it a bit more awkward in actual play where encounters are usually smaller (BG3 throws a lot of abnormally large enemy groups at you, but then it doesn't have the problem of that ballooning combat into an hours-long slog). I know some DMs may not allow devil's sight with it since it's "blackness" not darkness, but I've yet to encounter a DM who would rule that way.
Still a very strong combo though when you can make good use of it as the triple whammy of damage, difficult terrain and poor visibility means it covers a lot of bases all in one effect, while my Wizard with Evard's black tentacles is always a bit disappointed by what is basically just entangle + damage, since enemies that escape are only really slowed a little bit (especially as it's not that big of an area). Hungry, hungry Hadar is a lower level with better range, better radius, and more effective effects, it's only issue is doesn't scale at all, but it's still good even when you're burning a 4th- or 5th-level pact slot.
I do like hex as well though, especially when, like you say, you can get a free casting or two; the duration makes it good value for a blaster who shouldn't be losing concentration too easily, and as long as it doesn't get interrupted you can usually get a couple of fights out of it in a multiple encounters sort of area like a dungeon, enemy base etc. It's just not the most exciting as the disadvantage to ability checks is only going to come up if your group has a grappler you can help out, or you know an enemy is a caster that might have counterspell or dispel magic (and can guess their casting score), and the first of these is going away in OneD&D if they stick to grappling being a saving throw. It does give it some out of combat utility though which is nice, but you have to have some coordination to really make the most of it, and even then you're usually better off just having friends and saving the slot unless you're expecting to fight the target no matter what.
This is part of why I hope they add some invocations that build on hex, as being able to improve the debuff effect(s) could make it a lot more enticing, and dropping the concentration as a higher level invocation could be sweet. It feels to me like a good signature spell for Warlocks as even if a build might not prefer it, having a free use or two means you've got something you can use when you want to save your pact magic slots.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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The other Warlock option was to use lingering damage spells and then use Eldritch Blast to shove enemies back into them - the build works best when you have both repelling blast and Grasp of Hadar. Even better is a Daolock and the Crusher feat. And of course, to ignore the Hex spell 90% of the time. If you still want to use Hex, play the new version of Tomelock and grab the Shadow Touched feat if it still exists in OneD&D - at least then you'll have 2 castings per long rest (presuming you took Hex for both) that won't eat into higher level spell slots.
After playing Baldur's Gate 3 I've become a huge fan of hungry, hungry hadar with devil's sight + repelling blast to just wreck anything inside or keep pushing them back in, though the big area makes it a bit more awkward in actual play where encounters are usually smaller (BG3 throws a lot of abnormally large enemy groups at you, but then it doesn't have the problem of that ballooning combat into an hours-long slog). I know some DMs may not allow devil's sight with it since it's "blackness" not darkness, but I've yet to encounter a DM who would rule that way.
Still a very strong combo though when you can make good use of it as the triple whammy of damage, difficult terrain and poor visibility means it covers a lot of bases all in one effect, while my Wizard with Evard's black tentacles is always a bit disappointed by what is basically just entangle + damage, since the restraint can only land once and enemies that escape are only really slowed a little bit (especially as it's not that big of an area). Hungry, hungry Hadar is a lower level with better range, better radius, and more effective effects, it's only issue is doesn't scale at all, but it's still good even when you're burning a 4th- or 5th-level pact slot to cast it.
I do like hex as well though, especially when, like you say, you can get a free casting or two; the duration makes it good value for a blaster who shouldn't be losing concentration too easily, and as long as it doesn't get interrupted you can usually get a couple of fights out of it in a multiple encounters sort of area like a dungeon, enemy base etc. It's just not the most exciting as the disadvantage to ability checks is only going to come up if your group has a grappler you can help out, or you know an enemy is a caster that might have counterspell or dispel magic (and can guess their casting score), and the first of these is going away in OneD&D if they stick to grappling being a saving throw. It does give it some out of combat utility though which is nice, but you have to have some coordination to really make the most of it, and even then you're usually better off just having friends and saving the slot unless you're expecting to fight the target no matter what.
This is part of why I hope they add some invocations that build on hex, as being able to improve the debuff effect(s) could make it a lot more enticing, and dropping the concentration as a higher level invocation could be sweet. It feels to me like a good signature spell for Warlocks as even if a build might not prefer it, having a free use or two means you've got something you can use when you want to save your pact magic slots.
A lot of it is table dependent. At ours spells like spike growth and hungry, hungry hadar(that really should be its new name) end up being the enemies lose one action spell as they just double move out and away from it.
And yes I want invocations that build on hex. Ideally for me I would have wanted hex to be the building block of effects as opposed to eldritch blast. And yes hex would be without concentration. Heck I'd be fine with removing its damage if you could modify it so it felt like well a hex.
Man. It's almost like the community's utter desperation for any form of functional gish is driving them to stupidity because Wizards flat ******* refuses to give people the thing they've wanted since before 5e was a thing - the ability to swing your sword and use magic in the same action and be effective doing it.
Where's our goddamn spellblade, Wizards? These dumb arguments over SCAGtrip-esque spells would all disappear if we had a working bloody spellblade.
I thought they fixed the EK to do this?
Depending how you see it the pally smites are definitely closer to this now as well (slash and banish...).
Bonus action spells on anyone with extra attack is very limited casting and attacking.
Honestly, I would argue there are a decent number of spell blades all with different limits on slash, casting or variety of both. But you aren't getting a spell blade that is as good at casting as a caster or as good as fighting as martials. Action economy is always going to be the main limiter because flexibility is the main benefit.
EK is in a lot better place than it was. I am excited about the other spell schools being opened up so I can liberally choose spells to enhance my ability to melee.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Man. It's almost like the community's utter desperation for any form of functional gish is driving them to stupidity because Wizards flat ******* refuses to give people the thing they've wanted since before 5e was a thing - the ability to swing your sword and use magic in the same action and be effective doing it.
Where's our goddamn spellblade, Wizards? These dumb arguments over SCAGtrip-esque spells would all disappear if we had a working bloody spellblade.
I thought they fixed the EK to do this?
Depending how you see it the pally smites are definitely closer to this now as well (slash and banish...).
Bonus action spells on anyone with extra attack is very limited casting and attacking.
Honestly, I would argue there are a decent number of spell blades all with different limits on slash, casting or variety of both. But you aren't getting a spell blade that is as good at casting as a caster or as good as fighting as martials. Action economy is always going to be the main limiter because flexibility is the main benefit.
The problem is in every last single current "Spellblade" subclass, the class's entire game plan is either "cast unless you have no other choice, in which case attack" or "attack unless you have no other choice, in which case spell." Spells and swords remain distinct, separate, and as unmixable as oil and water. even the Bladesinger, the closest they've ever gotten, is "make one attack, and then cast a minor spell, in the same action." The 'flexibility' offered by being a fake spellblade never actually matters because making use of that flexibility is a strictly inferior game plan to just doing what your class is meant to actually be doing. After all, when was the last time you saw a ranger or a paladin actually cast a spell in combat that wasn't Hunter's Mark?
I think that really the SCAG cantrips are a good formula for what we need: Spells that we cast, make a melee attack when we do so, and get an effect. You could probably fluff some current spells to work like that. I think that's not exactly what people are looking for, but could probably be made to work.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
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The other Warlock option was to use lingering damage spells and then use Eldritch Blast to shove enemies back into them - the build works best when you have both repelling blast and Grasp of Hadar. Even better is a Daolock and the Crusher feat. And of course, to ignore the Hex spell 90% of the time. If you still want to use Hex, play the new version of Tomelock and grab the Shadow Touched feat if it still exists in OneD&D - at least then you'll have 2 castings per long rest (presuming you took Hex for both) that won't eat into higher level spell slots.
After playing Baldur's Gate 3 I've become a huge fan of hungry, hungry hadar with devil's sight + repelling blast to just wreck anything inside or keep pushing them back in, though the big area makes it a bit more awkward in actual play where encounters are usually smaller (BG3 throws a lot of abnormally large enemy groups at you, but then it doesn't have the problem of that ballooning combat into an hours-long slog). I know some DMs may not allow devil's sight with it since it's "blackness" not darkness, but I've yet to encounter a DM who would rule that way.
Still a very strong combo though when you can make good use of it as the triple whammy of damage, difficult terrain and poor visibility means it covers a lot of bases all in one effect, while my Wizard with Evard's black tentacles is always a bit disappointed by what is basically just entangle + damage, since enemies that escape are only really slowed a little bit (especially as it's not that big of an area). Hungry, hungry Hadar is a lower level with better range, better radius, and more effective effects, it's only issue is doesn't scale at all, but it's still good even when you're burning a 4th- or 5th-level pact slot.
I do like hex as well though, especially when, like you say, you can get a free casting or two; the duration makes it good value for a blaster who shouldn't be losing concentration too easily, and as long as it doesn't get interrupted you can usually get a couple of fights out of it in a multiple encounters sort of area like a dungeon, enemy base etc. It's just not the most exciting as the disadvantage to ability checks is only going to come up if your group has a grappler you can help out, or you know an enemy is a caster that might have counterspell or dispel magic (and can guess their casting score), and the first of these is going away in OneD&D if they stick to grappling being a saving throw. It does give it some out of combat utility though which is nice, but you have to have some coordination to really make the most of it, and even then you're usually better off just having friends and saving the slot unless you're expecting to fight the target no matter what.
This is part of why I hope they add some invocations that build on hex, as being able to improve the debuff effect(s) could make it a lot more enticing, and dropping the concentration as a higher level invocation could be sweet. It feels to me like a good signature spell for Warlocks as even if a build might not prefer it, having a free use or two means you've got something you can use when you want to save your pact magic slots.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
A lot of it is table dependent. At ours spells like spike growth and hungry, hungry hadar(that really should be its new name) end up being the enemies lose one action spell as they just double move out and away from it.
And yes I want invocations that build on hex. Ideally for me I would have wanted hex to be the building block of effects as opposed to eldritch blast. And yes hex would be without concentration. Heck I'd be fine with removing its damage if you could modify it so it felt like well a hex.
EK is in a lot better place than it was. I am excited about the other spell schools being opened up so I can liberally choose spells to enhance my ability to melee.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I think that really the SCAG cantrips are a good formula for what we need: Spells that we cast, make a melee attack when we do so, and get an effect. You could probably fluff some current spells to work like that. I think that's not exactly what people are looking for, but could probably be made to work.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha