agree to all of your points Nullstalker, but add in that in this comparison listing from a prior poster he also added Lessons to get another background feat ( i'm guessing for tough to get his HP up, but even with tough i don't see how you get to these Numbers and have 16 dex ( absolutly needed at least to get to 16 AC ) have the 13 str to get GWM and have some Con 12-14 to survive and still able to land your spells reliable as well as hit anything .....
Also we have to keep in mind, that in DnD 2024 MC is no longer optional but core ..... so this listing should include maybe a) 1 paladin / 19 Warlock ( Celestial ) b) 1-6 Paladin / 18-20 Sorcerer ( melee sorc with shadowblade e.g. ) c) Valor Bard
agree to all of your points Nullstalker, but add in that in this comparison listing from a prior poster he also added Lessons to get another background feat ( i'm guessing for tough to get his HP up, but even with tough i don't see how you get to these Numbers and have 16 dex ( absolutly needed at least to get to 16 AC ) have the 13 str to get GWM and have some Con 12-14 to survive and still able to land your spells reliable as well as hit anything .....
Also we have to keep in mind, that in DnD 2024 MC is no longer optional but core ..... so this listing should include maybe a) 1 paladin / 19 Warlock ( Celestial ) b) 1-6 Paladin / 18-20 Sorcerer ( melee sorc with shadowblade e.g. ) c) Valor Bard
Yeah. I mean you can definitely make a good bladelock by multiclassing. Starting fighter to me seems to most optimal as it gives most of what you need plus CON proficiency, but paladin is definitely valid and so are other options. However, it does not change the fact that you are being forces to multiclass to make PotB work, which is already the most taxed warlock build in terms of invocations and the ability scores needed, and with all the nerfs to PotB invocations, the rewards ends up being barely worth all the hoops you are jumping through to make everything work.
For me, and I think for most of us bladelock enjoyers, we were hoping that the revised hexblade would give us the tools needed to build a bladelock without the need to multiclass, and neither of the UA versions of the hexblade have done that so far, which was my whole point. I will also add that without the bladelock in mind, the features provided by this hexblade are still lackluster and uninspired IMO and dont feel good whatsoever but that is just my personal opinion at that point.
As I mentioned before, the 2014 Hexblade is widely popular and remains one of the most played subclasses in Baldur's Gate 3. The developers should be fixing and filling the gaps while preserving the core mechanics—that’s what most of the player base expects.
As I mentioned before, the 2014 Hexblade is widely popular and remains one of the most played subclasses in Baldur's Gate 3. The developers should be fixing and filling the gaps while preserving the core mechanics—that’s what most of the player base expects.
I wouldn't mind if they revamped it a bit, i mean the old hexblade was really popular for multiclassing because its level 1 features where very good. However the rest of the features I always found to be a bit lackluster, Accursed specter in 5e was cool in concept but very limited and tbh pretty lackluster. The version implemented in BG3 would be difficult to port into tabletop I think. Armor of hexes was very feast and famine and Master of hexes was never a satisfying capstone. I think that there are some good ideas but the execution is poor. Blending sword and sorcery is what they need to be focusing on and fixing the AC problems warlocks have when it comes to being in melee. Medium armor would be a straightforward fix, however I would actually prefer if they went the Bladesinger route adding CHA to AC. It can be while hexbaldes curse is active or while concentrating on a spell (which would be more flexible as a requirement).
As a follow up to this discussion, we are playing with the new rules and I really wanted to play a hexblade, but the new hexblade, as it is the general opinion, well...kinda sucks. Me and my DM looked and both UA version, made some big changes which we both felt comfortable with and he allowed me to run this modified version. I will say that the few session we had so far, what we came up with seems very strong, probably A tier, but it does not seem so powerful to be unreasonable or broken and it is not above what the others are playing at the table, it just feel satisfying to play, fun and very fluid and synergistic compared to what the UA presented. This is what we came up with (yes we gave the features names because we are both degenerates and like to this stuff, plus is easier to refer to them if they have names). We also wanted to refrain from creating completely new features as far as possible but just modify what the UAs presented (except for a couple of exceptions).
Level 3: Hexblade's Curse
You can cast Hex without expanding a spell slot. You can do so a number of times equal to your CHA modifier and you regain all expanded uses of this feature once you finish a long rest. In addition your Hex spell grants you the additional benefits below. Accursed Critical: When you make a weapon attack against a creature cursed by your Hex spell, you score a critical hit on a 19 or 20, instead of only on a 20. Hungering Hex: Whenever another creature cursed by your Hex spell is reduced to 0 hit points, you regain a number of hit points equal to D8 + your CHA modifier. (Right now we are still debating whether or not this is too much healing since Hex can be moved around. It felt a lot at lower levels, but felt weaker at later levels where there are fewer but bigger enemies. Maybe the healing should scale somewhat different).
Level 3: Hex Warrior
Unyielding will: When you fail on a concentration saving throw, you can choose to succeed instead. When you do you gain temporary hit points equal to D8 + Warlock level. Once you use this feature, you can't using it again until you finish a short rest. Accursed armor: While you are not wearing medium or heavy armor or wielding a shield, you gain a bonus to your AC equal to your CHA modifier while your are concentrating on a warlock spell.
Level 6: Malign Brutality
Harrowing Hex: After you cast a level 1+ warlock spell that has the casting time of an action, you can make one weapon attack as part of the same action. Hateful Hex: The additional necrotic damage creatures take from your Hex spell is increased to 2D6. Inescapable Hex: When you place your Hex on a creature, or as a bonus action on your turn, you may teleport up to 30ft to an empty space within 5 feet of a creature cursed by your Hex spell.
Level 10: Armor of Hexes
When you take damage from a creature cursed by your Hex spell, you can use your reaction to gain resistance against all damage you take from that creature until the start of your next turn.
Level 14: Master of Hexes
Masterful Hex: When you cast your Hex spell, you may modify it to not require concentration. When you do so the duration of the spell becomes 1 minute and it ends when the creature cursed by it is reduced to 0 hit points. Once your modify your Hex spell this way you can't do so again until you finish a short or long rest, or you use your Magical Cunning feature. Explosive Hex: When you hit a creature cursed by your Hex spell with an attack, you can cause an explosion of sinister energy. The target and all creatures of your choice in a 30-foot emanation originating from the target, take necrotic damage equal to 3D6 + Warlock level. In addition, those creature have their speed reduced by 10 feet until the start of your next turn. Once you use this feature you can't use it again until you finish a long rest, or your use a pact magic slot to use it again (no action required).
That looks pretty good! However, I'd change the Unyielding Will to come at a price - it feels like the warlock gets two temp boons for the price of one. I'd actually make using this feature inflict 1d8 or 1d6 hit points on the warlock - a sort of fatigue or exhaustion tax. Or maybe it means the warlock gains 1 level of Exhaustion once the feature expires?
Much as I like this, though, I'm probably not going to be entirely happy with any version of the hexblade that doesn't grant easier access to medium armor and shield training.
That looks pretty good! However, I'd change the Unyielding Will to come at a price - it feels like the warlock gets two temp boons for the price of one. I'd actually make using this feature inflict 1d8 or 1d6 hit points on the warlock - a sort of fatigue or exhaustion tax. Or maybe it means the warlock gains 1 level of Exhaustion once the feature expires?
Much as I like this, though, I'm probably not going to be entirely happy with any version of the hexblade that doesn't grant easier access to medium armor and shield training.
I didn't understand the feedback about unyielding will. That part is the same as it is in the UA. If I understand correctly you are saying auto-passing the concentration should have some drawback?
Regarding the armor and shield proficiency I understand where you are coming from. I know a lot of people want armor prof because they like the armored warlock fantasy, but, obviously I did this for me, and I never liked the fact that warlocks got their armor form just putting on a piece of metal, I always wanted a version of hexblade that conjured their armor out of magic the same they do with their weapons. I was hoping they would make armor of shadows CHA unarmored defense for the 2024 warlock, but we got the same useless invocation we had in 2014.
1) Hexblade Curse should be like 2014 with more uses.
Hexblade Curse
At 3rd level, your Hexblade Patron empowers your curses. You always have the Hex spell prepared. You can cast Hex spell without using a spell slot. Until the curse ends, you gain the following benefits:
You gain your proficiency bonus to damage rolls against the cursed target.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target drops to 0 Hit Points, you can end the Hex spell to regain hit points or Temporary Hit Points equal to your warlock level plus your Charisma modifier (minimum of 1 hit point) or curse a new creature on your later turns. (no Action required).
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a Long Rest.
2) Increasing Charisma isn’t the way forward. The true essence of the Hexblade, inspired by Elric of Melniboné, lies in wielding medium armor and a shield — that’s the authentic, original concept."
3) Accursed Specter was a genuinely cool feature, and I’m surprised more people don’t miss it.
4) A level 14 feature that only removes concentration from Hex comes far too late and feels underwhelming. Explosive Hex is even worse — weak, awkward, and nonsensical at that stage. At level 14, casting a Spell and attacking will almost always be the superior choice.
If we are willing to think about an actually different Hexblade, might I suggest:
3rd Level: HexBlade's Curse
You learn the Hex spell, and can cast it without expending a spell slot a number of times equal to you charisma modifier per long rest. Your Hex is enhanced by your Hexblade Curse granting it the following benefits:
Deadly. Your Hex deals an additional +2 necrotic damage, this increases to +3 at 11th level.
Armour of Hexes. When you would deal damage with you Hex, you can instead grant yourself a bonus to your AC equal to the amount of necrotic damage your Hex would have done. You can only use this feature if you are unarmoured or wearing light armour, and you can only use it once on your turn.
Precise. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
6th Level: Acursed Death
When the creature affected by your Hex is reduced to 0 hp, you can end your Hex to cause one of the following effects:
Torment. You raise the soul of the target as a Specter which obeys your commands. You can use a Bonus action to command the Specter to Attack (or take another action), and the Specter gains a bonus to its attack and damage rolls equal to your proficiency bonus. This specter lasts for 1 hour or until you use this ability again.
Absorb. You absorb a portion of the soul of the target, and regain hit points equal to twice your warlock level plus your Charisma modifier.
Empower. You infuse your weapon with the soul energy, you can immediately use your reaction to make 1 weapon attack, if the attack hits it deals an additional 2d6 necrotic damage.
11th Level: Debilitating Hex
Starting at 11th level, when you hit the target of your hex with an attack, you replace the extra damage you would deal with one of the following effects until the end of your next turn:
Staggered. The target has disadvantage on attacks that target you.
Disoriented. The target has disadvantage on saving throws against your spells.
Immobilized. The target must succeed on a Constitution saving throw or have its move speed reduced to 0.
You can use this feature only once per turn.
14th Level: Master of Hexes
When you cast your Hex spell, you may modify it to not require concentration. When you do so the duration of the spell becomes 1 minute and it ends when the creature cursed by it is reduced to 0 hit points. When you cast Hex in this way, each time you roll the maximum value on the 1d6 for your Hex you can roll one additional 1d6 and add it to the total damage.
1) Hexblade Curse should be like 2014 with more uses.
Hexblade Curse
At 3rd level, your Hexblade Patron empowers your curses. You always have the Hex spell prepared. You can cast Hex spell without using a spell slot. Until the curse ends, you gain the following benefits:
You gain your proficiency bonus to damage rolls against the cursed target.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target drops to 0 Hit Points, you can end the Hex spell to regain hit points or Temporary Hit Points equal to your warlock level plus your Charisma modifier (minimum of 1 hit point) or curse a new creature on your later turns. (no Action required).
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a Long Rest.
2) Increasing Charisma isn’t the way forward. The true essence of the Hexblade, inspired by Elric of Melniboné, lies in wielding medium armor and a shield — that’s the authentic, original concept."
3) Accursed Specter was a genuinely cool feature, and I’m surprised more people don’t miss it.
4) A level 14 feature that only removes concentration from Hex comes far too late and feels underwhelming. Explosive Hex is even worse — weak, awkward, and nonsensical at that stage. At level 14, casting a Spell and attacking will almost always be the superior choice.
Your version of hexbalde curse is just worse. The healing is substituted by temp hp and causes the curse to end which is bad especially since you have other sources of temp hp. You also do not need to have proficiency dmg because Hex itself grants a dmg boost.
Hexblade is a warlock subclass, so increasing CHA should definitely the way forward. Making a subclass for warlock that requires other stats to work would be bad design. If you want to play a warlock with armor that uses STR or DEX instead of CHA you can achieve that through multiclassing.
Accursed specter was cool, bad it was bad and very limited due to it requiring a humanoid.
The level 14 feature scaling with warlock level defiantly makes it usable. You can argue that you dont like it, but it isnt bad. Having a Hex which you can cast without concentration isnt as bad as you think. Being able to stack the benefits of hexblades curse along another concentration spell in tougher fights is very valuable.
You can say you do not like it, and that would be fine, but you are making assumptions on whats good and bad using your personal preference as a metric, which does not work.
If we are willing to think about an actually different Hexblade, might I suggest:
3rd Level: HexBlade's Curse
You learn the Hex spell, and can cast it without expending a spell slot a number of times equal to you charisma modifier per long rest. Your Hex is enhanced by your Hexblade Curse granting it the following benefits:
Deadly. Your Hex deals an additional +2 necrotic damage, this increases to +3 at 11th level.
Armour of Hexes. When you would deal damage with you Hex, you can instead grant yourself a bonus to your AC equal to the amount of necrotic damage your Hex would have done. You can only use this feature if you are unarmoured or wearing light armour, and you can only use it once on your turn.
Precise. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
6th Level: Acursed Death
When the creature affected by your Hex is reduced to 0 hp, you can end your Hex to cause one of the following effects:
Torment. You raise the soul of the target as a Specter which obeys your commands. You can use a Bonus action to command the Specter to Attack (or take another action), and the Specter gains a bonus to its attack and damage rolls equal to your proficiency bonus. This specter lasts for 1 hour or until you use this ability again.
Absorb. You absorb a portion of the soul of the target, and regain hit points equal to twice your warlock level plus your Charisma modifier.
Empower. You infuse your weapon with the soul energy, you can immediately use your reaction to make 1 weapon attack, if the attack hits it deals an additional 2d6 necrotic damage.
11th Level: Debilitating Hex
Starting at 11th level, when you hit the target of your hex with an attack, you replace the extra damage you would deal with one of the following effects until the end of your next turn:
Staggered. The target has disadvantage on attacks that target you.
Disoriented. The target has disadvantage on saving throws against your spells.
Immobilized. The target must succeed on a Constitution saving throw or have its move speed reduced to 0.
You can use this feature only once per turn.
14th Level: Master of Hexes
When you cast your Hex spell, you may modify it to not require concentration. When you do so the duration of the spell becomes 1 minute and it ends when the creature cursed by it is reduced to 0 hit points. When you cast Hex in this way, each time you roll the maximum value on the 1d6 for your Hex you can roll one additional 1d6 and add it to the total damage.
This has the same problem the UA Horror hexblade had, which is completely dependent on Hex. If you are not concentrating on Hex you have no subclass. Considering warlock has a lot of concentration spells, that isnt a design which a lot of people, including me, would want to play.
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agree to all of your points Nullstalker, but add in that in this comparison listing from a prior poster he also added Lessons to get another background feat ( i'm guessing for tough to get his HP up, but even with tough i don't see how you get to these Numbers and have 16 dex ( absolutly needed at least to get to 16 AC ) have the 13 str to get GWM and have some Con 12-14 to survive and still able to land your spells reliable as well as hit anything .....
Also we have to keep in mind, that in DnD 2024 MC is no longer optional but core ..... so this listing should include maybe
a) 1 paladin / 19 Warlock ( Celestial )
b) 1-6 Paladin / 18-20 Sorcerer ( melee sorc with shadowblade e.g. )
c) Valor Bard
Yeah. I mean you can definitely make a good bladelock by multiclassing. Starting fighter to me seems to most optimal as it gives most of what you need plus CON proficiency, but paladin is definitely valid and so are other options. However, it does not change the fact that you are being forces to multiclass to make PotB work, which is already the most taxed warlock build in terms of invocations and the ability scores needed, and with all the nerfs to PotB invocations, the rewards ends up being barely worth all the hoops you are jumping through to make everything work.
For me, and I think for most of us bladelock enjoyers, we were hoping that the revised hexblade would give us the tools needed to build a bladelock without the need to multiclass, and neither of the UA versions of the hexblade have done that so far, which was my whole point. I will also add that without the bladelock in mind, the features provided by this hexblade are still lackluster and uninspired IMO and dont feel good whatsoever but that is just my personal opinion at that point.
As I mentioned before, the 2014 Hexblade is widely popular and remains one of the most played subclasses in Baldur's Gate 3. The developers should be fixing and filling the gaps while preserving the core mechanics—that’s what most of the player base expects.
I wouldn't mind if they revamped it a bit, i mean the old hexblade was really popular for multiclassing because its level 1 features where very good. However the rest of the features I always found to be a bit lackluster, Accursed specter in 5e was cool in concept but very limited and tbh pretty lackluster. The version implemented in BG3 would be difficult to port into tabletop I think. Armor of hexes was very feast and famine and Master of hexes was never a satisfying capstone.
I think that there are some good ideas but the execution is poor. Blending sword and sorcery is what they need to be focusing on and fixing the AC problems warlocks have when it comes to being in melee. Medium armor would be a straightforward fix, however I would actually prefer if they went the Bladesinger route adding CHA to AC. It can be while hexbaldes curse is active or while concentrating on a spell (which would be more flexible as a requirement).
As a follow up to this discussion, we are playing with the new rules and I really wanted to play a hexblade, but the new hexblade, as it is the general opinion, well...kinda sucks. Me and my DM looked and both UA version, made some big changes which we both felt comfortable with and he allowed me to run this modified version. I will say that the few session we had so far, what we came up with seems very strong, probably A tier, but it does not seem so powerful to be unreasonable or broken and it is not above what the others are playing at the table, it just feel satisfying to play, fun and very fluid and synergistic compared to what the UA presented. This is what we came up with (yes we gave the features names because we are both degenerates and like to this stuff, plus is easier to refer to them if they have names). We also wanted to refrain from creating completely new features as far as possible but just modify what the UAs presented (except for a couple of exceptions).
Level 3: Hexblade's Curse
You can cast Hex without expanding a spell slot. You can do so a number of times equal to your CHA modifier and you regain all expanded uses of this feature once you finish a long rest. In addition your Hex spell grants you the additional benefits below.
Accursed Critical: When you make a weapon attack against a creature cursed by your Hex spell, you score a critical hit on a 19 or 20, instead of only on a 20.
Hungering Hex: Whenever another creature cursed by your Hex spell is reduced to 0 hit points, you regain a number of hit points equal to D8 + your CHA modifier. (Right now we are still debating whether or not this is too much healing since Hex can be moved around. It felt a lot at lower levels, but felt weaker at later levels where there are fewer but bigger enemies. Maybe the healing should scale somewhat different).
Level 3: Hex Warrior
Unyielding will: When you fail on a concentration saving throw, you can choose to succeed instead. When you do you gain temporary hit points equal to D8 + Warlock level. Once you use this feature, you can't using it again until you finish a short rest.
Accursed armor: While you are not wearing medium or heavy armor or wielding a shield, you gain a bonus to your AC equal to your CHA modifier while your are concentrating on a warlock spell.
Level 6: Malign Brutality
Harrowing Hex: After you cast a level 1+ warlock spell that has the casting time of an action, you can make one weapon attack as part of the same action.
Hateful Hex: The additional necrotic damage creatures take from your Hex spell is increased to 2D6.
Inescapable Hex: When you place your Hex on a creature, or as a bonus action on your turn, you may teleport up to 30ft to an empty space within 5 feet of a creature cursed by your Hex spell.
Level 10: Armor of Hexes
When you take damage from a creature cursed by your Hex spell, you can use your reaction to gain resistance against all damage you take from that creature until the start of your next turn.
Level 14: Master of Hexes
Masterful Hex: When you cast your Hex spell, you may modify it to not require concentration. When you do so the duration of the spell becomes 1 minute and it ends when the creature cursed by it is reduced to 0 hit points. Once your modify your Hex spell this way you can't do so again until you finish a short or long rest, or you use your Magical Cunning feature.
Explosive Hex: When you hit a creature cursed by your Hex spell with an attack, you can cause an explosion of sinister energy. The target and all creatures of your choice in a 30-foot emanation originating from the target, take necrotic damage equal to 3D6 + Warlock level. In addition, those creature have their speed reduced by 10 feet until the start of your next turn. Once you use this feature you can't use it again until you finish a long rest, or your use a pact magic slot to use it again (no action required).
That looks pretty good! However, I'd change the Unyielding Will to come at a price - it feels like the warlock gets two temp boons for the price of one. I'd actually make using this feature inflict 1d8 or 1d6 hit points on the warlock - a sort of fatigue or exhaustion tax. Or maybe it means the warlock gains 1 level of Exhaustion once the feature expires?
Much as I like this, though, I'm probably not going to be entirely happy with any version of the hexblade that doesn't grant easier access to medium armor and shield training.
I didn't understand the feedback about unyielding will. That part is the same as it is in the UA. If I understand correctly you are saying auto-passing the concentration should have some drawback?
Regarding the armor and shield proficiency I understand where you are coming from. I know a lot of people want armor prof because they like the armored warlock fantasy, but, obviously I did this for me, and I never liked the fact that warlocks got their armor form just putting on a piece of metal, I always wanted a version of hexblade that conjured their armor out of magic the same they do with their weapons. I was hoping they would make armor of shadows CHA unarmored defense for the 2024 warlock, but we got the same useless invocation we had in 2014.
1) Hexblade Curse should be like 2014 with more uses.
Hexblade Curse
At 3rd level, your Hexblade Patron empowers your curses. You always have the Hex spell prepared. You can cast Hex spell without using a spell slot. Until the curse ends, you gain the following benefits:
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a Long Rest.
2) Increasing Charisma isn’t the way forward. The true essence of the Hexblade, inspired by Elric of Melniboné, lies in wielding medium armor and a shield — that’s the authentic, original concept."
3) Accursed Specter was a genuinely cool feature, and I’m surprised more people don’t miss it.
4) A level 14 feature that only removes concentration from Hex comes far too late and feels underwhelming. Explosive Hex is even worse — weak, awkward, and nonsensical at that stage. At level 14, casting a Spell and attacking will almost always be the superior choice.
If we are willing to think about an actually different Hexblade, might I suggest:
3rd Level: HexBlade's Curse
You learn the Hex spell, and can cast it without expending a spell slot a number of times equal to you charisma modifier per long rest. Your Hex is enhanced by your Hexblade Curse granting it the following benefits:
6th Level: Acursed Death
When the creature affected by your Hex is reduced to 0 hp, you can end your Hex to cause one of the following effects:
11th Level: Debilitating Hex
Starting at 11th level, when you hit the target of your hex with an attack, you replace the extra damage you would deal with one of the following effects until the end of your next turn:
You can use this feature only once per turn.
14th Level: Master of Hexes
When you cast your Hex spell, you may modify it to not require concentration. When you do so the duration of the spell becomes 1 minute and it ends when the creature cursed by it is reduced to 0 hit points. When you cast Hex in this way, each time you roll the maximum value on the 1d6 for your Hex you can roll one additional 1d6 and add it to the total damage.
Your version of hexbalde curse is just worse. The healing is substituted by temp hp and causes the curse to end which is bad especially since you have other sources of temp hp. You also do not need to have proficiency dmg because Hex itself grants a dmg boost.
Hexblade is a warlock subclass, so increasing CHA should definitely the way forward. Making a subclass for warlock that requires other stats to work would be bad design. If you want to play a warlock with armor that uses STR or DEX instead of CHA you can achieve that through multiclassing.
Accursed specter was cool, bad it was bad and very limited due to it requiring a humanoid.
The level 14 feature scaling with warlock level defiantly makes it usable. You can argue that you dont like it, but it isnt bad. Having a Hex which you can cast without concentration isnt as bad as you think. Being able to stack the benefits of hexblades curse along another concentration spell in tougher fights is very valuable.
You can say you do not like it, and that would be fine, but you are making assumptions on whats good and bad using your personal preference as a metric, which does not work.
This has the same problem the UA Horror hexblade had, which is completely dependent on Hex. If you are not concentrating on Hex you have no subclass. Considering warlock has a lot of concentration spells, that isnt a design which a lot of people, including me, would want to play.