If it's not there, they may have received enough feedback, possibly consistent feedback, that they are satisfied with the path forward. It does not mean that the UA version will be the final version (but there is a good chance).
If it's not there, they may have received enough feedback, possibly consistent feedback, that they are satisfied with the path forward. It does not mean that the UA version will be the final version (but there is a good chance).
Yeah but if they are not releasing another UA it means its gonna be the UA version with tweaks, and the UA version, to put it mildly, is trash (if for example accursed shield stays the same but stacks with light armor its still garbage). So yeah, I do not have any hopes, deva are clueless and WotC only care about money. The DnD Ship is sinking, time to jump.
Must have been a temporary glitch or a desktop issues. I couldn't see the latest UA via the sources menu, but I didn't seem to have issues reloading the direct link.
Edit: Weird. I can't see it on my desktop, but I can on my phone. Same desktop browser and incognito mode and it's fine. Maybe the page is cached.
The new Hexblade is stupid, confusing, boring, slows the game down with inconsequential damage rolls, and is not fun to play. Nobody will play this garbage. Your aren’t proving anything by absolutely ruining this beloved subclass and vanquishing it to obscurity.
The old Hexblade is fun. The class is already fixed by moving CHA base attacks to Pact of the Blade and moving the subclass to level 3. Players only multiclass in Hexblade because warlock is broken, only receiving 2 spell slots until tier 3, not because Hexblade is broken.
Every warlock is reduced to an eldritch blaster after one round of combat. Players have to multiclass warlock to have some spell slots to cast utility spells. If a class is reduced to eldritch blast and they get everything they need to do it in the first few levels then why keep going? Hiding those abilities behind a level 14 firewall won't solve anything. It will just mean they switch to a different warlock with a better level 3 mechanic.
Warlock is broken because of the unlimited short rest mechanic, rather than limiting short rests to once per day, which should have been the focus of 5.5. Unlimited short rests also slow the game down considerably. Anyone with a modicum of talent for game design and experience at a D&D table recognizes this.
(Reply to NullStalker's comment on missing the Hexblade in the updated Arcane Subclass UA)
I think a more likely scenario is that they tried an experiment for the new Hexblade and got very mixed feedback, so they are pulling it back to cook some more.
To me this is a good thing, because the first UA Hexblade is not really something I find exciting and doesn't fill the role that the old Hexblade did (for the Warlock, not for multiclassers). I understand what they wanted to go for but I think the result is pigeonholing the subclass in an unhealthy way.
The second UA Hexblade (from Arcane Subclasses) was a lot more appealing in direction but felt weak and full of conditions/limits. Especially the lvl 3 features were only granting a bit of healing on kill and some AC when unarmored and some conditional return-damage. Warlock already have Light Armor Training for a Studded Leather Armor's 12 + DEX (and whatever magic items can later be acquired). This leads to an incentive to use Mage Armor's 13 + DEX AC with +2 from the Curse (adding more to the Invocation-tax to run a melee build). The healing is proc'ed on kill, which would also end the curse on the target and your +2 AC... So on one hand you want to kill to get HP back and on the other hand you want to remain shielded. This feels like a bad version of the Bladesinger's Bladesong with little else to weigh up.
Really, some of the designers need to check themselves into a clinic to treat their addiction to keying classes and subclasses to a specific 1rst level concentration spell for all 20 levels of play. It's bad design no matter how many times they try.
Really, some of the designers need to check themselves into a clinic to treat their addiction to keying classes and subclasses to a specific 1rst level concentration spell for all 20 levels of play. It's bad design no matter how many times they try.
Really, some of the designers need to check themselves into a clinic to treat their addiction to keying classes and subclasses to a specific 1rst level concentration spell for all 20 levels of play. It's bad design no matter how many times they try.
the last iteration isnt really built around hex spell use forever.
The separated the functionality from a specific spell, you can curse targets without using a spell, or you can apply that curse when you apply other curse spells. All hex is in the current
you can find it in the first arcane subclasses pdf
hexblade iteration is one of the spells that curses a target.
And to be honest, they kinda should have kept hex as 5 free casts, even if it wasnt heavily tied to mechanics imo
I've been playing with a different design pattern for the Hexblade that some might compare to the Partnered Content, the Illrigger. Basically a Martial class with a magical resource.
My thoughts were that the Hexblade is often used to craft a melee Warlock. And for that build there are some very... shall we say very good or poor to discard Eldritch Invocations that functions for that build? The spellcaster Warlock have few Invocations that really scream "pick me!" and thus they have more open choices for Invocations and still perform well - mostly due to Eldritch Blast paired with the Agonizing Blast Invocation.
A melee Warlock feels subpar if you don't pick up: Pact of the Blade, Thirsting Blade and Devouring Blade. Arguments could be made to consider Lifedrinker just as fitting - if you're already going to smack people with a blade, why not add some extra damage and some healing on top?
There are definitely more Invocations that feel preferable to pick for a melee Warlock (Eldritch Smite, Devil's Sight, Fiendish Vigor, Armor of Shadows and more). However these feel more like strong contenders and not "feel bad to not pick". Still they result in the following:
As such you have fewer flexible Invocation slots to use for spellcasting/utility. This means you don't really feel all that much like a Spellcaster and more like a weird but fragile Paladin. So what if the Hexblade could encompass a bit more of that spellcasting feel but channel it to increase their combat performance, both offense, defense and utility.
For the sake of brevity I'll put the suggested design in a spoiler, but this design is something I feel like could be interesting and meaningful for the Hexblade:
Level 3 features:
Hex Magic
You have a number of Hex Magic charges equal to 2 + half your Warlock level (rounded down). These charges can be used to cast magical effects and you regain all spent charges when you finish a Short Rest or a Long Rest. Whenever you use your Magical Cunning feature you also restore a number of spent Hex Magic charges equal to half of your maximum Hex Magic charges (rounded down).
Hex Magic options:
Hexblade's Curse (1 charge) As a Bonus Action you may spend 1 charge of your Hex Magic to curse a target within 30 ft. of you with the Hexblade's Curse. Instead of spending a Bonus Action you may also curse the target of an attack or a spell - with a single target - that you make on your turn, as part of the same action.
The curse lasts 1 minute and provides the following benefits: Your attack rolls against a target cursed by your Hexblade's Curse has increased critical hit range. Lower the minimum die result on the D20 required for you to make a critical hit by one. (For example if you normally would make a critical hit on a roll of 20 on the D20 for an attack roll, you instead make a critical hit if you roll a 19 or a 20 on the D20.) Once on each of your turns when you hit a target cursed by your Hexblade's Curse with a melee weapon attack or Unarmed Strike, you may deal bonus Necrotic damage equal to 1d6 + half your Warlock level (rounded down).
Hexblade's Shield (1 charge) When you are hit by an attack roll, you may spend 1 charge of your Hex Magic as a Reaction to shield yourself. Gain +2 to your AC until the beginning of your next turn, including against the triggering attack - potentially causing it to miss.
When a target cursed by your Hexblade's Curse is reduced to 0 Hit Points within 30 ft. of you, you may regain Hit Points equal to 1d6 + your Charisma modifier (no action required). If you are Bloodied, regain twice that amount of Hit Points. In addition, if you have less than 3 unspent charges of your Hex Magic, you regain 1 charge of it. (For clarity this is not linked to you being Bloodied)
.
Relentless Assault
After you cast a level 1+ spell with a casting time of an Action, you may make one attack as a Bonus Action.
.
Additional Hex Magics
Your Hex Magic improves, adding the following options to your Hex Magic feature:
Hexblade's Twist of Fate (1 charge) When you fail a saving throw or a creature cursed by your Hexblade's Curse that you can see within 60 ft. of you succeeds on a saving throw, if that saving throw was caused by a spell or magical effect, you may spend 1 charge of your Hex Magic as a Reaction to reroll the saving throw. You or that creature must use the new roll.
Cursebound Specter (2 charges) When a Humanoid creature cursed by your Hexblade's Curse dies within 60 ft. of you, you may spend 2 charges of your Hex Magic (no action required) to raise the creature's soul as a Specter. The Specter's statistics can be found in the Monster Manual. The Specter acts on your turn and obeys your verbal commands. The Specter appears with a number of Temporary Hit Points equal to your Warlock level. It gains a bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The Specter remains in your service until it dies or you finish a Long Rest, whereafter its soul departs for the afterlife. You can only have one Specter in your service at a time. If you ever have two Specters in your service, choose one to send to the afterlife.
Level 10 features:
Engulfed in Hexes
Your Hex Magic improves, adding the following options to your Hex Magic feature:
Hexplated (1 charge) When a creature cursed by your Hexblade's Curse deals damage to you, you may spend 1 charge of your Hex Magic as a Reaction to reduce that damage by an amount equal to 1d10 + your Warlock level. If you are Bloodied, you don't have to use a Reaction to activate this feature.
Inescapable Hex (1 charge) As a Bonus Action or as part of the Attack Action before you make any attacks with that action, you may spend 1 charge of your Hex Magic to teleport to an unoccupied spot within 5 ft. of a creature cursed by your Hexblade's Curse that you can see.
Improved Hexblade's Shield When using the Hexblade's Shield you don't have to use a Reaction to activate that feature. Multiple activations of Hexblade's Shield don't stack and can provide a maximum of +2 to your AC.
Level 14 features:
Hexmaster
Your Hex Magic improves, adding the following option to your Hex Magic feature:
Explosive Hex (3 charges) When you deal damage to a creature cursed by your Hexblade's Curse, you may spend 3 charges of your Hex Magic (no action required) to cause black flames to burst from the creature. That creature and all creatures of your choice within 30 ft. of the creature takes 2d8 Fire damage and 2d8 Necrotic damage and their Speed is lowered by 10 feet until the start of your next turn.
Channel Pact Magic At the beginning of your turn, you may expend a Pact Magic spell slot or a use of a Mystic Arcanum to restore 3 spent charges of your Hex Magic.
.
Afterwords
This design should ensure benefits that are useable by both melee and ranged Warlock builds but provides additional benefits for the melee build just as some of the PHB's subclasses mostly benefit a ranged Warlock build.
The design attempts to not incorporate the plethora of conditions or limits that the UA Hexblades seem to be filled with; Conditional bonus to unarmored AC, AoE-damage on succeeding Concentration Saving Throws, only one target can be cursed by the Hexblade's Curse at a time - making the offensive and defensive benefits that specifically links to the curse-target feel very limiting and conflicting between the curse-benefits.
I also really really detest the use of unarmored benefits, totally neglecting that Warlocks do have Light Armor Training. It also completely removes armors as magic items for the Hexblade if you want your subclass benefits. And even if they multiclass to pick up Medium or Heavy armor (like any bloody spell caster can do), they require a Stat investment to fully utilize that increase to AC (13/15 STR to avoid -10 Speed or 14 DEX for Medium) - I think that's fair. No need to punish by locking defensive subclass benefits behind a no-armor clause if you can avoid it.
I've been trying to use the Valor Bard and Bladesinger Wizard as benchmarks in terms of what they can do. And while the Hexblade don't get the cantrip-replacement in their Extra Attack feature they instead get a fair amount of additional damage from their lvl 3 feature that scales with Warlock levels (class purist benefit). The reason to not give them the cantrip-replacement is mostly because... Eldritch Blast... and also you cannot guarantee that people pick the Thirsting Blade invocation (nor Pact of the Blade). The Hexblade then mostly gain defensive/utility benefits on later levels. This also means that multiclass dips don't get the 2014 defensive benefits that a lot of players have bashed the subclass for providing.
Early on the Hexblade can mostly muddle through with the Fiendish Vigor invocation, 2x Pact Magic slots for Shield/Blur plus a Studded Leather Armor + DEX. To accommodate the lower amount of Hex Magic charges and to incentivize using the Hexblade's Curse often, the level 6 feature's "on-kill" ensures you often have a few charges available to curse or shield. Additionally there's a piece of tech with the Relentless Assault feature meaning you can cast Fiendish Vigor for 12 Temp HP and then use your Bonus Action to make one weapon attack - making the invocation gain a lot of value for the Hexblade and remain useful beyond level 5. This is not different from the latest UA's level 6 feature.
Later on the Hexblade gain more and more Hex Magic charges to throw away at using Hexblade's Shield/Twist of Fate and then Hexplated can provide a solid amount of damage reduction, especially while Bloodied. Speaking of Hexplated it mirrors the Monk's Deflect Attack. Instead of providing an ability modifier as bonus damage reduction and the ability to turn defense into offense like the Monk, the Hexblade instead get to throw all their Hex Magic into softening blows against them with no Action economy limit when they start getting desperate. Still Hexplated only applies against cursed targets and at level 10 you have 7 charges per Short Rest minus 1 for cursing the target.
I struggled a bit with what to give them at level 14. I felt too much bonus damage would make them too strong with a 3x attack turn + the lvl 3 burst, so I opted to keep the UA's AoE damage (18 on average) and put it at a premium. The Explosive Hex is also sort of a "mana sink" when you have an overflow of charges and don't need the defensive options as much. Additionally I put in a way to convert your Warlock magic to Hex Magic in case the Hex Magic was better suited to your needs. This could very well be true for the Mystic Arcanum that otherwise might just sit there unused on your melee Warlock.
This Hexblade design does break a bit with the template that the PHB's Warlock subclasses seems to follow. But then again if things gets too formulaic it becomes dull.
The changes I propose to this version of Hexblade are based on the following:
1- The subclass is focused on melee combat.
2- Not breaking the existing concept: a Walrock that doesn't use armor, aiming for an AC of approximately 17-19.
The problem I see with this subclass is its low AC.
Accursed Shield +2 AC without using armor.
Let's assume a DEX of 14 and the Shador Armor summon.
13 + 2 + 2 (if Hexblade Curse is active) would give 17, which is fine for melee. But it's very situational.
The early recovery from Hexblade Curse makes it more feasible to have it active in all fights.
LEVEL 3: HEXBLADE’S CURSE
Your patron grants you the power to curse and
hinder your foes. As a Bonus Action, choose one
creature you can see within 30 feet of yourself.
The target is cursed for 1 minute, during which
you gain the benefits below. The curse ends early
if you use this feature again, if you dismiss it (no
action required), or die.
You can use this feature a number of times
equal to your Charisma modifier (minimum of
once),
regain 1 use per Short Rest, all uses recover on a Long Rest.
The idea is to have Accursed Shield for longer; for that, a better and earlier Hexblade Curse recovery is needed.
When you cast a spell
using a spell slot that curses a target, you can use
your Hexblade’s Curse as a part of casting that
spell instead of taking a Bonus Action. When you
do so, the target of the spell is the target of your
Hexblade’s Curse, and your Hexblade’s Curse’s
duration is either 1 minute or the spell’s
duration, whichever is longer.
Hungering Hex. When the target cursed by
your Hexblade’s Curse drops to 0 Hit Points, you
regain Hit Points equal to 1d8 plus your
Charisma modifier.
Accursed Shield. While you aren’t wearing
armor or wielding a Shield, you gain a +2 bonus
to AC while you are within10 feet of the target
cursed by your Hexblade’s Curse.
LEVEL 3: UNYIELDING WILL.
Add your charisma bonus to your AC if you don't have armor and/or a shield
(The idea is to have an AC between 17-19 by taking advantage of Accursed Shield)
When you succeed on a saving throw to maintain
Concentration, each creature of your choice in a
10-foot Emanation originating from you takes
2d6 Necrotic damage. Once you use this benefit,
you can’t do so again until the start of your next
turn.
In addition, when you fail a saving throw to
maintain Concentration, you can choose to
succeed instead, and you gain a number of
Temporary Hit Points equal to 1d10 plus your
Warlock level. Once you use this feature, you
can’t do so again until you finish a Long Rest.
LEVEL 10: ARMOR OF HEXES
When you take damage from the target cursed
by your Hexblade’s Curse, you can take a
Reaction to reduce the damage taken by an
amount equal to your Warlock level. This is an extra suggestion: compared to the other subclasses it feels weak, I propose that it also give resistance to the same type of damage as the Blade Pact
LEVEL 14: MASTERFUL HEX
The power of your Hexblade’s Curse increases,
granting the following benefits.
Accursed Critical. Any attack roll you make
against the target cursed by your Hexblade’s
Curse scores a Critical Hit on a roll of a 19 or 20
on the d20.
Explosive Hex. When you deal damage to the
target cursed by your Hexblade’s Curse, you can
cause your curse to explode with sinister energy.
The target and each creature of your choice in a
30-foot Emanation originating from the target
take 3d6 Necrotic, Psychic, or Radiant damage
(your choice), and their Speed is reduced by 10
feet until the start of your next turn. Once you
use this benefit, you can’t use it again until you
finish a Long Rest unless you expend a Pact
Magic slot (no action required) to restore your
use of it.
Hex Restoration. You may recharge all expended uses of Hexblade’s Curse by using the Magical Cunning feature.
Since she now has this perk at level 3, I boosted and limited it to the Magical Cunning feature.
The changes I propose to this version of Hexblade are based on the following:
1- The subclass is focused on melee combat.
2- Not breaking the existing concept: a Walrock that doesn't use armor, aiming for an AC of approximately 17-19.
The problem I see with this subclass is its low AC.
Accursed Shield +2 AC without using armor.
Let's assume a DEX of 14 and the Shador Armor summon.
13 + 2 + 2 (if Hexblade Curse is active) would give 17, which is fine for melee. But it's very situational.
The early recovery from Hexblade Curse makes it more feasible to have it active in all fights.
LEVEL 3: HEXBLADE’S CURSE
Your patron grants you the power to curse and
hinder your foes. As a Bonus Action, choose one
creature you can see within 30 feet of yourself.
The target is cursed for 1 minute, during which
you gain the benefits below. The curse ends early
if you use this feature again, if you dismiss it (no
action required), or die.
You can use this feature a number of times
equal to your Charisma modifier (minimum of
once),
regain 1 use per Short Rest, all uses recover on a Long Rest.
The idea is to have Accursed Shield for longer; for that, a better and earlier Hexblade Curse recovery is needed.
When you cast a spell
using a spell slot that curses a target, you can use
your Hexblade’s Curse as a part of casting that
spell instead of taking a Bonus Action. When you
do so, the target of the spell is the target of your
Hexblade’s Curse, and your Hexblade’s Curse’s
duration is either 1 minute or the spell’s
duration, whichever is longer.
Hungering Hex. When the target cursed by
your Hexblade’s Curse drops to 0 Hit Points, you
regain Hit Points equal to 1d8 plus your
Charisma modifier.
Accursed Shield. While you aren’t wearing
armor or wielding a Shield, you gain a +2 bonus
to AC while you are within10 feet of the target
cursed by your Hexblade’s Curse.
LEVEL 3: UNYIELDING WILL.
Add your charisma bonus to your AC if you don't have armor and/or a shield
(The idea is to have an AC between 17-19 by taking advantage of Accursed Shield)
When you succeed on a saving throw to maintain
Concentration, each creature of your choice in a
10-foot Emanation originating from you takes
2d6 Necrotic damage. Once you use this benefit,
you can’t do so again until the start of your next
turn.
In addition, when you fail a saving throw to
maintain Concentration, you can choose to
succeed instead, and you gain a number of
Temporary Hit Points equal to 1d10 plus your
Warlock level. Once you use this feature, you
can’t do so again until you finish a Long Rest.
LEVEL 10: ARMOR OF HEXES
When you take damage from the target cursed
by your Hexblade’s Curse, you can take a
Reaction to reduce the damage taken by an
amount equal to your Warlock level. This is an extra suggestion: compared to the other subclasses it feels weak, I propose that it also give resistance to the same type of damage as the Blade Pact
LEVEL 14: MASTERFUL HEX
The power of your Hexblade’s Curse increases,
granting the following benefits.
Accursed Critical. Any attack roll you make
against the target cursed by your Hexblade’s
Curse scores a Critical Hit on a roll of a 19 or 20
on the d20.
Explosive Hex. When you deal damage to the
target cursed by your Hexblade’s Curse, you can
cause your curse to explode with sinister energy.
The target and each creature of your choice in a
30-foot Emanation originating from the target
take 3d6 Necrotic, Psychic, or Radiant damage
(your choice), and their Speed is reduced by 10
feet until the start of your next turn. Once you
use this benefit, you can’t use it again until you
finish a Long Rest unless you expend a Pact
Magic slot (no action required) to restore your
use of it.
Hex Restoration. You may recharge all expended uses of Hexblade’s Curse by using the Magical Cunning feature.
Since she now has this perk at level 3, I boosted and limited it to the Magical Cunning feature.
sorry no offense meant, but even with all those modifications, the solution is the same: - the hexblade if someone really want to play it is one level of Paladin, figther, Ranger, Cleric to get the AC that is needed for a melee Warlock - they are supposed ( at least they were ) to be a melee lock, but in any release in UA they have none of the tools to survive in melee - AC 17-19 might be ok in tier 1-tier 2 play, but in tier 3+ and no ability to get out of melee this AC is plain useless since they use a spell and have no shield prof. there is no way for them to improve the AC in a way to not get hit by about everything a 1 lvl dip not only gives them AC 19 ( armor + shield + dex 14 ) and in t3+ play you can asume 90% will have at least a +1 shield and +1 armor which gives them AC 21 vs the AC 17 of this warlock
- imho there is one fix, if they really dont want to give them medium armor, give them at least shield proficiency, i personally wouldnt play it even then, and if a player in my group i will point to the 5e version instead to play, and use the base warlock changes
The changes I propose to this version of Hexblade are based on the following:
1- The subclass is focused on melee combat.
2- Not breaking the existing concept: a Walrock that doesn't use armor, aiming for an AC of approximately 17-19.
The problem I see with this subclass is its low AC.
Accursed Shield +2 AC without using armor.
Let's assume a DEX of 14 and the Shador Armor summon.
13 + 2 + 2 (if Hexblade Curse is active) would give 17, which is fine for melee. But it's very situational.
The early recovery from Hexblade Curse makes it more feasible to have it active in all fights.
LEVEL 3: HEXBLADE’S CURSE
Your patron grants you the power to curse and
hinder your foes. As a Bonus Action, choose one
creature you can see within 30 feet of yourself.
The target is cursed for 1 minute, during which
you gain the benefits below. The curse ends early
if you use this feature again, if you dismiss it (no
action required), or die.
You can use this feature a number of times
equal to your Charisma modifier (minimum of
once),
regain 1 use per Short Rest, all uses recover on a Long Rest.
The idea is to have Accursed Shield for longer; for that, a better and earlier Hexblade Curse recovery is needed.
When you cast a spell
using a spell slot that curses a target, you can use
your Hexblade’s Curse as a part of casting that
spell instead of taking a Bonus Action. When you
do so, the target of the spell is the target of your
Hexblade’s Curse, and your Hexblade’s Curse’s
duration is either 1 minute or the spell’s
duration, whichever is longer.
Hungering Hex. When the target cursed by
your Hexblade’s Curse drops to 0 Hit Points, you
regain Hit Points equal to 1d8 plus your
Charisma modifier.
Accursed Shield. While you aren’t wearing
armor or wielding a Shield, you gain a +2 bonus
to AC while you are within10 feet of the target
cursed by your Hexblade’s Curse.
LEVEL 3: UNYIELDING WILL.
Add your charisma bonus to your AC if you don't have armor and/or a shield
(The idea is to have an AC between 17-19 by taking advantage of Accursed Shield)
When you succeed on a saving throw to maintain
Concentration, each creature of your choice in a
10-foot Emanation originating from you takes
2d6 Necrotic damage. Once you use this benefit,
you can’t do so again until the start of your next
turn.
In addition, when you fail a saving throw to
maintain Concentration, you can choose to
succeed instead, and you gain a number of
Temporary Hit Points equal to 1d10 plus your
Warlock level. Once you use this feature, you
can’t do so again until you finish a Long Rest.
LEVEL 10: ARMOR OF HEXES
When you take damage from the target cursed
by your Hexblade’s Curse, you can take a
Reaction to reduce the damage taken by an
amount equal to your Warlock level. This is an extra suggestion: compared to the other subclasses it feels weak, I propose that it also give resistance to the same type of damage as the Blade Pact
LEVEL 14: MASTERFUL HEX
The power of your Hexblade’s Curse increases,
granting the following benefits.
Accursed Critical. Any attack roll you make
against the target cursed by your Hexblade’s
Curse scores a Critical Hit on a roll of a 19 or 20
on the d20.
Explosive Hex. When you deal damage to the
target cursed by your Hexblade’s Curse, you can
cause your curse to explode with sinister energy.
The target and each creature of your choice in a
30-foot Emanation originating from the target
take 3d6 Necrotic, Psychic, or Radiant damage
(your choice), and their Speed is reduced by 10
feet until the start of your next turn. Once you
use this benefit, you can’t use it again until you
finish a Long Rest unless you expend a Pact
Magic slot (no action required) to restore your
use of it.
Hex Restoration. You may recharge all expended uses of Hexblade’s Curse by using the Magical Cunning feature.
Since she now has this perk at level 3, I boosted and limited it to the Magical Cunning feature.
sorry no offense meant, but even with all those modifications, the solution is the same: - the hexblade if someone really want to play it is one level of Paladin, figther, Ranger, Cleric to get the AC that is needed for a melee Warlock - they are supposed ( at least they were ) to be a melee lock, but in any release in UA they have none of the tools to survive in melee - AC 17-19 might be ok in tier 1-tier 2 play, but in tier 3+ and no ability to get out of melee this AC is plain useless since they use a spell and have no shield prof. there is no way for them to improve the AC in a way to not get hit by about everything a 1 lvl dip not only gives them AC 19 ( armor + shield + dex 14 ) and in t3+ play you can asume 90% will have at least a +1 shield and +1 armor which gives them AC 21 vs the AC 17 of this warlock
- imho there is one fix, if they really dont want to give them medium armor, give them at least shield proficiency, i personally wouldnt play it even then, and if a player in my group i will point to the 5e version instead to play, and use the base warlock changes
I think they should rewrite armor of shadows so it summons pact armor, make it light armor and a shield as things you can summon, and summoner is proficient in it. But like pact of the blade have you use your charisma instead of dex for determining your AC instead of attack/dmg. Make it like a 3rd or 4th level warlock invocation so people don't dip for it. Have an improved version so you can get +1etc versions. Though honestly I think some scaling should be baked into invocations. Like just have it become +1 at level 7, +2 at level 12, +3 at level 18. Similarly like lets say mask of many faces, have it as it, but at 5th warlock level you add shadow magic to the illusion giving it substance so it now holds up to physical inspection.
I think they should rewrite armor of shadows so it summons pact armor, make it light armor and a shield as things you can summon, and summoner is proficient in it. But like pact of the blade have you use your charisma instead of dex for determining your AC instead of attack/dmg. Make it like a 3rd or 4th level warlock invocation so people don't dip for it. Have an improved version so you can get +1etc versions. Though honestly I think some scaling should be baked into invocations. Like just have it become +1 at level 7, +2 at level 12, +3 at level 18. Similarly like lets say mask of many faces, have it as it, but at 5th warlock level you add shadow magic to the illusion giving it substance so it now holds up to physical inspection.
I disagree. 10 + Charisma + Dexterity makes more sense as a sort of specialized Armor of Shadows, but I don't honestly want to see another Unarmored Defense variation. If they made it count as medium armor (limiting the Dex modifier to +2) with an AC of 10 + Charisma, it would be somewhat more interesting.
I think they should rewrite armor of shadows so it summons pact armor, make it light armor and a shield as things you can summon, and summoner is proficient in it. But like pact of the blade have you use your charisma instead of dex for determining your AC instead of attack/dmg. Make it like a 3rd or 4th level warlock invocation so people don't dip for it. Have an improved version so you can get +1etc versions. Though honestly I think some scaling should be baked into invocations. Like just have it become +1 at level 7, +2 at level 12, +3 at level 18. Similarly like lets say mask of many faces, have it as it, but at 5th warlock level you add shadow magic to the illusion giving it substance so it now holds up to physical inspection.
I disagree. 10 + Charisma + Dexterity makes more sense as a sort of specialized Armor of Shadows, but I don't honestly want to see another Unarmored Defense variation. If they made it count as medium armor (limiting the Dex modifier to +2) with an AC of 10 + Charisma, it would be somewhat more interesting.
That would work as well. I just kind of thematically making it more like pact of the blade but with armor being summoned instead of just a mystic defense.
It seems 2024 design is to not give Gish casters better armor. Probably to avoid magical armors. Their defense comes from their features. Obviously armor of shadows shouldn’t be the only defensive option, but they aren’t going to give them medium armor. It’s not going to happen without making hexblade the de facto best warlock sub class again. The defenses need to come at a cost or be limited. I would prefer at a cost.
Medium armor for Hexblade is not only about mechanics. It is also about theme. Some people argue that giving Hexblade medium armor would make it the strongest Warlock subclass. However, this is often presented as a certainty when it is actually a matter of perspective. Many of these arguments seem to come from a theoretical point of view rather than from practical frontline experience.
Armor Class plays an important role in melee survival because melee characters naturally receive more incoming attacks. Warlocks do not have Strength or Constitution saving throw proficiency by default, and these are among the most important saving throws for surviving physical threats. Even with medium armor, a Hexblade remains more fragile than dedicated martial classes.
Players who have experience in frontline combat understand how important these limitations are. Armor Class is important to survivability but real scenarios requires more than that .
Ranged Warlocks will likely remain the most common choice because several Warlock subclasses are designed to perform very well at range. Hexblade, on the other hand, is intended to be a viable melee option while still retaining some inherent risk. The previous concern about one level multiclass dips into Warlock is no longer as relevant under the 2024 rules, yet it is still frequently mentioned as if the system had not evolved.
In the current design, a single level in Fighter provides many of the defensive tools needed for melee combat, including higher hit points, access to all armor, Constitution and Strength saving throw proficiency, a Fighting Style, Second Wind, and Weapon Mastery. This shift means that the multiclass dynamic has changed significantly.
For this reason, medium armor alone would not make Hexblade overpowered. Its identity has always been defined by a balance between offensive capability and personal risk. Its sword and sorcery theme, combined with its offensive potential and relative fragility, is part of what makes it appealing.
Ideally, Hexblade should be able to function in melee without requiring a Fighter multiclass to feel complete. Encouraging self sufficiency within the subclass helps preserve its identity and allows players to fully engage with its intended role.
It seems 2024 design is to not give Gish casters better armor. Probably to avoid magical armors. Their defense comes from their features. Obviously armor of shadows shouldn’t be the only defensive option, but they aren’t going to give them medium armor. It’s not going to happen without making hexblade the de facto best warlock sub class again. The defenses need to come at a cost or be limited. I would prefer at a cost.
Valor Bard is among the gishes and they specifically get Medium Armor Training and Training with Shields. They also don't get access to Shield spell nor Absorb Elements before level 10 (or Magic Initiate). Warlocks as the sort-of OG gish have Light Armor Training. Only the 2024-Bladesinger requires a no-armor, no-shield exception because their Bladesong's defense is a bonus to AC, and not a different armor calculation like the Dex-Barb, Monk, or Drac-Sorc. It's designed to work in addition to Mage Armor. Otherwise a multiclasser Bladesinger with 1 level Fighter for Medium Armor's 15 + 2 DEX + 5 INT Bladesong + 2 Shield would be 24 static armor, achievable in start tier 2 (750g for Half Plate) AND still be able to cast Shield for a +5 more, and whatever Magic Item bonuses you eventually get.
For the Hexblade, specifically, to discard Armor Training would be strange and honestly not fitting, especially with the introduction of the Enspelled Armors - though I don't know how liberal DMs will be in given those out due to their inherent power with the proper spell inscribed (Shield). Additionally it would not address that other Warlock subclasses can freely multiclass to acquire Armor Training and thus also magic items of those types, but locking Hexblade power budget to a separate Armor Calculation would diminish that choice for the Hexblade.
Armor of Shadows is how it is and I don't think it should be changed with an expansion product. I wish they made it better than just free Mage Armor, but they didn't, so that's how it stays for 5.5e.
If anything the expansion product that includes the Hexblade could have a new invocation that works to give the frontliner Warlock a bit more AC. Although I'm really not a fan of tacking more invocations on the melee-build tax list that already includes; Pact of the Blade, Thirsting Blade, Devouring Blade and to some extent also Eldritch Mind, Lifedrinker, and Fiendish Vigor. Good additions includes Armor of Shadows, Devil's Sight, Lessons of the First Ones: Tough, and Eldritch Smite. Why am I not a fan? Because you're spending basically everything unique about the Warlock to build a poor Fighter that has access to Eldritch Blast. Then just go a Fighter and if you really want, multiclass 2 lvls Warlock for Pact of the Blade + Agonizing Blast if you want to Eldritch Blast on occasion. You build a gish because you want to mesh sword fighting and spell casting in some manner.
'
I would hope the Hexblade subclass grants the Warlock the tools to be a melee frontliner - I'm not saying tank, just a frontliner. Rogues, Monks, and Barbarians also don't have amazing AC (at least not before some major investments, meaning later) but they do have other means to avoid or reduce damage (Evasion, BA-disengages, Deflect Attack, Rage's Damage Resistance). Warlocks have... 2x Absorb Elements (and Shield for the Hexblade) or Armor of Agathys (5x spell lvl Temp HP) for a majority of their career, in the level-spectrum that people play in. That's really not much to go on for their defenses.
Yes they also have Fiendish Vigor, but that's trading your main Action for 12 Temp HP - pretty good at level 2, and then quickly falling off. The UA Hexblade's lvl 6 feature that allows a BA-attack when casting a leveled spell is amazing for allowing some weaving of FV and still attacking and I hope they keep that as a small bonus piece of tech. Otherwise that feature is hardly doing work. Unless they open it up to casting any spell, so you can do a Sword-cantrip and a BA-attack, but then there's Eldritch Blast haunting our options again. Limiting the BA-attack to a melee weapon attack could reign it in, as making ranged attacks with an enemy within 5 ft. impose DisADV without having the Spell Sniper feat.
Warlocks can also pump their AC with the unreliability of Blade Ward's 1d4 for an average of +2.5 AC, but they would require to use their Action on turn 1 to do that - making it rather costly when combat usually lasts around 3-4 rounds. Additionally they likely don't have amazing CON saves, so they are likely to break Concentration - requiring another turn of casting Blade Ward. Not really a good option either.
'
To make the Hexblade a bit less MAD, it could also be interesting to allow the Hexblade to use CON instead of DEX for armor calculations, wherever DEX could be used. This means the Hexblade's Light Armor Training could continue to be used and you can invest your stats into both HP and AC, AND improve your Concentration saving throws. It could still be used together with Armor of Shadows/Mage Armor, but much less required. It would not be a complete solution, because you don't invest in CON over CHA, leaving you at 12 + 3 CON for a majority of your career. The more I think about it, the less a solution it appears. At least Monks and Rogues invest in their main stat to gain attack, damage, skill, AC and AoE defense. But having Hexblade use CHA for basically everything (spell DC, attack, damage, skill, and then also AC) is also a bit iffy.
'
So far the most eloquent solution I've seen is Medium Armor Training. It doesn't allow multiclass AC stacking, doesn't impose no-armor rules, it equates to Valor Bards and Rangers (minus their Shield proficiency). As for the "It would be the default Warlock subclass", I don't think that would be true when not giving Shield Training (that benefitted ranged Warlocks more), and frankly it would be more a testament to the other subclasses being really weak. If a ranged spellcaster Warlock would rather want 15 + 2 DEX AC, than whatever Fiend, GoO, Archfey can deliver... then they don't deliver enough.
A possible trade-off the Hexblade could impose that doesn't really effect the melee-build, is to disable or penalize cantrip casting to gain Armor. Thirsting Blade doesn't allow for a cantrip replacement, so even though it would be bad to not cast Booming Blade from level 3-4, I think it could be accepted in exchange for proper armor. Or just tailor the feature a bit...
If we attempt in simple terms; "You can bind yourself magically to a Medium Armor when you complete a Short Rest.
While bound to an Armor you are considered to have Training with that armor. You can use a Bonus Action to magically don or doff the armor.
If you cast a ranged Warlock cantrip that deals damage while wearing your bound Armor, you suffer a minus 2 to your AC until the start of your next turn.
<All the mumbo-jumbo about unbinding due to binding to new armor, range, or death>"
This would ensure the "Hexblade OP" crowd can pipe down, because your Eldritch Blaster would at max have a 15 Half Plate + 2 DEX - 2 Penalty for 15 AC, plus whatever magic item bonuses you get. It would be equivalent to 13 Mage Armor + 2 DEX or 12 Studded Leather + 3 DEX. Your melee Warlock could still cast ranged cantrips, especially if the enemy is out of your melee range, but at the cost of having less AC. Limiting the penalty to damaging, ranged Warlock cantrips basically tailors it to punish classic caster builds while granting a melee Warlock access to Sword-cantrips, Sword Burst (range is self + area), Blade Ward, or utility. Your ranged Warlock would mostly just be without a benefit, and thus not accomplish much. You could pick up ranged cantrips from Magic Initiate (because they would be Cleric/Druid/Wizard spells) or from multiclassing - but then you still avoid Eldritch Blasters getting access to better AC while remaining pure Warlock/caster classes.
If you happen to get Armor Training elsewhere you can just ignore this subclass feature. Otherwise it gives pseudo Medium Armor Training, so your melee Warlock can have Scalemail's 14 + 2 DEX AC until they can afford Half Plate for +1 AC. They can acquire magic armor on equal footing as other Martials or Valor Bards. Instead of a Shield they can supplement their AC with Blade Ward (hopefully along a BA-attack), Blur (don't know why it's missing on the UA Hexblade) or Darkness+Devil's Sight.
'
There's a bunch of other stuff I would love to see changed as well that I will just mention in passing, like lvl 10 feature changed from a restricted damage reduction to a broad saving throw assist fueled by your Hit Dice that works to reduce AoE damage, avoid some spell damage, and keep your Concentration. I would love to see Blur, Haste, and Greater Invisibility added to the spell list as good defensive buffs to keep your concentration on in contrast to Hex. The Hexblade's Curse should be more gravy than the entire focal point for any bonuses the subclass provides. The limits and restrictions put on the rider-effects could also be loosened more. The Curse provides a plan or structure, but if the entire subclass falls apart when the Curse is not available, which is quite possible with only CHA-uses per Long Rest and no transfer... then it is build poorly. We know how people feel about the Ranger's Hunter's Mark - there's really no reason to repeat that mistake and then make it worse. Definitely feels like the availability of the Hexblade's Curse needs to change for the better. Up to 5 creatures you can curse per Long Rest is not a lot.
Without the Curse you get: Some fringe AoE damage when you succeed a Concentration saving throw. BA-attack when casting a leveled spell (where you mostly have 2-3x Pact slots or possibly unlimited Fiendish Vigor - trading 1-2 weapon attacks and your BA for 12 Temp HP). First at level 14 do you get increased availability and it's slim pickings with +1 from a Short Rest or from Magical Cunning (once per Long Rest). It could be a lot better.
it all boils down to the same solution, already mentioned a lot of times: Hexblade has either a feat tax or a Multi class tax,
i personaly would rather have it to be a MC tax then a feat tax, but why is it that you are forced into taking a lvl of ftr, pala to play a hexblade that can survive and do its job in melee is the question .... Yes even giving hexblades medium armor would still result in probaly 90% of hexblade players to take that 1 lvl armor dip since they will get armor prof. shield prof, weapon mastery and in the case of paladin even the ability to smite with just a one lvl dip. if i go deeper mc i would however rather be a 14 pal / 6 hexblade then a 6 hex / 14 pal with the UA presented as it is
in 5e hexblade for armor + shield was only used for sorcerers who wanted quick & easy AC without the hassle of being MAD, but tbh most players who dipped into hexblade were paladins and used it to become SAD because of the chr to atk/dmg something you can now get with just one invocation
5.5 gish builds mostly go either 1/19 pal/warlock or 6/14 warlock if they choose warlock, any variation of 14+ valor bard or bladesinger, bard & bladesinger using cme that is imho even in its nerfed state still too powerful, espeically if you mc 1 lvl of warlock to a bard or bladesinger
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
If it's not there, they may have received enough feedback, possibly consistent feedback, that they are satisfied with the path forward. It does not mean that the UA version will be the final version (but there is a good chance).
How to add Tooltips.
My houserulings.
Yeah but if they are not releasing another UA it means its gonna be the UA version with tweaks, and the UA version, to put it mildly, is trash (if for example accursed shield stays the same but stacks with light armor its still garbage). So yeah, I do not have any hopes, deva are clueless and WotC only care about money. The DnD Ship is sinking, time to jump.
Is anybody else unable to access the current UA? Perhaps it was released prematurely?
How to add Tooltips.
My houserulings.
Nope. It's right here: https://media.dndbeyond.com/compendium-images/ua/arcane-subclasses-update/LEwFmioFBYHWqzpd/UA2025-ArcaneSubclassesUpdate.pdf
Must have been a temporary glitch or a desktop issues. I couldn't see the latest UA via the sources menu, but I didn't seem to have issues reloading the direct link.
Edit: Weird. I can't see it on my desktop, but I can on my phone. Same desktop browser and incognito mode and it's fine. Maybe the page is cached.
How to add Tooltips.
My houserulings.
The new Hexblade is stupid, confusing, boring, slows the game down with inconsequential damage rolls, and is not fun to play. Nobody will play this garbage. Your aren’t proving anything by absolutely ruining this beloved subclass and vanquishing it to obscurity.
The old Hexblade is fun. The class is already fixed by moving CHA base attacks to Pact of the Blade and moving the subclass to level 3. Players only multiclass in Hexblade because warlock is broken, only receiving 2 spell slots until tier 3, not because Hexblade is broken.
Every warlock is reduced to an eldritch blaster after one round of combat. Players have to multiclass warlock to have some spell slots to cast utility spells. If a class is reduced to eldritch blast and they get everything they need to do it in the first few levels then why keep going? Hiding those abilities behind a level 14 firewall won't solve anything. It will just mean they switch to a different warlock with a better level 3 mechanic.
Warlock is broken because of the unlimited short rest mechanic, rather than limiting short rests to once per day, which should have been the focus of 5.5. Unlimited short rests also slow the game down considerably. Anyone with a modicum of talent for game design and experience at a D&D table recognizes this.
(Reply to NullStalker's comment on missing the Hexblade in the updated Arcane Subclass UA)
I think a more likely scenario is that they tried an experiment for the new Hexblade and got very mixed feedback, so they are pulling it back to cook some more.
To me this is a good thing, because the first UA Hexblade is not really something I find exciting and doesn't fill the role that the old Hexblade did (for the Warlock, not for multiclassers). I understand what they wanted to go for but I think the result is pigeonholing the subclass in an unhealthy way.
The second UA Hexblade (from Arcane Subclasses) was a lot more appealing in direction but felt weak and full of conditions/limits. Especially the lvl 3 features were only granting a bit of healing on kill and some AC when unarmored and some conditional return-damage. Warlock already have Light Armor Training for a Studded Leather Armor's 12 + DEX (and whatever magic items can later be acquired). This leads to an incentive to use Mage Armor's 13 + DEX AC with +2 from the Curse (adding more to the Invocation-tax to run a melee build). The healing is proc'ed on kill, which would also end the curse on the target and your +2 AC... So on one hand you want to kill to get HP back and on the other hand you want to remain shielded. This feels like a bad version of the Bladesinger's Bladesong with little else to weigh up.
Really, some of the designers need to check themselves into a clinic to treat their addiction to keying classes and subclasses to a specific 1rst level concentration spell for all 20 levels of play. It's bad design no matter how many times they try.
SO REAL, THANK YOU
the last iteration isnt really built around hex spell use forever.
The separated the functionality from a specific spell, you can curse targets without using a spell, or you can apply that curse when you apply other curse spells. All hex is in the current
you can find it in the first arcane subclasses pdf
hexblade iteration is one of the spells that curses a target.
And to be honest, they kinda should have kept hex as 5 free casts, even if it wasnt heavily tied to mechanics imo
I've been playing with a different design pattern for the Hexblade that some might compare to the Partnered Content, the Illrigger. Basically a Martial class with a magical resource.
My thoughts were that the Hexblade is often used to craft a melee Warlock. And for that build there are some very... shall we say very good or poor to discard Eldritch Invocations that functions for that build? The spellcaster Warlock have few Invocations that really scream "pick me!" and thus they have more open choices for Invocations and still perform well - mostly due to Eldritch Blast paired with the Agonizing Blast Invocation.
A melee Warlock feels subpar if you don't pick up: Pact of the Blade, Thirsting Blade and Devouring Blade. Arguments could be made to consider Lifedrinker just as fitting - if you're already going to smack people with a blade, why not add some extra damage and some healing on top?
There are definitely more Invocations that feel preferable to pick for a melee Warlock (Eldritch Smite, Devil's Sight, Fiendish Vigor, Armor of Shadows and more). However these feel more like strong contenders and not "feel bad to not pick". Still they result in the following:
As such you have fewer flexible Invocation slots to use for spellcasting/utility. This means you don't really feel all that much like a Spellcaster and more like a weird but fragile Paladin. So what if the Hexblade could encompass a bit more of that spellcasting feel but channel it to increase their combat performance, both offense, defense and utility.
For the sake of brevity I'll put the suggested design in a spoiler, but this design is something I feel like could be interesting and meaningful for the Hexblade:
Level 3 features:
Hex Magic
You have a number of Hex Magic charges equal to 2 + half your Warlock level (rounded down). These charges can be used to cast magical effects and you regain all spent charges when you finish a Short Rest or a Long Rest.
Whenever you use your Magical Cunning feature you also restore a number of spent Hex Magic charges equal to half of your maximum Hex Magic charges (rounded down).
Hex Magic options:
Hexblade's Curse (1 charge)
As a Bonus Action you may spend 1 charge of your Hex Magic to curse a target within 30 ft. of you with the Hexblade's Curse. Instead of spending a Bonus Action you may also curse the target of an attack or a spell - with a single target - that you make on your turn, as part of the same action.
The curse lasts 1 minute and provides the following benefits:
Your attack rolls against a target cursed by your Hexblade's Curse has increased critical hit range. Lower the minimum die result on the D20 required for you to make a critical hit by one.
(For example if you normally would make a critical hit on a roll of 20 on the D20 for an attack roll, you instead make a critical hit if you roll a 19 or a 20 on the D20.)
Once on each of your turns when you hit a target cursed by your Hexblade's Curse with a melee weapon attack or Unarmed Strike, you may deal bonus Necrotic damage equal to 1d6 + half your Warlock level (rounded down).
Hexblade's Shield (1 charge)
When you are hit by an attack roll, you may spend 1 charge of your Hex Magic as a Reaction to shield yourself.
Gain +2 to your AC until the beginning of your next turn, including against the triggering attack - potentially causing it to miss.
.
Hexblade Spells (Unchanged from the UA material.)
Lvl - Spells
3 - Arcane Vigor, Hex, Shield, Wrathful Smite
5 - Bestow Curse, Confure Barrage
7 - Freedom of Movement, Staggering Smite
9 - Animate Objects, Steel Wind Strike
Level 6 features:
Essencestealing Curse
When a target cursed by your Hexblade's Curse is reduced to 0 Hit Points within 30 ft. of you, you may regain Hit Points equal to 1d6 + your Charisma modifier (no action required).
If you are Bloodied, regain twice that amount of Hit Points.
In addition, if you have less than 3 unspent charges of your Hex Magic, you regain 1 charge of it. (For clarity this is not linked to you being Bloodied)
.
Relentless Assault
After you cast a level 1+ spell with a casting time of an Action, you may make one attack as a Bonus Action.
.
Additional Hex Magics
Your Hex Magic improves, adding the following options to your Hex Magic feature:
Hexblade's Twist of Fate (1 charge)
When you fail a saving throw or a creature cursed by your Hexblade's Curse that you can see within 60 ft. of you succeeds on a saving throw, if that saving throw was caused by a
spell or magical effect, you may spend 1 charge of your Hex Magic as a Reaction to reroll the saving throw. You or that creature must use the new roll.
Cursebound Specter (2 charges)
When a Humanoid creature cursed by your Hexblade's Curse dies within 60 ft. of you, you may spend 2 charges of your Hex Magic (no action required) to raise the creature's soul as a Specter. The Specter's statistics can be found in the Monster Manual. The Specter acts on your turn and obeys your verbal commands. The Specter appears with a number of Temporary Hit Points equal to your Warlock level. It gains a bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The Specter remains in your service until it dies or you finish a Long Rest, whereafter its soul departs for the afterlife.
You can only have one Specter in your service at a time. If you ever have two Specters in your service, choose one to send to the afterlife.
Level 10 features:
Engulfed in Hexes
Your Hex Magic improves, adding the following options to your Hex Magic feature:
Hexplated (1 charge)
When a creature cursed by your Hexblade's Curse deals damage to you, you may spend 1 charge of your Hex Magic as a Reaction to reduce that damage by an amount equal to 1d10 + your Warlock level.
If you are Bloodied, you don't have to use a Reaction to activate this feature.
Inescapable Hex (1 charge)
As a Bonus Action or as part of the Attack Action before you make any attacks with that action, you may spend 1 charge of your Hex Magic to teleport to an unoccupied spot within 5 ft. of a creature cursed by your Hexblade's Curse that you can see.
Improved Hexblade's Shield
When using the Hexblade's Shield you don't have to use a Reaction to activate that feature. Multiple activations of Hexblade's Shield don't stack and can provide a maximum of +2 to your AC.
Level 14 features:
Hexmaster
Your Hex Magic improves, adding the following option to your Hex Magic feature:
Explosive Hex (3 charges)
When you deal damage to a creature cursed by your Hexblade's Curse, you may spend 3 charges of your Hex Magic (no action required) to cause black flames to burst from the creature. That creature and all creatures of your choice within 30 ft. of the creature takes 2d8 Fire damage and 2d8 Necrotic damage and their Speed is lowered by 10 feet until the start of your next turn.
Channel Pact Magic
At the beginning of your turn, you may expend a Pact Magic spell slot or a use of a Mystic Arcanum to restore 3 spent charges of your Hex Magic.
.
Afterwords
This design should ensure benefits that are useable by both melee and ranged Warlock builds but provides additional benefits for the melee build just as some of the PHB's subclasses mostly benefit a ranged Warlock build.
The design attempts to not incorporate the plethora of conditions or limits that the UA Hexblades seem to be filled with; Conditional bonus to unarmored AC, AoE-damage on succeeding Concentration Saving Throws, only one target can be cursed by the Hexblade's Curse at a time - making the offensive and defensive benefits that specifically links to the curse-target feel very limiting and conflicting between the curse-benefits.
I also really really detest the use of unarmored benefits, totally neglecting that Warlocks do have Light Armor Training. It also completely removes armors as magic items for the Hexblade if you want your subclass benefits. And even if they multiclass to pick up Medium or Heavy armor (like any bloody spell caster can do), they require a Stat investment to fully utilize that increase to AC (13/15 STR to avoid -10 Speed or 14 DEX for Medium) - I think that's fair. No need to punish by locking defensive subclass benefits behind a no-armor clause if you can avoid it.
I've been trying to use the Valor Bard and Bladesinger Wizard as benchmarks in terms of what they can do. And while the Hexblade don't get the cantrip-replacement in their Extra Attack feature they instead get a fair amount of additional damage from their lvl 3 feature that scales with Warlock levels (class purist benefit). The reason to not give them the cantrip-replacement is mostly because... Eldritch Blast... and also you cannot guarantee that people pick the Thirsting Blade invocation (nor Pact of the Blade). The Hexblade then mostly gain defensive/utility benefits on later levels. This also means that multiclass dips don't get the 2014 defensive benefits that a lot of players have bashed the subclass for providing.
Early on the Hexblade can mostly muddle through with the Fiendish Vigor invocation, 2x Pact Magic slots for Shield/Blur plus a Studded Leather Armor + DEX. To accommodate the lower amount of Hex Magic charges and to incentivize using the Hexblade's Curse often, the level 6 feature's "on-kill" ensures you often have a few charges available to curse or shield. Additionally there's a piece of tech with the Relentless Assault feature meaning you can cast Fiendish Vigor for 12 Temp HP and then use your Bonus Action to make one weapon attack - making the invocation gain a lot of value for the Hexblade and remain useful beyond level 5. This is not different from the latest UA's level 6 feature.
Later on the Hexblade gain more and more Hex Magic charges to throw away at using Hexblade's Shield/Twist of Fate and then Hexplated can provide a solid amount of damage reduction, especially while Bloodied. Speaking of Hexplated it mirrors the Monk's Deflect Attack. Instead of providing an ability modifier as bonus damage reduction and the ability to turn defense into offense like the Monk, the Hexblade instead get to throw all their Hex Magic into softening blows against them with no Action economy limit when they start getting desperate. Still Hexplated only applies against cursed targets and at level 10 you have 7 charges per Short Rest minus 1 for cursing the target.
I struggled a bit with what to give them at level 14. I felt too much bonus damage would make them too strong with a 3x attack turn + the lvl 3 burst, so I opted to keep the UA's AoE damage (18 on average) and put it at a premium. The Explosive Hex is also sort of a "mana sink" when you have an overflow of charges and don't need the defensive options as much. Additionally I put in a way to convert your Warlock magic to Hex Magic in case the Hex Magic was better suited to your needs. This could very well be true for the Mystic Arcanum that otherwise might just sit there unused on your melee Warlock.
This Hexblade design does break a bit with the template that the PHB's Warlock subclasses seems to follow. But then again if things gets too formulaic it becomes dull.
The changes I propose to this version of Hexblade are based on the following:
1- The subclass is focused on melee combat.
2- Not breaking the existing concept: a Walrock that doesn't use armor, aiming for an AC of approximately 17-19.
The problem I see with this subclass is its low AC.
Accursed Shield +2 AC without using armor.
Let's assume a DEX of 14 and the Shador Armor summon.
13 + 2 + 2 (if Hexblade Curse is active) would give 17, which is fine for melee. But it's very situational.
The early recovery from Hexblade Curse makes it more feasible to have it active in all fights.
LEVEL 3: HEXBLADE’S CURSE
Your patron grants you the power to curse and
hinder your foes. As a Bonus Action, choose one
creature you can see within 30 feet of yourself.
The target is cursed for 1 minute, during which
you gain the benefits below. The curse ends early
if you use this feature again, if you dismiss it (no
action required), or die.
You can use this feature a number of times
equal to your Charisma modifier (minimum of
once),
regain 1 use per Short Rest, all uses recover on a Long Rest.
The idea is to have Accursed Shield for longer; for that, a better and earlier Hexblade Curse recovery is needed.
When you cast a spell
using a spell slot that curses a target, you can use
your Hexblade’s Curse as a part of casting that
spell instead of taking a Bonus Action. When you
do so, the target of the spell is the target of your
Hexblade’s Curse, and your Hexblade’s Curse’s
duration is either 1 minute or the spell’s
duration, whichever is longer.
Hungering Hex. When the target cursed by
your Hexblade’s Curse drops to 0 Hit Points, you
regain Hit Points equal to 1d8 plus your
Charisma modifier.
Accursed Shield. While you aren’t wearing
armor or wielding a Shield, you gain a +2 bonus
to AC while you are within10 feet of the target
cursed by your Hexblade’s Curse.
LEVEL 3: UNYIELDING WILL.
Add your charisma bonus to your AC if you don't have armor and/or a shield
(The idea is to have an AC between 17-19 by taking advantage of Accursed Shield)
When you succeed on a saving throw to maintain
Concentration, each creature of your choice in a
10-foot Emanation originating from you takes
2d6 Necrotic damage. Once you use this benefit,
you can’t do so again until the start of your next
turn.
In addition, when you fail a saving throw to
maintain Concentration, you can choose to
succeed instead, and you gain a number of
Temporary Hit Points equal to 1d10 plus your
Warlock level. Once you use this feature, you
can’t do so again until you finish a Long Rest.
LEVEL 10: ARMOR OF HEXES
When you take damage from the target cursed
by your Hexblade’s Curse, you can take a
Reaction to reduce the damage taken by an
amount equal to your Warlock level.
This is an extra suggestion: compared to the other subclasses it feels weak, I propose that it also give resistance to the same type of damage as the Blade Pact
LEVEL 14: MASTERFUL HEX
The power of your Hexblade’s Curse increases,
granting the following benefits.
Accursed Critical. Any attack roll you make
against the target cursed by your Hexblade’s
Curse scores a Critical Hit on a roll of a 19 or 20
on the d20.
Explosive Hex. When you deal damage to the
target cursed by your Hexblade’s Curse, you can
cause your curse to explode with sinister energy.
The target and each creature of your choice in a
30-foot Emanation originating from the target
take 3d6 Necrotic, Psychic, or Radiant damage
(your choice), and their Speed is reduced by 10
feet until the start of your next turn. Once you
use this benefit, you can’t use it again until you
finish a Long Rest unless you expend a Pact
Magic slot (no action required) to restore your
use of it.
Hex Restoration. You may recharge all expended uses of Hexblade’s Curse by using the Magical Cunning feature.
Since she now has this perk at level 3, I boosted and limited it to the Magical Cunning feature.
sorry no offense meant, but even with all those modifications, the solution is the same:
- the hexblade if someone really want to play it is one level of Paladin, figther, Ranger, Cleric to get the AC that is needed for a melee Warlock
- they are supposed ( at least they were ) to be a melee lock, but in any release in UA they have none of the tools to survive in melee
- AC 17-19 might be ok in tier 1-tier 2 play, but in tier 3+ and no ability to get out of melee this AC is plain useless
since they use a spell and have no shield prof. there is no way for them to improve the AC in a way to not get hit by about everything
a 1 lvl dip not only gives them AC 19 ( armor + shield + dex 14 ) and in t3+ play you can asume 90% will have at least a +1 shield and +1 armor
which gives them AC 21 vs the AC 17 of this warlock
- imho there is one fix, if they really dont want to give them medium armor, give them at least shield proficiency, i personally wouldnt play it even then,
and if a player in my group i will point to the 5e version instead to play, and use the base warlock changes
I think they should rewrite armor of shadows so it summons pact armor, make it light armor and a shield as things you can summon, and summoner is proficient in it. But like pact of the blade have you use your charisma instead of dex for determining your AC instead of attack/dmg. Make it like a 3rd or 4th level warlock invocation so people don't dip for it. Have an improved version so you can get +1etc versions. Though honestly I think some scaling should be baked into invocations. Like just have it become +1 at level 7, +2 at level 12, +3 at level 18. Similarly like lets say mask of many faces, have it as it, but at 5th warlock level you add shadow magic to the illusion giving it substance so it now holds up to physical inspection.
I disagree. 10 + Charisma + Dexterity makes more sense as a sort of specialized Armor of Shadows, but I don't honestly want to see another Unarmored Defense variation. If they made it count as medium armor (limiting the Dex modifier to +2) with an AC of 10 + Charisma, it would be somewhat more interesting.
How to add Tooltips.
My houserulings.
That would work as well. I just kind of thematically making it more like pact of the blade but with armor being summoned instead of just a mystic defense.
It seems 2024 design is to not give Gish casters better armor. Probably to avoid magical armors. Their defense comes from their features. Obviously armor of shadows shouldn’t be the only defensive option, but they aren’t going to give them medium armor. It’s not going to happen without making hexblade the de facto best warlock sub class again. The defenses need to come at a cost or be limited. I would prefer at a cost.
Medium armor for Hexblade is not only about mechanics. It is also about theme. Some people argue that giving Hexblade medium armor would make it the strongest Warlock subclass. However, this is often presented as a certainty when it is actually a matter of perspective. Many of these arguments seem to come from a theoretical point of view rather than from practical frontline experience.
Armor Class plays an important role in melee survival because melee characters naturally receive more incoming attacks. Warlocks do not have Strength or Constitution saving throw proficiency by default, and these are among the most important saving throws for surviving physical threats. Even with medium armor, a Hexblade remains more fragile than dedicated martial classes.
Players who have experience in frontline combat understand how important these limitations are. Armor Class is important to survivability but real scenarios requires more than that .
Ranged Warlocks will likely remain the most common choice because several Warlock subclasses are designed to perform very well at range. Hexblade, on the other hand, is intended to be a viable melee option while still retaining some inherent risk. The previous concern about one level multiclass dips into Warlock is no longer as relevant under the 2024 rules, yet it is still frequently mentioned as if the system had not evolved.
In the current design, a single level in Fighter provides many of the defensive tools needed for melee combat, including higher hit points, access to all armor, Constitution and Strength saving throw proficiency, a Fighting Style, Second Wind, and Weapon Mastery. This shift means that the multiclass dynamic has changed significantly.
For this reason, medium armor alone would not make Hexblade overpowered. Its identity has always been defined by a balance between offensive capability and personal risk. Its sword and sorcery theme, combined with its offensive potential and relative fragility, is part of what makes it appealing.
Ideally, Hexblade should be able to function in melee without requiring a Fighter multiclass to feel complete. Encouraging self sufficiency within the subclass helps preserve its identity and allows players to fully engage with its intended role.
Valor Bard is among the gishes and they specifically get Medium Armor Training and Training with Shields. They also don't get access to Shield spell nor Absorb Elements before level 10 (or Magic Initiate). Warlocks as the sort-of OG gish have Light Armor Training. Only the 2024-Bladesinger requires a no-armor, no-shield exception because their Bladesong's defense is a bonus to AC, and not a different armor calculation like the Dex-Barb, Monk, or Drac-Sorc. It's designed to work in addition to Mage Armor. Otherwise a multiclasser Bladesinger with 1 level Fighter for Medium Armor's 15 + 2 DEX + 5 INT Bladesong + 2 Shield would be 24 static armor, achievable in start tier 2 (750g for Half Plate) AND still be able to cast Shield for a +5 more, and whatever Magic Item bonuses you eventually get.
For the Hexblade, specifically, to discard Armor Training would be strange and honestly not fitting, especially with the introduction of the Enspelled Armors - though I don't know how liberal DMs will be in given those out due to their inherent power with the proper spell inscribed (Shield). Additionally it would not address that other Warlock subclasses can freely multiclass to acquire Armor Training and thus also magic items of those types, but locking Hexblade power budget to a separate Armor Calculation would diminish that choice for the Hexblade.
Armor of Shadows is how it is and I don't think it should be changed with an expansion product. I wish they made it better than just free Mage Armor, but they didn't, so that's how it stays for 5.5e.
If anything the expansion product that includes the Hexblade could have a new invocation that works to give the frontliner Warlock a bit more AC.
Although I'm really not a fan of tacking more invocations on the melee-build tax list that already includes; Pact of the Blade, Thirsting Blade, Devouring Blade and to some extent also Eldritch Mind, Lifedrinker, and Fiendish Vigor. Good additions includes Armor of Shadows, Devil's Sight, Lessons of the First Ones: Tough, and Eldritch Smite.
Why am I not a fan? Because you're spending basically everything unique about the Warlock to build a poor Fighter that has access to Eldritch Blast. Then just go a Fighter and if you really want, multiclass 2 lvls Warlock for Pact of the Blade + Agonizing Blast if you want to Eldritch Blast on occasion. You build a gish because you want to mesh sword fighting and spell casting in some manner.
'
I would hope the Hexblade subclass grants the Warlock the tools to be a melee frontliner - I'm not saying tank, just a frontliner. Rogues, Monks, and Barbarians also don't have amazing AC (at least not before some major investments, meaning later) but they do have other means to avoid or reduce damage (Evasion, BA-disengages, Deflect Attack, Rage's Damage Resistance). Warlocks have... 2x Absorb Elements (and Shield for the Hexblade) or Armor of Agathys (5x spell lvl Temp HP) for a majority of their career, in the level-spectrum that people play in. That's really not much to go on for their defenses.
Yes they also have Fiendish Vigor, but that's trading your main Action for 12 Temp HP - pretty good at level 2, and then quickly falling off. The UA Hexblade's lvl 6 feature that allows a BA-attack when casting a leveled spell is amazing for allowing some weaving of FV and still attacking and I hope they keep that as a small bonus piece of tech. Otherwise that feature is hardly doing work. Unless they open it up to casting any spell, so you can do a Sword-cantrip and a BA-attack, but then there's Eldritch Blast haunting our options again. Limiting the BA-attack to a melee weapon attack could reign it in, as making ranged attacks with an enemy within 5 ft. impose DisADV without having the Spell Sniper feat.
Warlocks can also pump their AC with the unreliability of Blade Ward's 1d4 for an average of +2.5 AC, but they would require to use their Action on turn 1 to do that - making it rather costly when combat usually lasts around 3-4 rounds. Additionally they likely don't have amazing CON saves, so they are likely to break Concentration - requiring another turn of casting Blade Ward. Not really a good option either.
'
To make the Hexblade a bit less MAD, it could also be interesting to allow the Hexblade to use CON instead of DEX for armor calculations, wherever DEX could be used. This means the Hexblade's Light Armor Training could continue to be used and you can invest your stats into both HP and AC, AND improve your Concentration saving throws. It could still be used together with Armor of Shadows/Mage Armor, but much less required. It would not be a complete solution, because you don't invest in CON over CHA, leaving you at 12 + 3 CON for a majority of your career.
The more I think about it, the less a solution it appears. At least Monks and Rogues invest in their main stat to gain attack, damage, skill, AC and AoE defense. But having Hexblade use CHA for basically everything (spell DC, attack, damage, skill, and then also AC) is also a bit iffy.
'
So far the most eloquent solution I've seen is Medium Armor Training. It doesn't allow multiclass AC stacking, doesn't impose no-armor rules, it equates to Valor Bards and Rangers (minus their Shield proficiency). As for the "It would be the default Warlock subclass", I don't think that would be true when not giving Shield Training (that benefitted ranged Warlocks more), and frankly it would be more a testament to the other subclasses being really weak. If a ranged spellcaster Warlock would rather want 15 + 2 DEX AC, than whatever Fiend, GoO, Archfey can deliver... then they don't deliver enough.
A possible trade-off the Hexblade could impose that doesn't really effect the melee-build, is to disable or penalize cantrip casting to gain Armor. Thirsting Blade doesn't allow for a cantrip replacement, so even though it would be bad to not cast Booming Blade from level 3-4, I think it could be accepted in exchange for proper armor. Or just tailor the feature a bit...
If we attempt in simple terms;
"You can bind yourself magically to a Medium Armor when you complete a Short Rest.
While bound to an Armor you are considered to have Training with that armor. You can use a Bonus Action to magically don or doff the armor.
If you cast a ranged Warlock cantrip that deals damage while wearing your bound Armor, you suffer a minus 2 to your AC until the start of your next turn.
<All the mumbo-jumbo about unbinding due to binding to new armor, range, or death>"
This would ensure the "Hexblade OP" crowd can pipe down, because your Eldritch Blaster would at max have a 15 Half Plate + 2 DEX - 2 Penalty for 15 AC, plus whatever magic item bonuses you get. It would be equivalent to 13 Mage Armor + 2 DEX or 12 Studded Leather + 3 DEX. Your melee Warlock could still cast ranged cantrips, especially if the enemy is out of your melee range, but at the cost of having less AC. Limiting the penalty to damaging, ranged Warlock cantrips basically tailors it to punish classic caster builds while granting a melee Warlock access to Sword-cantrips, Sword Burst (range is self + area), Blade Ward, or utility. Your ranged Warlock would mostly just be without a benefit, and thus not accomplish much. You could pick up ranged cantrips from Magic Initiate (because they would be Cleric/Druid/Wizard spells) or from multiclassing - but then you still avoid Eldritch Blasters getting access to better AC while remaining pure Warlock/caster classes.
If you happen to get Armor Training elsewhere you can just ignore this subclass feature. Otherwise it gives pseudo Medium Armor Training, so your melee Warlock can have Scalemail's 14 + 2 DEX AC until they can afford Half Plate for +1 AC. They can acquire magic armor on equal footing as other Martials or Valor Bards. Instead of a Shield they can supplement their AC with Blade Ward (hopefully along a BA-attack), Blur (don't know why it's missing on the UA Hexblade) or Darkness+Devil's Sight.
'
There's a bunch of other stuff I would love to see changed as well that I will just mention in passing, like lvl 10 feature changed from a restricted damage reduction to a broad saving throw assist fueled by your Hit Dice that works to reduce AoE damage, avoid some spell damage, and keep your Concentration. I would love to see Blur, Haste, and Greater Invisibility added to the spell list as good defensive buffs to keep your concentration on in contrast to Hex. The Hexblade's Curse should be more gravy than the entire focal point for any bonuses the subclass provides. The limits and restrictions put on the rider-effects could also be loosened more. The Curse provides a plan or structure, but if the entire subclass falls apart when the Curse is not available, which is quite possible with only CHA-uses per Long Rest and no transfer... then it is build poorly. We know how people feel about the Ranger's Hunter's Mark - there's really no reason to repeat that mistake and then make it worse. Definitely feels like the availability of the Hexblade's Curse needs to change for the better. Up to 5 creatures you can curse per Long Rest is not a lot.
Without the Curse you get: Some fringe AoE damage when you succeed a Concentration saving throw. BA-attack when casting a leveled spell (where you mostly have 2-3x Pact slots or possibly unlimited Fiendish Vigor - trading 1-2 weapon attacks and your BA for 12 Temp HP). First at level 14 do you get increased availability and it's slim pickings with +1 from a Short Rest or from Magical Cunning (once per Long Rest). It could be a lot better.
it all boils down to the same solution, already mentioned a lot of times:
Hexblade has either a feat tax or a Multi class tax,
i personaly would rather have it to be a MC tax then a feat tax, but why is it that you are forced into taking a lvl of ftr, pala to play a hexblade that can survive and do its job in melee is the question ....
Yes even giving hexblades medium armor would still result in probaly 90% of hexblade players to take that 1 lvl armor dip since they will get armor prof. shield prof, weapon mastery and in the case of paladin even the ability to smite with just a one lvl dip.
if i go deeper mc i would however rather be a 14 pal / 6 hexblade then a 6 hex / 14 pal with the UA presented as it is
in 5e hexblade for armor + shield was only used for sorcerers who wanted quick & easy AC without the hassle of being MAD, but tbh most players who dipped into hexblade were paladins and used it to become SAD because of the chr to atk/dmg something you can now get with just one invocation
5.5 gish builds mostly go either 1/19 pal/warlock or 6/14 warlock if they choose warlock, any variation of 14+ valor bard or bladesinger, bard & bladesinger using cme that is imho even in its nerfed state still too powerful, espeically if you mc 1 lvl of warlock to a bard or bladesinger