Hey everyone I've just made a Hexblade warlock and haven't started the campaign yet but I want to know when to use spell slots? I know this question is broad depending on what spells you have but what are situations you always save or spend a spell slot for?
I'm currently thinking on keeping one spell slot for a defence or 'get-away' spell like shield or misty step.
Honestly, I don't generally use leveled spells against a single enemy - just agonizing blast. If my party encounters a bunch of critters, I'll drop a Hypnotic Pattern on the lot, and we'll focus first on whoever resisted.
At level 5, my spells known are (0) Eldritch Blast, Green Flame Blade, Mage Hand; (1) Hex, Expeditious Retreat; (2) Invisibility, Misty Step; (3) Hunger of Hadar and Hypnotic Pattern.
With a ranged based warlock at low levels I have found Hex very useful for extra damage on almost every hit in every battle for an hour (8 hours at level 5). I tend to keep the 2nd slot either to counter something bad (eg misty step, remove curse, counterspell), or to solve a problem usually out of combat (eg comprehend languages, invisibility, fly)
Presumably to are melee (while you are proficient in all ranged weapons and you can use your charisma modifier on hand crossbows, if you are pact of the blade your pact weapon has to be melee). So keeping concentration on Hex might be more difficult.
Your decision also depends on the nature of your adventuring, if you are travelling and do not expect many combats you might be able to have a short rest after every combat in which case you can be much more free with your spell casting then if you are on a dungeon crawl where the rest of your party refuse to take a short rest because it is too dangerous and you end up having 8 fights and a couple of other encounters which could be solved easily by use of magic (do you climb the cliff or fly to the top and tie a rope to something so the rest of the group can get up safely?)
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Hey everyone I've just made a Hexblade warlock and haven't started the campaign yet but I want to know when to use spell slots? I know this question is broad depending on what spells you have but what are situations you always save or spend a spell slot for?
I'm currently thinking on keeping one spell slot for a defence or 'get-away' spell like shield or misty step.
Also when do should I spent them on smites?
Thank you everyone who responds.
Honestly, I don't generally use leveled spells against a single enemy - just agonizing blast. If my party encounters a bunch of critters, I'll drop a Hypnotic Pattern on the lot, and we'll focus first on whoever resisted.
At level 5, my spells known are (0) Eldritch Blast, Green Flame Blade, Mage Hand; (1) Hex, Expeditious Retreat; (2) Invisibility, Misty Step; (3) Hunger of Hadar and Hypnotic Pattern.
Use them when you need them. If you are badly out numbered or if an enemy isn't going down after a round or 2 of attacking.
You get your slots back after a short rest and chances are, the party will want a short rest after such encounters anyway.
With a ranged based warlock at low levels I have found Hex very useful for extra damage on almost every hit in every battle for an hour (8 hours at level 5). I tend to keep the 2nd slot either to counter something bad (eg misty step, remove curse, counterspell), or to solve a problem usually out of combat (eg comprehend languages, invisibility, fly)
Presumably to are melee (while you are proficient in all ranged weapons and you can use your charisma modifier on hand crossbows, if you are pact of the blade your pact weapon has to be melee). So keeping concentration on Hex might be more difficult.
Your decision also depends on the nature of your adventuring, if you are travelling and do not expect many combats you might be able to have a short rest after every combat in which case you can be much more free with your spell casting then if you are on a dungeon crawl where the rest of your party refuse to take a short rest because it is too dangerous and you end up having 8 fights and a couple of other encounters which could be solved easily by use of magic (do you climb the cliff or fly to the top and tie a rope to something so the rest of the group can get up safely?)