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Hex only applies to one target and can affect another target when the first one dies, which means that all those spells mentioned that attack multiple targets get the benefit only once ... that's the glory of eldritch blast and scorching ray, you can target the hexed target multiple times with multiple attack rolls.
I know they clarified that in an earlier video I wonder if they forgot to mention the exact specifics of it here. Thanks for the post to clear it up for others.
Fun fact, technically it isn't when the target *dies*, it's *a subsequent turn to them hitting 0 HP*, and says nothing about the original target becoming uncursed. So RAW if there's a way to get them to 0 without them dying (melee attack declared nonlethal, Raging Zealot Barbarian or similar, possibly something like Polymorph or Wild Shape as they revert at 0, etc) you could curse a new target while the original is still alive, and potentially have multiple people cursed
@@mydir440 That's exactly the thing, it does not say that. The exact wording is "If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. "
I have a fun story about how Hex derailed our campaign at level 3 By this point I was a human rogue 1/Warlock 2 with a 18 charisma and I took the actor feat. Between Mask of many faces, Expertise in Deception & Performance, the actor feat alone with hex hitting their Int rolls, I decided to run a gamble, I wanted to manipulate the orc warlord with his god (me in disguise) sending him messages... He failed every roll, even fumbled his attempt to see through the disguise! We manipulate the entire orc army to attack the other army we were preparing to fight... Both armies suffered heavy losses and we defeated two armies with a heavy RP session and something like 6 skill checks... We later killed the warlord, replaced him with himself (myself in disguise) and now had something like 500 orcs at our command...
@@Menzobarrenza yes it was! I actually get to play him with another DM, we just hit level 3 last week, I'll report what sort of things Syrus gets into this go around!
I had a warlock that would carry round a jar of tiny lizards , he would wake up hex and kill a lizard and the short rest over breakfast whilst whilst maintaining consintration to basically get an extra spell slot for the next 7hrs and thematically a blood sacrifice before breakfast seems very warlock
At level 3, my party's warlock and my moon druid/barbarian double teamed a young black dragon so hard it never got a hit on us. Between the warlock hexing him for Strength checks and my barbadruid rage-grappling him as a giant spider, we got his head cocooned facing the other way and the warlock eldritch blasted him to death. That's when our DM realized We are Optimancers
@@jelte3754 You were right. It's called a breath weapon, not a spit torpedo. The dragon absolutely should have been able to acid that webbing. The DM just forgot that the NPC monster had this ability which happens from time to time.
@@torunsmok5890 that was our intent when grappling it, and we got great rolls, and the dragon had very bad rolls. It was a few months ago, but I think I critted on my (advantaged) athletics check to immobilize his head and he crit failed his (disadvantaged) attempt to resist. So the DM allowed that I successfully blocked his breath weapon attack! It was our first big kill. Now I'm taking down ancient dragons on my own 😎 I have become covid-dnd
Tempting, but still only one more than not using ki. Always surprises me when I remember that you can make 3, not 2, attacks without spending. Might do this myself though!
One non-standard use I found for hex was exploiting the part where it says"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature." like a poor man's hunter's mark when fighting creatures that are invisible and/or teleport. When the creature is gone but I don't know if I killed it or it just ran away I try to put my hex onto something else. If that fails I know the original hex target is still alive and kicking even if I can't find it.
You can also preload hex: Wake up in the morning. Find a bug. Hex the bug. Kill the bug. Go make breakfast. Because you can make and eat a meal on a short rest, you get your spell slot back and if you get attacked you can move the hex as a bonus action without expending a spell slot. This is best used at 5th level up when hex lasts 8+ hours.
Hex + Steel Wind Strike would only let you add the extra damage to the target of the hex, not every target of Steel Wind, so Eldritch Blast would still be a better combo, since all the attacks can be at your hexed target...
Easy way for that is a divine soul sorc. Steel wind strike with Spirit Shroud and BAM! 5 enemies taking 6d10+1d8 damage and you can then summon a 5th lvl spiritual weapon to bonk the last guy. Be the mid grade destroyer. Might take this for my Celestial Warlock Sorcerer combo.
@@eldinoor7072 It would take a few turns to get this going, but it could be nasty, especially if you are allowed to add Spirit Shroud's bonus onto Spiritual Weapon. The biggest issue I see with this combo is that Steel Wind doesn't say you teleport next to each target when you attack it. You make the attacks, then you teleport next to one of your targets after the attacks have happened, so they would need to be within 10 ft of you when you cast Steel Wind to get the bonus.
I love you guys but you've kinda botched this one a bit. I feel like you forgot that you only get to roll hex damage on attacks that target the creature you hexed. This error is particularly egregious when you are talking about the Chaos Bolt bouncing from target to target granting hex damage each time. Chaos Bolt can only target each creature once per casting. As a result no matter how many times Chaos Bolt bounces you'd only add 1D6 hex damage once to the one creature you cast hex on initially and no one else.
one unusual combo I've seen is warlock and monk, with fury of blows you can get 4 attacks off all with hex damage, as well as both their abilities come back on a short rest. shadow monk also goes well with devil sight to teleport using your darkness spell
@@Mr911superstar you dont need a lot of stats... you take warlock just for hex which has nothing to do with your cha stat. Also ranger would need 2 levels, warlock needs only 1 and you get warlock slot back on short rest which synergizes with monk getting ki back on short rest. Also also you get cantrips as warlock, so mage hand and prestidigitation for utility.
Playing a Hexblade Warlock and having found Illusionist bracers in the campaign now I can cast Eldritch Blast twice in a turn and I get 6 beams in total. So is a potential 6 procs of Hex in one attack.
illusionist bracers are the second most powerful item in the game for Warlocks. its effectively a very rare item that grants infinite uses of Action Surge. The only item (imo) that is more powerful is the Staff of The Magi
I have a Hexblade Warlock with 2 levels of Fighter, and we are at level 20. We finish up the campaign this Friday and it is my turn in combat. The target is cursed, hexed and I'm ready to unload. My plan is: Action - 4 Eldritch Blast (1d10+1d6+11 per hit: average 20 points), Bonus Action (Illusionist Bracers) - 4 Eldritch Blasts, Action Surge - 4 Eldritch Blasts once again. I should have at least a 75% chance to hit, so that should be around 180 points of damage, not counting any crits I get on a 19 or 20.
I ran a game for a group with a Barbarian and a Warlock in it. The Barb was a big fan of grappling and shoving to control the enemies, so the Warlock would Hex a target's STR to make them less capable of escaping or avoiding the Barbarian.
Nice to see a video in regular format again. Love you guys, your awesome. You guys were the first channel i found on D&D after i got into playing. Im in a campaign currently but, thanks to ideas spawned by you guys, I have 4 different backup PCs to play should something ever happen to my character.
Mage Slayer, Sentinel, and other features that expand the times during which you can use your reaction to make an attack are another way to make the Hex spell better. It would be interesting to see a Warlock grappler that uses Hex to give his opponents disadvantage when grappling them. Most likely it would want to be a Hexblade build for the extra attack and for not having disadvantage at being within 5ft of your target for your attacks.
Seems like you're trying to do too much and are pretty squishy, but it is a good option for helping a different party member. Edit: that's why I always default strength as my choice with Hex so it leave the option open for allies and makes it harder for the enemies to initiate their own grapple.
I've thought about getting Hex via level dip or magic initiate for an Enchanter Wizard. I normally like my Enchanters to have a high Charisma anyway, and the ability to hex two people at once is pretty good.
Want to teach DM to throw prone imune bosses at you? Dip into rogue for athletics expertise (grapple), hex them, grapple them, shove them prone, unload badass with advantage and loads of extra dice for beautifull crits.
Per long rest? IIRC Monks get Ki back every short rest, like warlocks with spell slots. The reason this stuck in my mind is because the four elements monk is kind of a warlock-style third caster. The problem is that magic initiate only lets you cast the spell once per day, as opposed to once per short rest as you would get with a level dip in warlock.
Hex is one of the things that make a Sorclock so devastating. (1D10 + 1D6 + 5) x6 (or x8 at 17th) for the cost of 2 Sorc Points on a Quickened Eldritch blast. That's 8d10 + 8d6 + 40. Now...you still have to hit 6 or 8 times....but if you are an elf with devil's sight, darkness spell, and elven accuracy you'll hit every blast most times being able to roll 3x for each blast.
A fun one is at 15th level (13th warlock and 2nd fighter). If you take the Metamagic adept feat, you can subtle cast sickening radiance (not counterable), action surge cast forcecage (and, if countered, subtle cast counterspell on their counterspell which wouldnt be counterable).
The Lineage Hexblood gets Disguise Self and Hex right off the bat. I play a Hexblood Fey Wanderer Ranger. I went with Druidic Warrior. First cantrip Shillalagh on my quarterstaff. Shillalagh, Hex, then Dreadful Strikes. 1d8 blunt, 1d6 necrotic, and 1d4 psychic damage.
Round 1: Hex + Eldritch Blast w/ Agonizing Blast. Round 2: Bonus Action; Maddening hex to hexed target and everybody adjacent to them + Eldritch blast w/ AB. Rinse and repeat until target dies, then use your bonus action to target a new target, and then continue.
So, I multiclassed into lore mastery wizard so that I could change the damage type of Hex into Radiant damage. With Celestial Warlock you get a +5 to radiant damage so every Eldritch blast that hit did a 1d10+5 and a 1d6+5.
If you’re a aasimar warlock level 5 20 charisma and agonizing blast you hex someone that’s 2d10+20 + 2d6+10 and if you find illusionist bracers you’re get 4d10+40 + 4d6+20 then you roll a crit on both eldritch blasts it’s 8d10+40+ 8d6+ 20 for a maximum of like 180 damage At level 5 Proper built eldritch blast warlocks are borderline overpowered
@@thisstatementisfalsenothin5312 1: you're assuming 20 cha at level 5, 18 should be assumed. 20 would be by level 8 (I realize the OP said +5, but definetely not at level 5) 2: Lore master is UA, and an abandoned one at that. It also requires 2 levels into wizard. Lore master is also widely considered the most powerful UA subclass of all time. 3: Radiant soul is a 6th level ability, and is once per spell. (Which OP also failed to mention) 4: I wouldn't say that having a very rare item that is rediculously overpowered on a warlock, effectively giving them infinite uses of Action Surge (not quite, but rather similar) makes them "Proper built" (Although it is an amazing item that is super fun to use) 5: listing max damage, assuming both attacks are crits, as well as including a turn of set-up, is, to say the least, misleading. (Although fun for sure) At level 8, if you're an aasimar protector celestial warlock 6 and a level 2 lore master wizard, and you have a full turn of set up, would deal: 2d10+8+2d6+4+8=19 force and 19 radiant, for an average of 38 damage. quite respectable, considering that you spent 2 of your 1/day abilites on it. in contrast, a level 8 hexblade can, in that same amount of time (using hex first turn and hexblades curse second) can deal 4d10+20+6+2d6, or 55 damage (42 force, 13 necrotic)
Do keep in mind that Hex only affects a single target, and only you get to deal the extra damage, so things like Steel Wind Strike wouldn’t work (Steel Wind Strike hits different creatures with each strike)
I use Hex to give disadvantage on INT checks, which I then use minor illusion to put them in an acid box (just make it appear as if they will be harmed if they interact with it. Sometimes I Hex WIS in order to make it easier to lie to someone.
Last night my party was on guard duty for a shipping company. We got ambushed, Hexblade used Hex (WIS) on the big giant spider, my Bard followed up with a Bestow Curse (DEX). Putting disadvantage on two saves and generating extra damage per attack was pretty awesome.
I haven't done this YET, but I do have a harengon soulknife rogue/fathomless warlock. I plan on sneak-casting Hex on enemies and affecting Dexterity, so they get a disadvantage to their Initiative.
I had a level 20 character duel with a friend and I pulled this out on him and he was speechless. Cast hex on him first round and bonus action used Hexblade's curse. Next round, I quickened a 5th level scorching ray and cast eldritch blast on him. So, for those who weren't counting, with a Charisma of 18, it was 4d10 force + 4d6 necrotic + 40 + 18d6 fire + 36 damage in a single turn :)
My warlock muticlassed into rogue inquisitor. I'd always hex charisma to enable the insight check and guarantee sneak attack. Very effective. What is not effective is your combo with steel wind strike. Hex would be anchored to only one target of the steel wind, the other 4 hits would not benefit from it.
Devil's Sight, Darkness cast on lock who cares what your using after that. Hex schmex. Advantage to attack and disadvantage to be attacked. I try to only use this if I am caught alone or our party is acting pretty useless. We have a glamour bard , celestial lock, moon druid, and artificer and I am a lightfoot hexblade. You would think the druid's got my back but sometimes hides and casts poison spray, the bard casts sleep (at 5th level) and nobody remembered the lock can shoot two blasts until I joined. The artillerist is on point and has save me a few times as I was tanking everyone. It stinks when nobody focus fires on anything.
Oh no my friend it can get much, much, worse. Haste + Prodigy (Expertise: Stealth) will let you Hide on each of your turns, for free, with a high chance of success. If you're hidden you get Advantage on all your attack rolls. So you can shoot them 8 times, for 1d10+5 each (or 8d10+40), with doubled chance of critting/hitting, and immediately afterwards so they can't attack you back. Alternatively Hex + Hexblade's Curse. Hex will deal 1d6 per hit. Hexblade's Curse will deal extra damage equal to your proficency per hit. So now you're dealing, if they all hit, 8d10+88+8d6 worth of damage. Alternatively Eldritch Blast + Hold Person/Hold Monster. All attacks have Advantage and crit if within 5 ft of target. If you go Shadow Sorcerer, and use Hound of Ill Omens, you give them Disadvantage on all their Saving Throws. So 1 turn of set up. However next turn you're dealing 16d10+40 worth of damage per turn, and they can't fight back or escape (if your Spell DC is high enough). 16d10+88 if you decided to use Hexblade's Curse. If you have a buddy that casts Hold Person/Hold Monster for you, and you decide to cast Hex, that's 16d10+40+16d6 worth of damage per turn.
@@Kingneo0053 As written, the advantage from Stealth works only on one attack. After it, enemies notice you, and you are no longer hidden from them. Darkness+Devil Sight is much better.
Uh.... are they looking at the same hex spell that I am? Hex targets only one creature at a time. Why are they mentioning all these spells that target multiple enemies? You would only get the extra damage on the one creature you had hexed. Idk. Maybe I'm missing something.
As a DM, i was running a very politic heavy campaign inside Waterdeep. The party had a knowledge bard that had hex as a secret and a warlock. Both hexed the main antagonist ( a waterdeep noble from the Rosnar family) they hexed Cha and Wis, and then they start planted false incrimination things on their stuff and the bard requested him to be searched. and got him arrested :P It was GREAT, they solved ALL the politics with 2 lvl 1 spells and a few ability checks :P
If the party has a flying Familiar (it may be yours if you're Pact of the Chain or Tome) and you take the Relentless Hex invitation you basically turn into Nightcrawler It's like a free Misty Step every turn
My first padlock was a monster (hexblade oathbreaker) Hex + extra attack + three different kinds of smite *chef's kiss* Gods help them if they hit you, because you can hellish rebuke, too!
My Hexblade Warlock also has a Tentacle Rod and Gauntlets of Flaming fury. So with Hex + Hexblades Curse (adding +3 dmg per hit currently) and the +9 to hit, assuming all 3 attacks hit its 3d6 +3d6 (hex) + 3d6 (fire damage) + 9 (hexblades curse) pretty sweet deal...
Another great warlock topic would be the best uses for the Eldritch Blast Invocations that push or pull targets. Obviously, you can push targets off a cliff, but there's plenty of cool spell combos to use with them.
What I hate about Eldritch Blast Invocations is that they don't work with other cantrips, basically forcing any non-Blade warlock use only it. It's already extremely powerful, with d10 damage die, separate attack rolls and force damage, and Invocations make even less sense in using any other cantrips.
@@gromaxe And that's why almost every warlock I build (by theorycrafting, I'm too lazy to try them all) is non-Hexblade Pact of the Blade or some multiclass with 11+ levels of warlock and without Eldritch Blast.
Steel wind strikes only attacks the hex creature ones. On it's own it's my favorite spell but for hex it's okay. I wouldn't multiclass into warlock just for that
This is more for Evocation 18 but add Warlock 1 or Magic Initiate with Hex so at Will Magic Missle (1d4+1+INT)×3+3d6 so 24-51 a round and almost guaranteed hit. You might be able to max a firebolt to 52 but you also have to roll to hit and your average damage is about 10 less.
So if you have a 2nd level fighter and the rest be some combination of sorcerer and warlock, you could dole out some crazy damage. Here I will assume 20 CHA and agonizing blast because I like numbers. Twinned agonizing blast with an action surge gives 12d10+12d6+60 if they all hit. If you happened to put up a hexblades curse you would also crit on 19 and 20 so there would be a fair chance of getting at least one in there. Haha BBEG go boom
Nerdarchy but Hex Requires a bonus action on a subsequent turn.after a creature has dropped to zero. And you can’t use your bonus action in the middle of the spell you cast RAW. You can only get one creature per turn this way.
Hex with earthen grasp on a caster with low strength. Disadvantage on check to escape means they are more likely to stay restrained and get crushed to death.
The UA spell Spirit Shroud is a much better combo with Steel Wind Strike than Hex, since Hex damage only works on one target at a time. SS damage is applied to each successful attack. Really hope Spirit Shroud gets an official release!
Well, I's pretty easy. 5th lvl Shadowblade is better than almost any magic item. Other thing you can do is take Pact of the Blade and use Shadowblade as an offhand weapon.
Spirit Shroud from the Spells and Magic Tattoos UA can be used as a far better Hex as long as you don't mind staying 10 ft away from the enemy. Also, why would Chaos Bolt or Steel Wind Strike work with Hex? You can only hex one creature at a time.
@@junjaune4713 Fireball doesn't use an attack roll, so it wouldn't trigger Hex. And sure, twinning hex is possible, but at that point you're just adding a small amount of damage to the Steel Wind Strike (3.5 damage on average). That's not a deadly combo, which this video is supposed to be about
We had a wizard that dipped one level into warlock and during a boss fight he mentioned, "I wanna try something funny" so he cast magic missile as a 9th level spell while hex was active all at the one big guy so it it dealt 11d4+11d6+66 damage, which as a matter of fact, it was funny Quick math for y'all Lowest damage is 88 Average damage is 132 Maximum damage is 176 He got around 157 which is some very good luck for the amount of dice there
i played a longtooth shifter monk/warlock that used hex. first turn he would bonus action shift (he was a wolf because who doesnt wanna be a werewolf) and cast darkness on his belt and had the invocation to see through it and then turn 2 hed bonus action hex and attack twice and then subsequent turns attack twice and then use flurry of blows so he was getting anywhere from 2-4 extra d6 each turn. this was before the astral self monk and if i were to play it again id definately use astral self instead since they get more attacks with flurry of blows. it was a very fun character even though i couldnt use the darkness much after the first few sessions due to the story revolving around balors and they have truesight
For early game encounters, Hex + Hexblade's Curse seems decent, assuming you can stack damage that way. Hex + Evard's Black Tentacles also seems like it has potential. Possibly throw in Bestow Curse if you're a Cleric multiclass dip...?
@@antongrigoryev6381, on the contrary, it does work, but specifically for the 2nd part of Evard's Black Tentacles, after the enemy is restrained Here's the 2nd part of the spell's Oracle Text: "A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself." Since it is an ability check, and not a saving throw, it does work. I think you may be a bit too concentrated on the first part of it, however. Here's that first part: "When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends." This means, you could have someone else drop Bestow Curse on the affected creature first, calling Dexterity, then drop Hex (naming Dex. or Str.) and Tentacles. This would be best done as a 2 person combo, since all 3 spells normally require concentration. The exception here is Bestow Curse, which can have its Concentration requirement negated if it's upcasted at 5th level or higher.
Hex is a great spell, but... It only can affect one target at a time, so spells that affect multiple targets, such as chaos bolt and steel wind strike, will not benefit greatly from hex... most of the time. The exceptions are when a character can hex more than one target at a time. The sorcerer's twinned spell metamagic and the enchanter wizard's split enchantment abilities would allow the caster to hex two targets.
So if you cast this to affect Charisma, would that affect dialogue with NPCs? Would they be more likely to believe you or be worse at lying or whatever? I'm wondering if a Sorc/Bard with subtle cast for this would be a better face for the party? Assuming they don't get caught manipulating anyways lol.
Yep! Hex can be super useful in all sorts of circumstances. We explored this idea further on the website here: nerdarchy.com/playing-a-warlock-like-a-creepy-occultist-in-5e-dd/
Maybe my blowgun user should start as a warlock instead of a Fighter. Sharpshooter feat + Hex means a variant human can squeeze out 11 to 17 points of damage at first level from a weapon which is supposed to do a single point of damage.
No mention of invocations like Maddening Hex, or Sign of Ill Omen which is essentially an upgraded Hex? Bestow Curse at 5th lvl, give them disadvantage on saves then hit with Stinking Cloud. The true killer combo.
You have to touch them and then they have to make the save. Hex just works and is ranged and is a bonus action which comes back after a short rest. Sign of Ill omen is a one shot save or suck option.
Here I thought you were going to talk about the Shadow Blade spell (yes, you can get it with other classes, but the warlock's short rest spell slots kick it up to the next level). At Level 2, it conjures a finesse-able sword that does 2d8 psychic, and by level 5 slot, it's 4d8. Give that to a character with extra attack, and it will rapidly outpace hex, even at only 2 attacks per round (let alone a fighter with 3 attacks)
I've always imagined it like the warlock very clearly puts their hex on you. Target thinks nothing of the crazy person then all day things keep going wrong
In the video they describe fighting a battle outside town and then transferring the hex to someone in town. That transfer technically wouldn't take verbal or somatic components.
Question: I play with Celestial warlock and I wonder if I should keep Flaming Sphere and get rid of Hex. Both are concentration spells while Hex last for an hour (we are at level 4) we are not getting that many battles in an hour of exploring to make it worth it. And Flaming Sphere can just move target with bonus actions, plus if I use booming blade on them I can keep them pinned so they get damage at the end of their turn too.
@@kestrel1234 But if they are not (and it's more likely on low levels), then Flaming Sphere really looks better. It deals the same potential damage per turn (2d6), has increased damage on higher levels (and it scales faster than additional shots of Eldritch Blast), has small well-controlled AoE, and Celestial warlocks can add their Cha to damage after 6 lvl. Oh, and it's not that cliche.
I loved this intro bit :) would hex work with animate object?10 tiny objects that all can attack the same target in a round, btw one of the most broken spells in the game but I love it
@@ridwana4037 But hex just says "hit with an attack". MM says the attack automatically hits. I don't see anywhere in Hex that says the attack must be rolled.
Used hex on a diplomat to basically hold him hostage after he made a social mistake oh I'll get you out of this if you sign this piece of paper giving me power over this town (that we found out had a vain of gold)
Meh. I'll take my pact of the chain Imp stuffing a small bag of holding into another bag of holding to send the BEEG into the Abyss any day. Sure, it cost me 5k gold but he thought it was hilarious.
Okay, listen. Upcasted magicmissle with hex and hexblades curse as sorcerer 5 and just warlock 1. Each magic missle is its own attack. So with like maybe a 3rd level spell slot, you're doing 5d4+5d6+20 of necrotic and force damage GUARANTEED.
Nope. This was covered in a Sage advice www.sageadvice.eu/2018/01/11/hex-on-a-target-and-then-cast-magic-missiles-at-the-same-target-what-would-the-damage-be-like/
I know you normally don't review the best magic items for a class but what about a Wand of Magic Missiles for Warlock. Each magic dart would proc the hex damage.
My warlock took survival skill and the dm allowed me to keep a stock of bugs on me I kept in cages so when combat was done and I still had time left on hex I transferred it to a bug. Then killed the bug to release the hex again when needed
This is unnecessary. After you kill the target of your hex, you do not have to immediately transfer the hex to a new target. As long as you maintain concentration and the duration remains active, you can just hold onto hex until the next suitable target becomes available. But, I understand the confusion. This is not expressly explained in the spell description, and the folks at wizards had top clarity that this was the intent. I too thought I would have to recast the spell later if a suitable target wasn't immediately available. It was only after looking at the extended duration that I questioned this logic and looked into it further. Hunter's Mark is intended to work the same way.
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Preorder Out of the Box Encounters for 5th Edition - nerdarchy.com/product/out-of-the-box-encounters-for-5th-edition-hardcover/
Hex only applies to one target and can affect another target when the first one dies, which means that all those spells mentioned that attack multiple targets get the benefit only once ... that's the glory of eldritch blast and scorching ray, you can target the hexed target multiple times with multiple attack rolls.
I know they clarified that in an earlier video I wonder if they forgot to mention the exact specifics of it here. Thanks for the post to clear it up for others.
Great post on the detail. Its great with the eldritch :)
Fun fact, technically it isn't when the target *dies*, it's *a subsequent turn to them hitting 0 HP*, and says nothing about the original target becoming uncursed. So RAW if there's a way to get them to 0 without them dying (melee attack declared nonlethal, Raging Zealot Barbarian or similar, possibly something like Polymorph or Wild Shape as they revert at 0, etc) you could curse a new target while the original is still alive, and potentially have multiple people cursed
@@neoman4426 except that it says "move to a new target". Moving is not multiplying.
@@mydir440 That's exactly the thing, it does not say that. The exact wording is "If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. "
I tend to use Hex on a Target’s Dexterity before combat starts, which gives them Disadvantage on Initiative as well
Smart approaach, especially if you sneak that in before the action starts. Cool :)
I have a fun story about how Hex derailed our campaign at level 3
By this point I was a human rogue 1/Warlock 2 with a 18 charisma and I took the actor feat.
Between Mask of many faces, Expertise in Deception & Performance, the actor feat alone with hex hitting their Int rolls, I decided to run a gamble, I wanted to manipulate the orc warlord with his god (me in disguise) sending him messages...
He failed every roll, even fumbled his attempt to see through the disguise! We manipulate the entire orc army to attack the other army we were preparing to fight...
Both armies suffered heavy losses and we defeated two armies with a heavy RP session and something like 6 skill checks...
We later killed the warlord, replaced him with himself (myself in disguise) and now had something like 500 orcs at our command...
That is glorious.
@@Menzobarrenza yes it was! I actually get to play him with another DM, we just hit level 3 last week, I'll report what sort of things Syrus gets into this go around!
@@williamgutzmann1984 I look forward to it!
Good story. It would not have worked at my table, but I appreciate thinking outside the box and emphasis on social aspects of the game.
@@lordzaboem why not?
I had a warlock that would carry round a jar of tiny lizards , he would wake up hex and kill a lizard and the short rest over breakfast whilst whilst maintaining consintration to basically get an extra spell slot for the next 7hrs and thematically a blood sacrifice before breakfast seems very warlock
At level 3, my party's warlock and my moon druid/barbarian double teamed a young black dragon so hard it never got a hit on us.
Between the warlock hexing him for Strength checks and my barbadruid rage-grappling him as a giant spider, we got his head cocooned facing the other way and the warlock eldritch blasted him to death.
That's when our DM realized
We are Optimancers
Should he have used the acid breath? Maybe
@@jelte3754 If you can keep the mouth shut, no dice.
@@jelte3754 You were right. It's called a breath weapon, not a spit torpedo. The dragon absolutely should have been able to acid that webbing. The DM just forgot that the NPC monster had this ability which happens from time to time.
@@lordzaboem considering how it's flavored being unable to open its mouth is reasonable to stop it from using breath weapon
@@torunsmok5890 that was our intent when grappling it, and we got great rolls, and the dragon had very bad rolls.
It was a few months ago, but I think I critted on my (advantaged) athletics check to immobilize his head and he crit failed his (disadvantaged) attempt to resist.
So the DM allowed that I successfully blocked his breath weapon attack! It was our first big kill.
Now I'm taking down ancient dragons on my own 😎
I have become covid-dnd
Played a monk with magic initiate and Took hex. Fleury of blows deffently felt more powerful and actually worth the Ki
Tempting, but still only one more than not using ki. Always surprises me when I remember that you can make 3, not 2, attacks without spending.
Might do this myself though!
This might be my favorite use in the comments.
On 5 lvl one-shot, I played monk, and we had warlock in the party. I punched enemies few times. Warlock just one-shoted them.
One non-standard use I found for hex was exploiting the part where it says"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature." like a poor man's hunter's mark when fighting creatures that are invisible and/or teleport. When the creature is gone but I don't know if I killed it or it just ran away I try to put my hex onto something else. If that fails I know the original hex target is still alive and kicking even if I can't find it.
well actually you can, cause it says you know its location as long as you're on the same plane of existance iirc.
I did this as well to see if an enemy that fell down a hole died. I proceeded to jump down and stand him from a 100ft drop.
I lived btw.
You can also preload hex: Wake up in the morning. Find a bug. Hex the bug. Kill the bug. Go make breakfast.
Because you can make and eat a meal on a short rest, you get your spell slot back and if you get attacked you can move the hex as a bonus action without expending a spell slot. This is best used at 5th level up when hex lasts 8+ hours.
@@StilltheAp0llyon That's really clever.
Thanks.
@@StilltheAp0llyonDoes your DM really allow you to perform unrelated tasks like cooking breakfast while maintaining concentration on a spell?
This video is another great example of Nerdarchy’s tenuous grasp of the rules.
Hex + Steel Wind Strike would only let you add the extra damage to the target of the hex, not every target of Steel Wind, so Eldritch Blast would still be a better combo, since all the attacks can be at your hexed target...
What would be great for this would be the new Spirit Shroud spell. That would be nasty paired with Steel Wind Strike.
Easy way for that is a divine soul sorc. Steel wind strike with Spirit Shroud and BAM! 5 enemies taking 6d10+1d8 damage and you can then summon a 5th lvl spiritual weapon to bonk the last guy. Be the mid grade destroyer. Might take this for my Celestial Warlock Sorcerer combo.
@@eldinoor7072 It would take a few turns to get this going, but it could be nasty, especially if you are allowed to add Spirit Shroud's bonus onto Spiritual Weapon. The biggest issue I see with this combo is that Steel Wind doesn't say you teleport next to each target when you attack it. You make the attacks, then you teleport next to one of your targets after the attacks have happened, so they would need to be within 10 ft of you when you cast Steel Wind to get the bonus.
I love you guys but you've kinda botched this one a bit. I feel like you forgot that you only get to roll hex damage on attacks that target the creature you hexed. This error is particularly egregious when you are talking about the Chaos Bolt bouncing from target to target granting hex damage each time. Chaos Bolt can only target each creature once per casting. As a result no matter how many times Chaos Bolt bounces you'd only add 1D6 hex damage once to the one creature you cast hex on initially and no one else.
Agreed its not as clear as it good be. Well pointed out.
Same with steel wind strike. And I really doubt you'd be able to usefully utilise this with faithful hound unless you planned very carefully.
one unusual combo I've seen is warlock and monk, with fury of blows you can get 4 attacks off all with hex damage, as well as both their abilities come back on a short rest.
shadow monk also goes well with devil sight to teleport using your darkness spell
I think anything other than shadow monk is better off going Ranger for hunters mark, otherwise you start needing a lot of stats (4/6)
@@Mr911superstar you dont need a lot of stats... you take warlock just for hex which has nothing to do with your cha stat. Also ranger would need 2 levels, warlock needs only 1 and you get warlock slot back on short rest which synergizes with monk getting ki back on short rest. Also also you get cantrips as warlock, so mage hand and prestidigitation for utility.
Playing a Hexblade Warlock and having found Illusionist bracers in the campaign now I can cast Eldritch Blast twice in a turn and I get 6 beams in total. So is a potential 6 procs of Hex in one attack.
illusionist bracers are the second most powerful item in the game for Warlocks. its effectively a very rare item that grants infinite uses of Action Surge. The only item (imo) that is more powerful is the Staff of The Magi
I have a Hexblade Warlock with 2 levels of Fighter, and we are at level 20. We finish up the campaign this Friday and it is my turn in combat. The target is cursed, hexed and I'm ready to unload. My plan is: Action - 4 Eldritch Blast (1d10+1d6+11 per hit: average 20 points), Bonus Action (Illusionist Bracers) - 4 Eldritch Blasts, Action Surge - 4 Eldritch Blasts once again. I should have at least a 75% chance to hit, so that should be around 180 points of damage, not counting any crits I get on a 19 or 20.
I ran a game for a group with a Barbarian and a Warlock in it. The Barb was a big fan of grappling and shoving to control the enemies, so the Warlock would Hex a target's STR to make them less capable of escaping or avoiding the Barbarian.
Nice to see a video in regular format again. Love you guys, your awesome. You guys were the first channel i found on D&D after i got into playing. Im in a campaign currently but, thanks to ideas spawned by you guys, I have 4 different backup PCs to play should something ever happen to my character.
Friends don't hex friends, I'll admit I chuckled
Its good to see you guys back in ther same room again!!
Mage Slayer, Sentinel, and other features that expand the times during which you can use your reaction to make an attack are another way to make the Hex spell better.
It would be interesting to see a Warlock grappler that uses Hex to give his opponents disadvantage when grappling them. Most likely it would want to be a Hexblade build for the extra attack and for not having disadvantage at being within 5ft of your target for your attacks.
Seems like you're trying to do too much and are pretty squishy, but it is a good option for helping a different party member.
Edit: that's why I always default strength as my choice with Hex so it leave the option open for allies and makes it harder for the enemies to initiate their own grapple.
Maddening Hex: do automatic psychic damage equal to your charisma modifier to the target of your hex and any creature of your choice within 5ft of it.
Is that an Unearthed Arcana class trait?
@@lordzaboem It's Invocation from Xanatar. It's not automatic, by the way, it requires bonus action.
I played a warlock hexblade with a homebrew pact weapon which can temporarily absorb powers of artifacts. The coolest build I've made in 5e
I've thought about getting Hex via level dip or magic initiate for an Enchanter Wizard. I normally like my Enchanters to have a high Charisma anyway, and the ability to hex two people at once is pretty good.
Monk lvl 5 with hex (magic initiate) : 4 attacks roll, 5 time per long rest...
used this build once - about 50 dmg per turm. on level 5!!
Want to teach DM to throw prone imune bosses at you? Dip into rogue for athletics expertise (grapple), hex them, grapple them, shove them prone, unload badass with advantage and loads of extra dice for beautifull crits.
@@TheJayCZ I was thinking about a champion build with faeries fire to get advantage but with a teammate like this in the party...
Per long rest? IIRC Monks get Ki back every short rest, like warlocks with spell slots. The reason this stuck in my mind is because the four elements monk is kind of a warlock-style third caster. The problem is that magic initiate only lets you cast the spell once per day, as opposed to once per short rest as you would get with a level dip in warlock.
Hex is one of the things that make a Sorclock so devastating. (1D10 + 1D6 + 5) x6 (or x8 at 17th) for the cost of 2 Sorc Points on a Quickened Eldritch blast. That's 8d10 + 8d6 + 40. Now...you still have to hit 6 or 8 times....but if you are an elf with devil's sight, darkness spell, and elven accuracy you'll hit every blast most times being able to roll 3x for each blast.
A fun one is at 15th level (13th warlock and 2nd fighter). If you take the Metamagic adept feat, you can subtle cast sickening radiance (not counterable), action surge cast forcecage (and, if countered, subtle cast counterspell on their counterspell which wouldnt be counterable).
The Lineage Hexblood gets Disguise Self and Hex right off the bat. I play a Hexblood Fey Wanderer Ranger. I went with Druidic Warrior. First cantrip Shillalagh on my quarterstaff. Shillalagh, Hex, then Dreadful Strikes. 1d8 blunt, 1d6 necrotic, and 1d4 psychic damage.
Round 1: Hex + Eldritch Blast w/ Agonizing Blast. Round 2: Bonus Action; Maddening hex to hexed target and everybody adjacent to them + Eldritch blast w/ AB. Rinse and repeat until target dies, then use your bonus action to target a new target, and then continue.
A soc. Subtle Spell a Hex can realy help when in town as they will not know you weaken thier ability.
So, I multiclassed into lore mastery wizard so that I could change the damage type of Hex into Radiant damage. With Celestial Warlock you get a +5 to radiant damage so every Eldritch blast that hit did a 1d10+5 and a 1d6+5.
Auch.
If you’re a aasimar warlock level 5 20 charisma and agonizing blast you hex someone that’s 2d10+20 + 2d6+10 and if you find illusionist bracers you’re get 4d10+40 + 4d6+20 then you roll a crit on both eldritch blasts it’s 8d10+40+ 8d6+ 20 for a maximum of like 180 damage
At level 5
Proper built eldritch blast warlocks are borderline overpowered
@@thisstatementisfalsenothin5312
1: you're assuming 20 cha at level 5, 18 should be assumed. 20 would be by level 8 (I realize the OP said +5, but definetely not at level 5)
2: Lore master is UA, and an abandoned one at that. It also requires 2 levels into wizard. Lore master is also widely considered the most powerful UA subclass of all time.
3: Radiant soul is a 6th level ability, and is once per spell. (Which OP also failed to mention)
4: I wouldn't say that having a very rare item that is rediculously overpowered on a warlock, effectively giving them infinite uses of Action Surge (not quite, but rather similar) makes them "Proper built" (Although it is an amazing item that is super fun to use)
5: listing max damage, assuming both attacks are crits, as well as including a turn of set-up, is, to say the least, misleading. (Although fun for sure)
At level 8, if you're an aasimar protector celestial warlock 6 and a level 2 lore master wizard, and you have a full turn of set up, would deal:
2d10+8+2d6+4+8=19 force and 19 radiant, for an average of 38 damage. quite respectable, considering that you spent 2 of your 1/day abilites on it.
in contrast, a level 8 hexblade can, in that same amount of time (using hex first turn and hexblades curse second) can deal 4d10+20+6+2d6, or 55 damage (42 force, 13 necrotic)
Do keep in mind that Hex only affects a single target, and only you get to deal the extra damage, so things like Steel Wind Strike wouldn’t work (Steel Wind Strike hits different creatures with each strike)
I use Hex to give disadvantage on INT checks, which I then use minor illusion to put them in an acid box (just make it appear as if they will be harmed if they interact with it. Sometimes I Hex WIS in order to make it easier to lie to someone.
Last night my party was on guard duty for a shipping company. We got ambushed, Hexblade used Hex (WIS) on the big giant spider, my Bard followed up with a Bestow Curse (DEX). Putting disadvantage on two saves and generating extra damage per attack was pretty awesome.
Hex doesn't affect Saves, only abilities
I haven't done this YET, but I do have a harengon soulknife rogue/fathomless warlock. I plan on sneak-casting Hex on enemies and affecting Dexterity, so they get a disadvantage to their Initiative.
My oath breaker paladin/ hexlock is possibly the strongest character I've ever made. Picked up the metamagic adept feat, too 😈
I had a level 20 character duel with a friend and I pulled this out on him and he was speechless. Cast hex on him first round and bonus action used Hexblade's curse. Next round, I quickened a 5th level scorching ray and cast eldritch blast on him. So, for those who weren't counting, with a Charisma of 18, it was 4d10 force + 4d6 necrotic + 40 + 18d6 fire + 36 damage in a single turn :)
My warlock muticlassed into rogue inquisitor. I'd always hex charisma to enable the insight check and guarantee sneak attack. Very effective.
What is not effective is your combo with steel wind strike. Hex would be anchored to only one target of the steel wind, the other 4 hits would not benefit from it.
Devil's Sight, Darkness cast on lock who cares what your using after that. Hex schmex. Advantage to attack and disadvantage to be attacked. I try to only use this if I am caught alone or our party is acting pretty useless. We have a glamour bard , celestial lock, moon druid, and artificer and I am a lightfoot hexblade. You would think the druid's got my back but sometimes hides and casts poison spray, the bard casts sleep (at 5th level) and nobody remembered the lock can shoot two blasts until I joined. The artillerist is on point and has save me a few times as I was tanking everyone. It stinks when nobody focus fires on anything.
Sorcerer/Warlock multiclass:
Hex + Eldritch Blast w/ Agonizing Blast + Scorching Rays w/ Quickened Spell (+Hexblade's Curse) = broken af
Oh no my friend it can get much, much, worse.
Haste + Prodigy (Expertise: Stealth) will let you Hide on each of your turns, for free, with a high chance of success. If you're hidden you get Advantage on all your attack rolls. So you can shoot them 8 times, for 1d10+5 each (or 8d10+40), with doubled chance of critting/hitting, and immediately afterwards so they can't attack you back.
Alternatively Hex + Hexblade's Curse. Hex will deal 1d6 per hit. Hexblade's Curse will deal extra damage equal to your proficency per hit. So now you're dealing, if they all hit, 8d10+88+8d6 worth of damage.
Alternatively Eldritch Blast + Hold Person/Hold Monster. All attacks have Advantage and crit if within 5 ft of target. If you go Shadow Sorcerer, and use Hound of Ill Omens, you give them Disadvantage on all their Saving Throws. So 1 turn of set up. However next turn you're dealing 16d10+40 worth of damage per turn, and they can't fight back or escape (if your Spell DC is high enough). 16d10+88 if you decided to use Hexblade's Curse.
If you have a buddy that casts Hold Person/Hold Monster for you, and you decide to cast Hex, that's 16d10+40+16d6 worth of damage per turn.
@@Kingneo0053 As written, the advantage from Stealth works only on one attack. After it, enemies notice you, and you are no longer hidden from them. Darkness+Devil Sight is much better.
Uh.... are they looking at the same hex spell that I am? Hex targets only one creature at a time. Why are they mentioning all these spells that target multiple enemies? You would only get the extra damage on the one creature you had hexed. Idk. Maybe I'm missing something.
The problem with hex is it requires concentration. After about 5th level there are beter things to spend that concentration on.
As a DM, i was running a very politic heavy campaign inside Waterdeep. The party had a knowledge bard that had hex as a secret and a warlock.
Both hexed the main antagonist ( a waterdeep noble from the Rosnar family) they hexed Cha and Wis, and then they start planted false incrimination things on their stuff and the bard requested him to be searched. and got him arrested :P
It was GREAT, they solved ALL the politics with 2 lvl 1 spells and a few ability checks :P
That noble should notice how they cast Hex on him unless they were hidden.
If the party has a flying Familiar (it may be yours if you're Pact of the Chain or Tome) and you take the Relentless Hex invitation you basically turn into Nightcrawler
It's like a free Misty Step every turn
My first padlock was a monster (hexblade oathbreaker)
Hex + extra attack + three different kinds of smite *chef's kiss*
Gods help them if they hit you, because you can hellish rebuke, too!
I've noticed a decent error, hex will end if your target drops to 0 & there's no other target to curse on a "subsequent turn"(phb)
My Hexblade Warlock also has a Tentacle Rod and Gauntlets of Flaming fury. So with Hex + Hexblades Curse (adding +3 dmg per hit currently) and the +9 to hit, assuming all 3 attacks hit its 3d6 +3d6 (hex) + 3d6 (fire damage) + 9 (hexblades curse) pretty sweet deal...
I'm surprised you haven't covered the Mirage Arcane + Malleable Illusions combo.
Glad to see you back in the same place. Can you do what the best archetype for the rogue or ranger?
Rogue Melee: Swashbuckler
Rouge Social: Inquisitve
Rogue Else: Arcane Trickster
Ranger Generic: Hunter
Ranger Damage: Gloomstalker
Ranger Cool: Horizon Walker/Monster Slayer
Don't talk about it: Beast Master
Another great warlock topic would be the best uses for the Eldritch Blast Invocations that push or pull targets.
Obviously, you can push targets off a cliff, but there's plenty of cool spell combos to use with them.
Any area spell enemies try to get from
What I hate about Eldritch Blast Invocations is that they don't work with other cantrips, basically forcing any non-Blade warlock use only it. It's already extremely powerful, with d10 damage die, separate attack rolls and force damage, and Invocations make even less sense in using any other cantrips.
@@antongrigoryev6381 that's why some of my friends call Warlock "Eldritch Blastlock" instead
@@gromaxe And that's why almost every warlock I build (by theorycrafting, I'm too lazy to try them all) is non-Hexblade Pact of the Blade or some multiclass with 11+ levels of warlock and without Eldritch Blast.
Steel wind strikes only attacks the hex creature ones. On it's own it's my favorite spell but for hex it's okay. I wouldn't multiclass into warlock just for that
I must obey my patron..... Subscribed.
This is more for Evocation 18 but add Warlock 1 or Magic Initiate with Hex so at Will Magic Missle (1d4+1+INT)×3+3d6 so 24-51 a round and almost guaranteed hit. You might be able to max a firebolt to 52 but you also have to roll to hit and your average damage is about 10 less.
So if you have a 2nd level fighter and the rest be some combination of sorcerer and warlock, you could dole out some crazy damage. Here I will assume 20 CHA and agonizing blast because I like numbers. Twinned agonizing blast with an action surge gives 12d10+12d6+60 if they all hit. If you happened to put up a hexblades curse you would also crit on 19 and 20 so there would be a fair chance of getting at least one in there. Haha BBEG go boom
That is a lot of damage! Great move.
But wouldn't hex and steel wind strike not work since hex is single target while sws is one attack per creature
True you'd only get in two creatures at most.
Nerdarchist Dave
Nerdarchy but Hex Requires a bonus action on a subsequent turn.after a creature has dropped to zero. And you can’t use your bonus action in the middle of the spell you cast RAW. You can only get one creature per turn this way.
Hex with earthen grasp on a caster with low strength. Disadvantage on check to escape means they are more likely to stay restrained and get crushed to death.
So far, my favorite character with Hex has to be my current character, Draa'zvir. Thank you Tasha's for Aberrant Mind Sorcerers.
The UA spell Spirit Shroud is a much better combo with Steel Wind Strike than Hex, since Hex damage only works on one target at a time. SS damage is applied to each successful attack. Really hope Spirit Shroud gets an official release!
I want to make a warlock multiclass build based on the spell Shadow Blade.
Well, I's pretty easy. 5th lvl Shadowblade is better than almost any magic item.
Other thing you can do is take Pact of the Blade and use Shadowblade as an offhand weapon.
Warlock (Hexblade) 9/Fighter (Echo Knight) 11
Warlock 3 (Pact of blade)
Fighter 3 (Echo Knight)
Warlock 3 -> 7
FIghter 3 - > 11
Warlock 7 -> 9
@@antongrigoryev6381 meshes nicely with a swash rogue
Hexblade+Divine Soul Sorc is my favorite.
@@antongrigoryev6381 shadow blade only lasts a minute. Ur ritual for ur pact takes an hour.
Spirit Shroud from the Spells and Magic Tattoos UA can be used as a far better Hex as long as you don't mind staying 10 ft away from the enemy. Also, why would Chaos Bolt or Steel Wind Strike work with Hex? You can only hex one creature at a time.
What about a twinned hex spell follow by Steel Wind Strike ? Or by a fireball (malus in dex with the hex spell)
@@junjaune4713 Fireball doesn't use an attack roll, so it wouldn't trigger Hex. And sure, twinning hex is possible, but at that point you're just adding a small amount of damage to the Steel Wind Strike (3.5 damage on average). That's not a deadly combo, which this video is supposed to be about
We had a wizard that dipped one level into warlock and during a boss fight he mentioned, "I wanna try something funny" so he cast magic missile as a 9th level spell while hex was active all at the one big guy so it it dealt 11d4+11d6+66 damage, which as a matter of fact, it was funny
Quick math for y'all
Lowest damage is 88
Average damage is 132
Maximum damage is 176
He got around 157 which is some very good luck for the amount of dice there
It did kill by the way
i played a longtooth shifter monk/warlock that used hex. first turn he would bonus action shift (he was a wolf because who doesnt wanna be a werewolf) and cast darkness on his belt and had the invocation to see through it and then turn 2 hed bonus action hex and attack twice and then subsequent turns attack twice and then use flurry of blows so he was getting anywhere from 2-4 extra d6 each turn. this was before the astral self monk and if i were to play it again id definately use astral self instead since they get more attacks with flurry of blows. it was a very fun character even though i couldnt use the darkness much after the first few sessions due to the story revolving around balors and they have truesight
also did a draconic sorc/celestial warlock that used it with scortching ray
Dammit, Dave!
For early game encounters, Hex + Hexblade's Curse seems decent, assuming you can stack damage that way.
Hex + Evard's Black Tentacles also seems like it has potential. Possibly throw in Bestow Curse if you're a Cleric multiclass dip...?
Hex doesn't work with Evard's Black Tentacles. It works only with attack rolls.
@@antongrigoryev6381, on the contrary, it does work, but specifically for the 2nd part of Evard's Black Tentacles, after the enemy is restrained
Here's the 2nd part of the spell's Oracle Text:
"A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself."
Since it is an ability check, and not a saving throw, it does work.
I think you may be a bit too concentrated on the first part of it, however. Here's that first part:
"When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends."
This means, you could have someone else drop Bestow Curse on the affected creature first, calling Dexterity, then drop Hex (naming Dex. or Str.) and Tentacles.
This would be best done as a 2 person combo, since all 3 spells normally require concentration. The exception here is Bestow Curse, which can have its Concentration requirement negated if it's upcasted at 5th level or higher.
@@simondiamond9628 Ah, you meant giving disadvantage? Then yes, it works. I thought of additional damage.
Hex is a great spell, but...
It only can affect one target at a time, so spells that affect multiple targets, such as chaos bolt and steel wind strike, will not benefit greatly from hex... most of the time. The exceptions are when a character can hex more than one target at a time. The sorcerer's twinned spell metamagic and the enchanter wizard's split enchantment abilities would allow the caster to hex two targets.
So if you cast this to affect Charisma, would that affect dialogue with NPCs? Would they be more likely to believe you or be worse at lying or whatever?
I'm wondering if a Sorc/Bard with subtle cast for this would be a better face for the party? Assuming they don't get caught manipulating anyways lol.
Yep! Hex can be super useful in all sorts of circumstances. We explored this idea further on the website here: nerdarchy.com/playing-a-warlock-like-a-creepy-occultist-in-5e-dd/
I'm thinking Variant Human Ranger, Magic Initiate as a 1st-level Feat, followed by Sharpshooter at level 4. Such an 'arrowing concept, non?
Same ranger human and crossbow expert. Two attacks at first level. 2 chances to crit. Range or melee.
Maybe my blowgun user should start as a warlock instead of a Fighter. Sharpshooter feat + Hex means a variant human can squeeze out 11 to 17 points of damage at first level from a weapon which is supposed to do a single point of damage.
No mention of invocations like Maddening Hex, or Sign of Ill Omen which is essentially an upgraded Hex? Bestow Curse at 5th lvl, give them disadvantage on saves then hit with Stinking Cloud. The true killer combo.
You have to touch them and then they have to make the save. Hex just works and is ranged and is a bonus action which comes back after a short rest. Sign of Ill omen is a one shot save or suck option.
Can a fighter or barbarian pick this up with Magic Initiate? Sounds super useful for someone with multiple or strong attacks.
Apparently they can, lol.
Barbs can keep concentrating while raging so not worth, but great on a fighter
Here I thought you were going to talk about the Shadow Blade spell (yes, you can get it with other classes, but the warlock's short rest spell slots kick it up to the next level). At Level 2, it conjures a finesse-able sword that does 2d8 psychic, and by level 5 slot, it's 4d8. Give that to a character with extra attack, and it will rapidly outpace hex, even at only 2 attacks per round (let alone a fighter with 3 attacks)
Question wouldn’t other know that you have casted a spell because Warlocks don’t normally have subtle spell
Yes, they would. But not all DMs remember about that.
I've always imagined it like the warlock very clearly puts their hex on you. Target thinks nothing of the crazy person then all day things keep going wrong
In the video they describe fighting a battle outside town and then transferring the hex to someone in town. That transfer technically wouldn't take verbal or somatic components.
My newly level 3 dragonborn warlock loves hex
Question: I play with Celestial warlock and I wonder if I should keep Flaming Sphere and get rid of Hex. Both are concentration spells while Hex last for an hour (we are at level 4) we are not getting that many battles in an hour of exploring to make it worth it. And Flaming Sphere can just move target with bonus actions, plus if I use booming blade on them I can keep them pinned so they get damage at the end of their turn too.
Lots of critters are fire resistant.
@@kestrel1234 But if they are not (and it's more likely on low levels), then Flaming Sphere really looks better. It deals the same potential damage per turn (2d6), has increased damage on higher levels (and it scales faster than additional shots of Eldritch Blast), has small well-controlled AoE, and Celestial warlocks can add their Cha to damage after 6 lvl.
Oh, and it's not that cliche.
Hex + Booming Blade = Profit
Why?
Booming Blade is a single attack, so you add your Hex bonus only once per turn.
I loved this intro bit :) would hex work with animate object?10 tiny objects that all can attack the same target in a round, btw one of the most broken spells in the game but I love it
No, both spells are concentration. If 10d4+40 isn't enough for you add poison to the tiny objects, and make them sharp!
Not only are the spells both concentration, but the object themselves are making the attacks rather than the caster.
hey! Hex bags ain't nothing to F*&K with.
Y'all need to be careful, you could hurt someone with that!
You don't make an attack roll for Hex. it ALWAYS hits
Forgive my ignorance, who is the character in the thumbnail??
I don’t mean Dave! Lol the other character
Hey, is this the first non-virtual meeting video in a while? You guys always have great chemistry when together.
I’m curious, how does Hex + Magic Missile work?
Just like multiple Eldritch Blast, you roll for each missile individually.
But most people would pick Eldritch Blast instead due to bigger damage.
@@ridwana4037 this is incorrect: magic missile is not an attack so hex is not triggered by it
It doesn't work together
@@DougVehovec Oh yeah, because it doesn't roll for attack. It automatically hit. My bad.
@@ridwana4037 But hex just says "hit with an attack". MM says the attack automatically hits. I don't see anywhere in Hex that says the attack must be rolled.
Used hex on a diplomat to basically hold him hostage after he made a social mistake oh I'll get you out of this if you sign this piece of paper giving me power over this town (that we found out had a vain of gold)
Scorching Ray outperforms Eldritch Blast.
.....
The level 2 spell better outperform the cantrip!
I don't remember Jace being a warlock, but okay
Tavern brawler bladelock hexblade. Its goofy and meme but its fun.
Meh. I'll take my pact of the chain Imp stuffing a small bag of holding into another bag of holding to send the BEEG into the Abyss any day. Sure, it cost me 5k gold but he thought it was hilarious.
does magic missle work with hex ?
No, it's not an attack.
Can you please, Please, PLEASE, do a d&dized version of WWE's THE UNDERTAKER!?!?
Bardbearian. Go lore bard and then totem of the bear barbarian.. talk shit to ur enemy. Then grapple them n let ur friends kill em.
Hex only works on one target at a time. Most of these suggestions wouldn't work at all.
I keep hex on mice after combats is done
Okay, listen. Upcasted magicmissle with hex and hexblades curse as sorcerer 5 and just warlock 1. Each magic missle is its own attack. So with like maybe a 3rd level spell slot, you're doing 5d4+5d6+20 of necrotic and force damage GUARANTEED.
Nope.
This was covered in a Sage advice www.sageadvice.eu/2018/01/11/hex-on-a-target-and-then-cast-magic-missiles-at-the-same-target-what-would-the-damage-be-like/
I know you normally don't review the best magic items for a class but what about a Wand of Magic Missiles for Warlock. Each magic dart would proc the hex damage.
There is no attack roll so NO, not if you go by the rules.
That thumbnail triggers me...JACE IS NOT A WARLOCK
So he's a patron. Got it
Literally who?
My warlock took survival skill and the dm allowed me to keep a stock of bugs on me I kept in cages so when combat was done and I still had time left on hex I transferred it to a bug. Then killed the bug to release the hex again when needed
This is unnecessary. After you kill the target of your hex, you do not have to immediately transfer the hex to a new target. As long as you maintain concentration and the duration remains active, you can just hold onto hex until the next suitable target becomes available. But, I understand the confusion. This is not expressly explained in the spell description, and the folks at wizards had top clarity that this was the intent. I too thought I would have to recast the spell later if a suitable target wasn't immediately available. It was only after looking at the extended duration that I questioned this logic and looked into it further. Hunter's Mark is intended to work the same way.
Make those magic missiles hit like a truck.
Hex doesn't combo with magic missile because it doesn't count as an "attack". Magic missile is a damaging effect that bypasses a saving throw.
Kids missed the school bus? Bad timing of that one..
is this a re-upload of an older video or they finally done with the "social distancing" crap?